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Posts from Quantomas AI

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In reply to }{0TT@6bI4
5 years ago
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Thanks for the link, but I can’t even access it or download anything when I click on it.
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5 years ago
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I can download from that link even on my mobile... Please check if everything is okay with your browser.
5 years ago
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downloaded, thanks. As I understand it, this is a version for 3.0. Is there no link for the version for 3.1? The mod doesn't even work on NHF for version 3.0.
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5 years ago
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Why? The website states that it's for version 3.1, but the executables for launching NHF and QuantomasAI are different... You can't run both at the same time, although, as far as I know, it's already integrated into MCCS...
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5 years ago
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The 3.0 mod doesn't work on NHF Heroes.
If I'm not mistaken, it's the opposite; NHF might have problems with individual scripts on version 3.0.
5 years ago
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the mod is indeed installed on version 3.1, but it is based on the executable files of the original game version 3.0, hence the lack of script functions from 3.1.

Added 4 minutes later
and probably that's why it doesn't work with the NHF mod, although I might be wrong.
5 years ago
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I communicated with the author of this mod; his mod is based on version 3.0.8 because he doesn't have access to the source code of version 3.1.1. So, unfortunately, we probably won't see a proper AI mod for version 3.1.1.
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5 years ago
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Yes, I admit my mistake; I read about the mod in more detail.
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5 years ago
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Oh, thank you for the conversation. It's interesting.
Although, overall, Quantomas confirmed what had been said before, I found his caveat that "if some scripted function is missing, it can be added" to be interesting. Of course, it's not a given that he will personally do that work, but creating an alternative fork of 3.1 with working scripted functions (but otherwise based on 3.08) would be super cool.
5 years ago
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I tried this mod. To be honest, I'm not impressed. I liked the new artifacts and the fact that various treasure troves are updated every week. But the dungeons on levels 4-7 are a real problem. With the start of each new week, a dungeon that has already been captured becomes neutral, and you have to go and capture it again. And there's a hero with an army that outnumbers yours. Plus, the dungeon no longer affects the increase in creatures in the castle at the beginning of each week. I don't understand the point.

Regarding the AI, it's just terrible; it has become very weak even on the hero level. I play with the EE mod, and there, if your hero is stronger than the AI hero, the latter uses a portal spell to escape to the city when you approach. Here, it just stands there helplessly and without resistance, not even trying to run away.

In reply to padonkoff
5 years ago
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padonkoff

I tried this mod. To be honest, I'm not thrilled. I liked the new artifacts and the fact that various treasure troves are updated every week. But the dwellings on levels 4-7 are a real problem. With the start of each new week, a dwelling that has already been captured becomes neutral, and you have to go and capture it again. And there's a hero with an army that outnumbers yours. Plus, the dwelling no longer affects the increase in creatures in the castle at the beginning of each week. I don't understand the point.

As for the AI, it's just terrible; it has become very weak, even at the hero level. I play with the EE mod; there, if your hero is stronger than the AI hero, the latter flees to the city using a portal spell when you approach. But here, it just stands there helplessly and without resistance, not even trying to escape.

 

All the information is provided by Quantomas himself, regarding both the dwellings and the current state of the AI in the mod's Discord and his blog.

If we're talking about the specifics, the dwellings are reset weekly because a stack of creatures is given as a reward for clearing them each week. It depends on the hero's strength, as far as I remember from my tests.

The mod is being rewritten from scratch... if you compare it to EE 3.1j, it's already a completely different mod. I don't really see the point in complaining about the functionality of the beta build, because, again, Quantomas clearly states the current status of the project. At the moment, the development of the AI itself is at the stage of implementing its concept in the game's code. It is necessary to adapt the functionality to the existing game interfaces. He did not give any specific dates for when there will be a truly playable build, but it is estimated that it will take at least 3-4 months to wait for an update.

P.S.

It should be clarified that the mod can only be tested in its current state using standard Multiplayer maps; non-standard, user-created maps can be found in the mod's Discord.

Also, the adapted LotA campaign is suitable for testing, but it seems that it is not completely finished.

P.P.S.

The mod does NOT work over LAN at the moment and will NOT in the near future; this is a secondary role in the development.

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