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Posts from CombatAIFix – Fixes AI behavior in combat (for version 3.1).

5.0 (1 rating)
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4 years ago
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CombatAIFix

Description
A small mod aimed at improving AI behavior in combat. Currently, the mod addresses the most obvious flaw in the AI's logic – the use of spells. The AI will more actively use area-of-effect and other abilities and spells that do not require a target (such as summoning phoenixes and elementals), and will also more accurately assess the strength of the "Evasion" spell.
The mod does not use assets from other AI mods, but instead implements the potential that was built into the game by the developers, but which does not work due to errors in the code.

Compatibility
The mod is only compatible with version 3.1 of the game. Besides the AI, the mod does not change other aspects of the game, so you can expect full support for the features of version 3.1, with all its advantages and disadvantages.
If the mod is required for online play, it must be installed by all participants; otherwise, desynchronization is highly likely.

Installation
Place the H5_Game.CombatAIFix.exe file from the zip archive into the game's bin folder. Use this file to launch the game.

Machine code changes
Address - New code
(presented in hexadecimal format)

7fb190 - 90909090
7fb4f0 - 9090909090909090
4d697e - 00


Versions
v1.0 (06.01.2022)
- first public version
v1.1 (07.01.2022)
- reduced priority for counterspell


Attachments 1
1 file attached • Total size: 12.5 MB
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4 years ago
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Interesting)))

Will it be compatible with other mods?
I have MegaAI installed in my game, and it seems to be working fine.
In reply to Waterfall_13
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4 years ago
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Waterfall_13
Interesting!

Will it be compatible with other mods?
I have MegaAI installed, and it seems to be working fine.
It should be compatible with any mods for version 3.1 that don't modify the executable file.
4 years ago
Well done!
In reply to dredknight
4 years ago
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Thanks for the mod, I've been looking for it for a long time. Need to test it.
4 years ago
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Class)

What I saw that I hadn't seen before

The computer was causing overall slowdown, casting Armageddon, Wave of Fire, and Prayer.
The Warrior-Sorcerer was casting a general divine power.
It's just excellent. I upgraded the executable to handle 1000 creatures.

In the regular 3.1, there are still some problems, I don't know how it is here:

* The tent doesn't want to heal and skips turns if it sees a clear advantage for the enemy
* If you give a creature resurrection/blindness/charm and a lot of mana, it starts messing around with them, sometimes this leads to its defeat

Can MegaAI be discarded now?

What he did wrong once, when he already had Prayer cast for almost 2/3 of its duration, he cast it again
There's a feeling of overuse of heroes using counterspell where a person would have used Divine Might. That is, tower shouts and everything else seem normal, but counterspell, well, it's an overkill, where Divine Might would solve a piece of the strongest stack, he casts counterspell. He cast it 4 times.
In reply to vasik
4 years ago
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vasik
Awesome!
Can we remove MegaAI now?
I don't think so; MegaAI improves the talent selection for specific castles. We can keep 2 mods.
4 years ago
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runes every turn are also good, but now counterspell is like evasion. also, it seems that the Orcs are using Battle Cry and Terror quite a bit, but it seems that Horde Fury (for 5k damage) has been nerfed. I don't know if it's good or bad. Additionally: Arantir hasn't learned how to use Avatar yet, but I'm still checking. Hmm. He learned it, but it was cast after the Cry, Mass Bless, Phantoms, and Mass Slow/Mind Control. Also, there's this: there's a Mass Stone Skin spell for 12 and a simple Haste spell for 40%, and he prefers Haste (there's no Mass Haste), he values initiative. I don't know about Retribution Strike.
In reply to RedHeavenHero
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4 years ago
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RedHeavenHero
It should be compatible with any mods for version 3.1 that don't modify the .exe file.

But if my .exe file has been patched to include additional creatures, additional artifacts, and additional classes, then I need to find a way to combine them, right?
In reply to Waterfall_13
4 years ago
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Even in version 3.1, the game is very reluctant to build a Mage Guild in its castle. Has this been fixed?
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4 years ago
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RedHeavenHero
and also to more accurately assess the strength of the "Evasion" spell.

Man, you're a genius!

I'm very glad that the bug with spamming the "Evasion" spell has been fixed; it was a really critical issue. At first, I thought it was due to the high percentage, but even after reducing it to 50%, "Evasion" was still constantly being spammed.

It would also be great if you could fix the bug that causes the game to crash when the "Fire Trap" spell is cast by neutral creatures (so that the spell can be given to units). Or, so that this spell is never cast by units (so that at least there are no crashes).

Also, it would be awesome if "Earthquake" could damage the Hive and/or push back all enemy creatures based on their Attack Bonus (to a value that can be set in the file). This would essentially bring a whole spell back into the game!
It would also be interesting if "Evasion" would reduce both ranged and melee damage received, not just ranged damage (similar to "Distraction").

4 years ago
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the author is great.
4 years ago
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OOOOOOOOOOO
Now that’s a gift.
If the AI actually stops being so dumb in battles, that would be incredibly awesome.
4 years ago
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Everything is great, but there's one big BUT: creature abilities don't work, such as summoning Lords for Devils, Soar for Griffons, etc. None of the creatures' abilities work. It seems to work for the AI, but is it just me, or are there others experiencing this issue?
4 years ago
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I decided to test it on a couple of "cool" battles that I prepared for my campaign rework (but which turned out to be mediocre due to the dumb AI). 1) Markal vs. Cyrus Cyrus has 45 magic, spell mastery, light and summoning expert, and arcane luck. Before the mod, he spammed evasion (which did have some meaning, as the basis of my army was skeleton archers), and occasionally used damage spells like fireball. With the mod, he spams counterspell (although he is much more dangerous in terms of magic than Markal). Towards the end, he cast Armageddon once. He didn't use any other spells. 2) Markal vs. Godric. Godric has 20 magic, light master (all 3 mass spells), dark master (pain, curses, fallen knight). First phase: the old man cast mass weakness and vulnerability, then several individual slows and ice block on the liches. Second phase (where I spawn a very strong haven army): he immediately cast mass evasion (I only have a handful of half-dead liches + 100 summoned fire elementals, which still don't deal much damage; the phoenix carries the whole battle), then cast mass weakness again (although there was still a lot of time left until the end of the previous one), removed my vampire control, cast mass weakness for the 3rd time, and then started spamming divine retribution on the undead. Overall, it's not bad, although it's a pity that the old man forgot about the power of Light and only used divine retribution out of all the light potential. And in general, it's strange that a Might hero prioritizes debuffs over buffs. Buffs are more important for him (especially mass haste, as it relatively slows down the enemy hero, which in Markal's case is magic, i.e., the main strength). In general, in my opinion, mass haste, slow, dispel, and punishing strike should have a very high priority, and not things like weakness and vulnerability. In other battles, there is also a bug with the repeated application of already applied mass spells.
mark1995
creature abilities don't work
It seems to work for me, at least in the battles I tested.

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