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

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4 years ago
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Rxx is back and immediately with good content. Was the "bug" with the byte count on stacks with dodge fixed?
4 years ago
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in short, there seems to be an issue: this mod is incompatible with NHF, as the abilities of creatures are disabled when using the NHF mod. As soon as I removed NHF, the ability to use abilities reappeared.
In reply to марк1995
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4 years ago
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mark1995
in short, there's a problem: this mod seems to be incompatible with NHF, as the abilities of creatures are disabled when using the NHF mod. As soon as I removed NHF, the ability to use abilities reappeared.
By the way, yes, this is a bug in NHF. A friend already asked me to fix it, but I don't know how. It's only clear that this bug doesn't occur in duels; apparently, the scripts on the map break the abilities.
4 years ago
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even in duels, the creature abilities don’t work when the NHF files are in the data folder; it’s strange, but everything else works, and it seems like the AI can use the abilities.
In reply to Leonion
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4 years ago
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Leonion
I decided to test it on a couple of "cool" battles that I prepared for my campaign rework (but which turned out to be so-so due to the stupid AI).

1) Markal vs. Cyrus
Cyrus has 45 magic, spell mastery, light and summoning expert, and wizard luck.

Before the mod, he spammed evasion (which did have some meaning, because the basis of my army was skeleton archers), and occasionally cast 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 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 (there 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 he cast mass weakness again (although there was still a lot of time left until the end of the previous one), he removed my vampire control, he cast mass weakness for the 3rd time, after which he began to spam divine retribution on the undead. In general, 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 rather than buffs. Buffs are more important for him (especially mass haste, because it relatively slows down the enemy hero, which in the case of Markal is magic, i.e. the main strength). In general, in my opinion, mass haste, slow, dispel and righteous strike should have a very high priority, and not all sorts of weaknesses and vulnerability.

In other battles, there is also a bug with the repeated application of already applied mass spells.
It seems to work for me, at least in the battles that I tested.

I re-uploaded the mod with a reduced priority for counterspell. Previously, the priority for it was calculated, apparently, in such a way that it completely disabled the enemy hero.

The repeated application of weakness can be explained by the appearance of new units on the enemy side (phoenix and elementals) on which the spell was not applied. Perhaps the computer is still incorrectly evaluating the strength of some spells, but you shouldn't expect much from such an AI anyway.

Added 1 minute ago
}{0TT@6bI4
Rhh is back and immediately with good content. Was the "bug" with the computer's byte on evasion stacks fixed?
For now, it looks like it has been fixed.
4 years ago
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Will there be compatibility with NHF, or should we not expect it?!
In reply to RedHeavenHero
4 years ago
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RedHeavenHero
The repeated application of the weakening spell can be explained by the appearance of new units on the enemy side (Phoenix and Elementals), on which the spell had not been cast.
I thought about this, and in one case out of all, it was justified (precisely because of the Phoenix and Elementals), but when he cast the mass weakening spell for the 3rd time + similar cases in other battles - it no longer made sense.

But the battle with Cyrus after the counterspell fix was radically changed.
He cast everything he could: Grief on my strongest unit, mass haste and punishing strike, summoning Phoenix and Elementals, Phantom on Titans and Djinns, resurrection on his troops (when he was close to defeat), he used a lucky Armageddon at the very beginning of the battle (when I moved part of my troops to the center of the map, as a result of which he wiped out almost all of my units), he even used exile (!!!) to deprive me of my last Phoenix (there wasn't enough mana for a new one). As a result, I lost the battle.
Second attempt: vampirism and blessing on the Titans were added, slowing on my skeleton archers, I lost the battle again.
Only on the third attempt did I win, and that was only because at the end, for some reason, he started casting berserk on the phantom of his own Djinns (which, under berserk, attacked his own troops) instead of resurrection.

Of course, he could have easily wiped me out with a couple of meteor showers and earth shocks, but it was even more interesting when he used different spells.
It really felt like I was fighting an Archmage.))
RedHeavenHero
Perhaps the computer is still incorrectly evaluating the power of some spells, but you shouldn't expect much from such AI anyway.
Damn, I don't understand why the copyright holders of the executable file don't want to share its source code.
The game is ancient, there will definitely be no more commercial projects on this engine, but this way, a lot of things could be tweaked, and new life could be breathed into it.
4 years ago
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Unfortunately, the game crashes on large maps. Author, can you fix this?
In reply to w1842nite36
4 years ago
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yes, that's true; it's also incompatible with mods like NHF. The creatures' abilities don't work when these two mods are used together, although I don't understand why.
In reply to марк1995
4 years ago
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How do you make sure the abilities work? I basically know how, but I don't know how to prevent crashes on large maps.
In reply to w1842nite36
4 years ago
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Hey, could you please tell those who don't know how to do this? I've been waiting for the mod author to fix this bug.
In reply to w1842nite36
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4 years ago
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w1842nite36
Unfortunately, it crashes on large maps. Author, can you fix this?
Is it definitely known that this mod causes crashes, and would a clean version of the game work normally?
4 years ago
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maybe the tent could be fixed so that it heals unconditionally? (whether it's uncontrolled or controlled (with a skill), the AI skips turns when it has a clear advantage over the opponent).
In reply to RedHeavenHero
4 years ago
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RedHeavenHero
Is it definitely known that this mod causes crashes, and would a clean version of the game work normally?
No, it's not a clean version; it's with a Heroes mod. Does anyone know how to make them compatible?

Added 3 minutes later
марк1995
Oh, and please tell those who don't know how to do it! I've been waiting for the mod author to fix this bug.
If you have some modding skills, just add 1 mana to the unit with the active ability; it won't be spent, but it will be required to activate the ability. That's how I solved the problem for myself.
In reply to w1842nite36
4 years ago
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it would be great if you could explain it a little better for those who have no experience;D, where to go and so on, I would be grateful.

Added 2 minutes later
Rangers don't use racial skills, meaning they don't use spells like "Magic Arrow" or "Enchanted Arrows," and Goblin Warlocks never cast spells on heroes; they simply ignore them.

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