Skip to content

Posts from Difficulties - Difficult and Impossible. Auto-translated

No ratings yet — be the first to rate!
#1
Auto-translated
Could you please explain the difference between the "difficult" and "impossible" difficulty settings when creating a map?
I'm not talking about the king and queen levels, but specifically about the map's difficulty setting in the map editor.
I enjoy editing maps to make them more challenging for an interesting game. However, when I set the map's difficulty, I can't find the difference between "difficult" and "impossible." The monsters on the map don't change; there are as many as there were before.
As for the bots, I even specifically tested it on one map. I ran the same map with "difficult" and "impossible" difficulty settings for 2 and 3 months of gameplay, and observed what the bot achieved during that time. And on the "difficult" map difficulty level, the bot played noticeably better than on the "impossible" level. Moreover, I didn't test just one bot, but four players at once. And all four performed better on the "difficult" map difficulty.
Perhaps someone from the mapmaking community can explain what the choice of difficulty level in the map itself affects?
User Avatar
#2
Auto-translated
Download ""FizMiG"" (an unofficial guide for "Heroes 3"): it contains a lot of useful information! Here is one of the latest versions (2.53), which is not yet too bulky and not overloaded with unnecessary information: https://cloud.mail.ru/public/54sH/2Ayh9wPXP
The difference lies in the starting amount of resources, but not only.
"Expert" difficulty (160%):
- The AI player does not hire more than 5 heroes.
- The AI player does not hire new heroes if there are 18 or more heroes in total on the map (including the heroes of other players).
"Impossible" difficulty (200%):
- The AI player does not hire more than 6 heroes.
- The AI player does not hire new heroes if there are 21 or more heroes in total on the map (including the heroes of other players).
This is described in detail in chapter 7.10 "Start of the game, AI, starting resources, and the Penalty option."
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
User Avatar
#3
Auto-translated
Renvard, the difficulty of a map in the editor depends on the map creator. That is, if they believe they have created a difficult map, they will set the difficulty to "difficult." If it's some kind of impossible mess, they will set it to "impossible." Players won't play any better or worse because of this.

Since the AI's strength in the game is already determined by the starting conditions in the game itself (and the editor is only for previewing), this won't change anything.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Marmot
#4
Auto-translated
Marmot
Download "FizMiG" (an unofficial guide for "Heroes 3"): it contains a lot of useful information! One of the older versions (2.3), which isn't too bulky and isn't overloaded with unnecessary information: https://cloud.mail.ru/public/7Ydg/nK9uUBKdK
The difference lies in the starting amount of resources, but not only that.
This is described in detail in chapter 7.10 "Start of the game, AI, starting resources, and the Penalty option."

We were talking about a completely different level of difficulty, and the comment below you gave the correct answer. But still, thank you, I didn't know about this guide and now I understand why the bot didn't buy more heroes on some maps.
Lider1
Lider1
Understood, thank you.
User Avatar
#5
Auto-translated
Don't overcomplicate your question though. :) It’s quite clear what you mean:
Can you tell me what the difference is between “difficult” and “impossible” when creating a map?...
I can’t find the difference between *difficult* and *impossible*.
You just liked Lider1’s answer. :)
It’s much easier to create strategic maps (in the style of random or standard maps) than RPG ones.
If you want the AI to exhibit specific behavior in your map, it’s not that simple. Of course, you can adjust its power and development speed with resources and troops, but to make the enemy go exactly where you need them to and do exactly what you need them to, you have to create conditions and constantly test the gameplay. This is easier on a map with closed areas; if the areas are open, everything might not go as planned. This is an entire science that the authors of such maps could teach. I can only speak as a player and theorist. Recently, I made some minor edits to the "War of titans" map for my own purposes, which I wrote about here.
The AI can sometimes behave surprisingly, and even differently during two playthroughs of the same map. For example, on the Polish map “Zagubione Imperium,” the last enemy, Red, stayed put and didn't even leave his city until I came and killed him. But another player had a very active Red, and victory required effort.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to Marmot
User Avatar
#6
Auto-translated
Marmot

The AI can sometimes behave in surprising ways, and even differently in two playthroughs of the same map. For example, on the Polish map "Zagubione Imperium," the last enemy, Red, just sat in his town and didn't even come out until I arrived and defeated him. But for another player, Red was very active, and victory required effort.

Well, that's correct; he has three behavior patterns: warrior, builder, and traveler. That's why he behaves differently.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
User Avatar
#7
Auto-translated
he was definitely taken aback )
it's simply impossible