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Posts from Discussion about the game's artificial intelligence. Auto-translated

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Do you think the AI in this game is good?
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In reply to Radionich
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#160
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The AI has noticeably become less intelligent compared to the original. Previously, it used mass spells and caused trouble, but in 3.1, it has only one goal: to cast "Evasion" on everyone, even though this wasn't the case in 3.0. And if you need to distract the AI from archers, simply cast the same "Evasion" spell on some tanky unit like an armored knight, hydra, zombie, etc.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#161
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Does it also work that way on a hero? o_o ;)

I thought it only worked on a veteran and <

Whatever
In reply to Heroist
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#162
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Perhaps to a lesser extent, but it still does.
And why did the developers ruin the AI?
They could have at least put it on scripts; knowledgeable people (:rolleyes:) could have fixed it.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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#163
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So, is creating an ultra-powerful AI impossible at the moment? (Because of the same h5_game.exe, which is closed to ordinary users?)
Honestly, I was sure that the AI is quite easy to train. After all, there are quite a few mods to enhance it, right?

Whatever
In reply to Heroist
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#164
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Some aspects of the AI can be trained. You can instruct it where to go, which artifacts to equip, which upgrade to choose, and so on. However, defining its behavior in battle is quite difficult (if not impossible) due to the flaws in the combat scripts and their complete absence in multiplayer.

Added after 36 minutes
In fact, the AI already uses Berserk and Subjugation effectively, but only when the infamous dodge ability is not present. It's disappointing that it doesn't use
mass spells at all.

Added after 5 minutes
Mods that enhance the AI mostly just give it an unfair advantage.
Карты для Героев Меча и Магии 5
Одиночные: Завеса срывается, Посол, Последний рывок, Эхо Пустоты
Кампания: Империя Единорога

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Орден Порядка: 1
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#165
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The AI in Heroes V isn't very good. On large maps and during long games, the game lags when the AI takes its turn. It's simply not optimized.
Regarding its behavior: it's most enjoyable to play against on the first two difficulty levels. On the last two levels, it's very difficult to win against it! I develop strategically, slowly, and then suddenly, the enemy hero has creatures of level 7, and there are almost ten of them, or even more! When I barely manage to capture an enemy town, I see ALL the buildings that have been constructed. In the Thieves' Guild, the AI consistently has stats of 20-20-10-10-10-10-20000 and 30-30-15-15-15-15-30000 every day. It's just some kind of cheating. Nival Interactive didn't manage to properly refine the AI, unlike 3DO did with Heroes III…
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#166
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The funniest thing is that the AI reached the peak of its stupidity in the very last patch, 3.1; before that, it was much smarter. As I said, the patch is practically useless.
In reply to Magistar
#167
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Magistar
The funniest thing is that the AI reached the peak of its stupidity in the very last patch 3.1; before that, it was much smarter. As I said, the patch is practically useless.
Magistar, I don't have version 3.1. What kind of foolishness does the AI exhibit in the version I mentioned?
In reply to Utiferus
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#168
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Thorenlawar
Magistar, I don't have version 3.1. What kind of foolishness is there in the AI in the version I mentioned?
There are many things.
Firstly, the AI constantly has some kind of stupid obsession with applying "dodge." Enemy heroes, when this enchantment is present, often do nothing until they apply dodge to all their units, even if you don't have any ranged units at all. When, in a duel, Sinistar, instead of using cool spells against a lucky sorcerer, started applying dodge to everyone, I just wanted to facepalm.
Furthermore, continuing with the dodge obsession, all enemy ranged units and ballistas somehow start switching to targets with dodge. If you place 2 units next to each other, and one applies dodge, all enemy ranged units immediately start attacking the target with dodge, which is complete nonsense.
Also, the AI practically doesn't try to block your ranged units. In previous versions, they always tried to block ranged units when possible, but now they just beat up melee units and don't even try to block ranged units.
In addition, the AI has become worse at using racial abilities, such as opening portals and using runes. It didn't use portal opening very often before, but it still could, especially if a stack has no attack, but now it completely ignores it. It also often ignores runes.
If you block stacks with a crystal and a wall, it completely freezes; I don't remember how it was in 3.0, but it seems like it sometimes at least tried to break through.
In short, the AI in 3.1 is not just dumber than in all previous patches and versions of the fifth game, but significantly dumber.
In the same Lords of the North, the AI could sometimes surprise you.
In reply to Magistar
#169
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Magistar
In many ways.
Firstly, the AI constantly uses some kind of stupid tactic of applying "dodge." Enemy heroes, when they have this ability, often do nothing but stack dodge on everyone, even if you don't have any ranged units. When Sinistar, in a duel with a lucky Sorcerer, started applying dodge to everyone instead of using cool spells, I just wanted to facepalm.
Secondly, continuing with the dodge tactic, all enemy ranged units and ballistas start targeting units with dodge. If you place two units next to each other and one applies dodge, all enemy ranged units immediately target the unit with dodge, which is completely absurd.
Furthermore, the AI practically never tries to block your ranged units. In previous versions, they always tried to block ranged units when possible, but now they just beat up melee units and don't even try to block ranged units.
Also, the AI has become worse at using racial abilities, such as opening portals and using runes. It was reluctant to use portals before, but it could still do it, especially if a stack had no attack, but now it completely ignores them. It also often ignores runes.
If you block stacks with a crystal and a wall, it just gets stuck; I don't remember how it was in 3.0, but it seemed like it would at least sometimes try to break through.
In short, the AI in 3.1 is not just dumber than in all previous patches and versions of the fifth game, but significantly dumber.
In the same Lords of the North, the AI could sometimes surprise you.
And if you want to play version 3.1 (almost all maps starting from 2009-2010 were created in this version), is there a mod that improves the AI and is designed for that version?
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#170
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Thorenlawar, here are a few options:

1) TE Mod. A mod that aims to rebalance Heroes 5 for fair and equal Multiplayer battles. All changes are described in a text file within the archive. The archive also includes a fully interactive skill wheel that takes all TE changes into account. This mod has been used in tournaments and has earned recognition from many players.

2) ClassicAI Mod. Changes the difficulty levels in the game. This mod is ideal for those who find it too easy to play on "Warrior" but too difficult on "Veteran," or who find "Veteran" easy but are not yet ready to try "Hero." The mod author has made it so that on "Warrior," the AI behaves more intelligently than before (now called "Apprentice"). He has done the same for "Veteran," which now has two levels: "Master" behaves more intelligently than before but does not use cheat codes; "Grand Master" behaves no less intelligently than "Master" but also doesn't shy away from cheating. On the last difficulty level, "Champion," stronger neutral creatures are generated.
Attention! There are two mods in the archive. Use ClassicAI-PerformanceXL on huge maps with a large number of players. In all other cases, use ClassicAI.

3) megaAI 1.2 (optimal for single-player maps and scenarios)

This mod enhances the artificial intelligence in Heroes 5. The main difference is that the AI now more often chooses skills that are useful for its race and skills that it is good at using (and most often, simply passive skills). So, you can now encounter Retribution with Elves and Knights, and Necromancers like to take Fire Warriors... Also, the AI now likes to visit the library, hires only its own heroes (if there is a choice in the tavern), and so on... At the same time, the mod does not affect the game's difficulty settings (similar to the Classic AI mod); it only improves the enemy heroes.
Starting with version 1.2, you can prevent enemy heroes from fleeing the battlefield. Also, from now on, there are two files in the archive - one for playing on large maps (starting with a size of 176x176), and the other for playing on smaller maps. Author: Alexoff (creation), Ogo (idea and initial testing).
In reply to Utiferus
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#171
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Thorenlawar
What if you want to play version 3.1 (almost all maps starting from 2009-2010 were created in this version)? Is there a mod that improves the AI and is designed for that version?
Mods exist, but I don't really understand them.
#172
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atlant108, are these mods compatible with version 3.1?
In reply to Utiferus
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#173
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Thorenlawar
atlant108, are these mods compatible with version 3.1?

All of the mods listed above are compatible with both version 3.0 and version 3.1.
In reply to atlant108
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#174
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atlant108
Thorenlawar, there are several options:

1) TE Mod. A mod that aims to balance Heroes of Might and Magic V for fair and equal Multiplayer battles. All changes made by it are described in a text file within the archive. The archive also contains a full interactive skill wheel that takes into account all TE changes. This mod has been used many times in Tournaments and has earned recognition from many players.

2) ClassicAI Mod Changes the difficulty levels in the game. This mod is ideal for those who find it too easy to play on "Warrior," but difficult on "Veteran," or already find "Veteran" easy, but are still hesitant to move on to "Hero." The author of the mod made it so that on "Warrior," the AI behaves smarter than before (now called "Apprentice"). He did the same with "Veteran," which now has two gradations - "Master" behaves more intelligently than before, but does not use cheat codes; "Grand Master" behaves no less smartly than "Master," but doesn't shy away from cheating either. On the last difficulty level, "Champion," stronger neutrals are generated.
Attention! There are two mods in the archive. Use ClassicAI-PerformanceXL on huge maps with a large number of players. In all other cases, use ClassicAI.

3) megaAI 1.2 (optimal for single-player maps and scenarios)

This mod enhances the artificial intelligence in Heroes V. The main difference is that the AI now chooses skills that are useful for its race and skills that it knows how to use well (and most often simply passive ones). So, you can now encounter Retribution with Elves and Knights, and Necromancers like to take Fire Warriors... Also, the AI now likes to visit the library, hires only its own heroes (if there is a choice in the tavern), and so on… At the same time, the mod does not affect the game's difficulty settings at all (similar to the Classic AI mod); it only improves enemy heroes.
Starting with version 1.2, you can prevent an enemy hero from fleeing the battlefield. Also, starting now, there are two files in the archive - one for playing on large maps (starting from size 176x176), and another for playing on smaller maps.>Author: Alexoff (creation), Ogo (idea and initial testing).


It must be admitted that the artificial intelligence in Heroes V is weak, therefore, I recommend using mods to enhance the AI

CombatAIFix - Fixes AI behavior in combat /topic/15624/
Eternal Essence - Fast AI turn + smart AI /topic/7746/
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