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Posts from Eternal Essence – Faster AI turn + smarter AI.

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In reply to Dyrman
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Dyrman
Rameliya, This topic has been discussed online and in the forum multiple times. There's a search function. Besides, possible relatives (atlant108) are aware of this issue and could personally tell us about it.
And it's a pity that there are no source files for version 3.1, despite the game's age.

Come on, Dyrman, Heroes 5 is young and fresh.:)
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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Unfortunately, I was unable to find a solution to this problem on the internet. None of my relatives or acquaintances who play Heroes V know what to do about it either. Additionally, I wrote on various same-series forums, including
the Polish forum, http://www.tawerna.biz/czytaj_artykul_130_ogolne-informacje-o-dzikich-hordach---dodatku-heroes-v.html

as well as: http://heroescommunity.com/forumdisplay.php3?FID=18

but a solution has not been found yet.

As some kind of workaround, it is recommended to use the Mega AI mod — it supports version 3.1
Все дело в мыслях. Мысль — начало всего. И мыслями можно управлять. И поэтому главное дело совершенствования: работать над мыслями.
Человек – продукт своих мыслей. Ибо он становится тем, о чем он думает большую часть времени! Все будет хорошо! Верь в себя, и ты пробьешься!
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Here is an example of a battle with the EE mod. Watch it, and everything will become clear:

https://www.youtube.com/watch?v=uRDuw7oHrwI

And here is an interesting review of the Classic AI mod (enhanced artificial intelligence):
https://www.youtube.com/watch?v=SLNfpSyHaBg
Все дело в мыслях. Мысль — начало всего. И мыслями можно управлять. И поэтому главное дело совершенствования: работать над мыслями.
Человек – продукт своих мыслей. Ибо он становится тем, о чем он думает большую часть времени! Все будет хорошо! Верь в себя, и ты пробьешься!
In reply to Rameliya
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Rameliya
Uriel Septim X, perhaps you can advise:

it is known that the EE mod does not understand scripts version 3.1.
Is there anything that can be done about this?
I am a proponent of copy-pasting, so I have several versions of Heroes in different folders.
You can install version 3.0 and play with this mod there.
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
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You can install version 3.0 and play with this mod there.

I sometimes do that. I also play with this mod in ЕВА, but as soon as the Eternal Essence mod is activated, the game with version 3.1 turns into version 3.0. And I don't like that, because there are about 200 changes and fixes between versions 3.0 and 3.1.
Все дело в мыслях. Мысль — начало всего. И мыслями можно управлять. И поэтому главное дело совершенствования: работать над мыслями.
Человек – продукт своих мыслей. Ибо он становится тем, о чем он думает большую часть времени! Все будет хорошо! Верь в себя, и ты пробьешься!
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Hello everyone! I apologize for "bringing up" this topic again, but I haven't been able to figure out the questions myself. So, I'm hoping for your support...
1) Does the game's difficulty level (which changes the amount of starting resources) affect the AI's difficulty? If so, how?
2) There are 4 levels of AI "intelligence," and the higher the level, the better the quality. But I haven't been able to find out the specifics, because it's like in chess, where the AI looks several moves ahead. So, does anyone know the exact correspondence between the level and the number of "moves ahead"?
3) Neutral heroes. Increasing the "intelligence" level increases the probability of a random hero appearing among the neutrals. However, if the probability triggers and a battle begins, we see one hero in the quick battle results, but when we switch to manual combat, we see that the neutral hero has changed. Is there a solution to this?
4) For each AI, you can set whether it will play aggressively or defensively. So, how is the AI's "intelligence" related to this? And if possible, please provide more details about what these two AI strategies entail.
5) When choosing a bonus, there is an option that equalizes the player and the AI in terms of resources, and the AI also stops replenishing its losses in battles. What happens when the game's difficulty is increased? It is known that when the difficulty level is increased without "enabling" this bonus, the maximum level of creatures that the AI can replenish after battles also increases. But what is the situation with resources? And how does the loss replenishment mechanism work, and does it work after a battle with the player (or only with neutrals)?
6) I need an AI configuration setting. If someone is well-versed in this, I need the AI not to rush towards me, but also not to stay in its starting zone all the time. I want it to, like me, gradually explore the area, find artifacts, and increase the character's level. And then have the "first" final battle.
Thank you in advance!

Currently, I only understand that the higher the AI's "intelligence," the "faster" it executes its strategy. That is, if it's aggression, it will rush to your zone faster to destroy you. So, for a slower-paced game, it is necessary to minimize the AI's "intelligence." If you enable "Normal Game" mode, the game will be easy, because it's no secret that the bot plays worse in battles, and therefore on a large map, all those losses will accumulate into one big loss before the final battle, and it won't be as interesting. As for the difficulty, it seems that the higher the game's difficulty, the fewer high-level creatures the AI will ultimately lose, which is good, but at the same time, the starting resources will be significantly reduced. Although, perhaps in the case of a large map and a slow pace, this is actually good.
Heroes 5.5 + NCF (Manual) / My templates / DeSync? / Русификация кампаний
Required ARMG Settings: Monster Strength - Strong (3); Resources - Little (2); Experience - 3.
AI Settings: Difficult - Heroic (3); Lookahead Depth - Normal (1).

My Favorite Heroes:
Haven (H) - Jeddite (Heretic)
Sylvan / Preserve (P) - Vinrael (Druid)
Academy (A) - Minasli (Seer)
Fortress (F) - Ingvar (Engineer)
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At the beginning of the year, there was information that Quantomas would release a version 2 of their AI. Does anyone have any information about it?
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Can this mod be played online? The documentation states that it only supports hotseat mode. But in Heroes 5.5, it's possible to play over LAN along with the other mods in that collection...

And here are some more questions:
1. I created a map in the map editor and I'm just taking turns, not building anything. The AI on the other side is just running around its territories and doesn't seem to want to attack; it's already the 4th month in the game. Is there a more aggressive AI?
2. In the map options when creating a map, it says: Hall of decision 28 days - what is this??
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Hello, I posted in this thread some time ago, but my message went unnoticed, so I'll try my luck again. I would like to know how to make 8 skills possible in campaigns. It seems someone else asked this before, but didn't receive an answer. I thought it would be simple if the mod (if you can call it that) was permanent, rather than activated. Although, I'm not very skilled, so I'm not sure. I tried browsing through the files, but the most I achieved was deleting the activators, which, of course, didn't lead to the desired result. I would be grateful if someone could help, because 8 skills are great; I've always thought that 6 is too few. And one more thing, I found an EXE patcher in the game folder, but I can't figure out how to install it. The patcher file (jar) opens with WinRAR. I hope there are some experts who can help.
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Oh, it’s so sad that no one is responding.
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Here's the issue: I installed it, and it seems to be working. But on many maps, the opponent just stands there and does nothing, and a notification pops up saying "player color PONDER." Has anyone else encountered this?
In reply to vit135
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vit135
At the beginning of the year, there was information that Quantomas would release a version 2 of their AI. Does anyone have any information about it?

Check out the French fan site. If it's released anywhere, it will probably be there.
Все дело в мыслях. Мысль — начало всего. И мыслями можно управлять. И поэтому главное дело совершенствования: работать над мыслями.
Человек – продукт своих мыслей. Ибо он становится тем, о чем он думает большую часть времени! Все будет хорошо! Верь в себя, и ты пробьешься!
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Hello, I wrote in this thread some time ago, but my message went unnoticed, so I'll try again.
I would like to know how to make it possible to have 8 skills in Campaigns; someone seems to have asked before, but didn't receive an answer.
I thought that it would be simple if the mod (if you can call it that, but I think you can) was permanent and not activated.
Although I am not very skilled, so I am not sure.

This feature is implemented in the EVA modification:
/topic/9495/
In reply to atlant108
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atlant108
This feature is implemented in the EVA mod:
/topic/9495/

I checked – and it’s true. It turned out to be funny. When I wrote this question, there was an old version of EVA, 2.6.something. Seeing that EE doesn't change the number of skills, I got upset and disabled it; later, a patch for EVA came out, which implemented this feature, but I still had EE disabled.

Thank you. If it weren't for you, I would have remained unaware.

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