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

5.0 (1 rating)
In reply to марк1995
4 years ago
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mark1995
Everything would be great, but could you explain it a little better for those who have zero skill? Where to go and what to do, 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.
I'm not a modder myself, but there's a special section here for mod requests, I think it's called that. Write there, maybe someone will help.
4 years ago
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Good afternoon. Could you please tell me if this mod is compatible with Heroes 5.5 RC15 beta 2? If so, what steps need to be taken to get the game running with these mods?
In reply to Jerachmeel
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4 years ago
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Jerachmeel
Good afternoon. Could you please tell me if this mod is compatible with Heroes 5.5 RC15 beta 2? If so, what steps need to be taken to get the game running with these mods?
No, it is not compatible. This mod makes changes to the .exe file, and the 5.5 mod also makes changes. To get the mods to work together, you need to create an .exe file that combines the changes from both mods, but mods that modify the .exe file don't appear every day....
In reply to fktifzobr@mail.ru
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4 years ago
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This is the best AI mod I’ve ever seen. On my map, “White Temple,” there’s a main boss who can be of any race, possess any school of magic, etc. He kept trying to cast a single evasion spell (even though he had a mass spell) or just attack with his hand. I was already despairing and thought I’d have to write a combat script. But with this mod, all of that is no longer necessary. This mod not only makes the AI cast high-level spells but also does so very effectively: if a hero has 2-3 units immune to fire, he will actively cast Armageddon; if the opponent casts mass weakness, a mass smite will immediately follow; if the opponent has few units left, phoenixes and elementals will be summoned; and if the AI itself has few units, resurrection and raising the dead will be actively used, etc. Huge thanks for this mod.
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4 years ago
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Hmm. The AI already had a tendency to "replace" debuffs with buffs. I remember how I used to carry casters, spreading speed buffs on my turn, which forced the AI to cast slow. With summoning Phoenixes and raising units, I would also play differently as the AI: summon them right away to have a significant advantage at the beginning and thus decide the outcome of the battle, rather than at the end when everything is already clear (and besides, why summon elementals to finish off the enemy when you don't fly in to cast Phoenixes and elementals when only weak stacks remain?). And, conversely, resurrect at the end, when the opponent can no longer deal much damage and you can leave the largest army alive... Regarding Armageddon – here everything is correct, I have no complaints...

I'm probably wrong because the AI plays with a different goal than I do...
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4 years ago
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3 years ago
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Hey guys, those in the know, is it possible to combine this mod with the NHF mod, because I'm experiencing crashes on large maps?
3 years ago
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nhf, the abilities of creatures still don't work for me.
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3 years ago
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pastkha, can you remind me why a new .exe file is needed in NHF? I don't think there is one, and it doesn't modify the creatures either.
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3 years ago
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w1842nite36, crashes on large maps are common; are you sure that this is due to a conflict between two mods, and that the same maps work without one of them?
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3 years ago
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Author
pastkha, can you remind me why a new .exe is needed for NHF?
NHF requires scripts 3.1 and, consequently, an executable that supports them. This seems to be the only requirement, and previously there was an issue that mods for AI only supported 3.0, and therefore there was no compatibility.
But that was before, so why there are problems now is unclear.
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3 years ago
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Apparently, either the NHF executable needs to be patched at the addresses specified by RedHaven in the header, or vice versa. But I don't know what has been changed in the NHF executable.
In reply to }{0TT@6bI4
3 years ago
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}{0TT@6bI4
w1842nite36, crashes on large maps are common; are you sure it's due to a conflict between the two mods, and that the same maps work without one of them?

I tested it again, and the problem is definitely with the mod itself. For some reason, it doesn't work stably on large maps; it crashes after 1 or 2 days. Does anyone know if the author intends to fix this mod?
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3 years ago
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I won't be lazy; I'll download the mod and run a large and very large Heroes of Might and Magic map. Let's see if there are any crashes on the second day. If there are, then yes, something is wrong with the mod, but if not, I'm more than sure that you don't have a clean version of the game.
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3 years ago
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I tested it for 14 turns, and there were no crashes. The map is a random map generator (RMG) creation, very large, and includes a Dungeon. The author has polished everything; there's nothing to complain about here smile38.

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