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>VCMI
Thanks for the tip, I've heard about this product, but I thought it was just another port to Android.
>I just don't believe in the feasibility of this idea
The "idea" is no different from what Chessmaster does; the analysis mechanism has been described in various sources.
>And is striving to achieve it
This is already a strategic map; I don't think we'll be working on it. The developments in tactics might be useful in other projects. We had an idea to collect information from the map about the spells available to the player and the potential increase in units that the player can obtain and buy, and use it to evaluate tactical decisions, but this would greatly complicate the task; there are too many options, and it would be easy to draw an incorrect conclusion.
Added after 41 minutes
>Should the AI have access to information about the attacking player's "key" spells? Resurrect, slow, speed, etc.
>Ideally, no. But as an additional option for those who like it, it could be left in.
I envisioned this on the level of "rumor," where some neutral creatures tell others that Galtran is running around and frying everyone with chain lightning. The implementation would again be at the level of a table, where we record the spell and level used by the player after each battle.
>Secondly, playing chess with a computer is boring.
Aren't you worried about the slow transformation of Heroes into a very slow-paced, turn-based Dota? Players gather on the map, grab what they can, and run to the center to find out who got more angels and ducks from the random number generator.
To some extent, of course, there is a competitive element to this, like in Magic The Gathering; the player with less skill can win against an opponent who is much better in skill and deck quality, simply because the opponent is unlucky with mana. But the box of Homm3 said "strategy game."
Thanks for the tip, I've heard about this product, but I thought it was just another port to Android.
>I just don't believe in the feasibility of this idea
The "idea" is no different from what Chessmaster does; the analysis mechanism has been described in various sources.
>And is striving to achieve it
This is already a strategic map; I don't think we'll be working on it. The developments in tactics might be useful in other projects. We had an idea to collect information from the map about the spells available to the player and the potential increase in units that the player can obtain and buy, and use it to evaluate tactical decisions, but this would greatly complicate the task; there are too many options, and it would be easy to draw an incorrect conclusion.
Added after 41 minutes
>Should the AI have access to information about the attacking player's "key" spells? Resurrect, slow, speed, etc.
>Ideally, no. But as an additional option for those who like it, it could be left in.
I envisioned this on the level of "rumor," where some neutral creatures tell others that Galtran is running around and frying everyone with chain lightning. The implementation would again be at the level of a table, where we record the spell and level used by the player after each battle.
>Secondly, playing chess with a computer is boring.
Aren't you worried about the slow transformation of Heroes into a very slow-paced, turn-based Dota? Players gather on the map, grab what they can, and run to the center to find out who got more angels and ducks from the random number generator.
To some extent, of course, there is a competitive element to this, like in Magic The Gathering; the player with less skill can win against an opponent who is much better in skill and deck quality, simply because the opponent is unlucky with mana. But the box of Homm3 said "strategy game."