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In reply to Vatya
#3699
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Vatya
Gunnar is undoubtedly great for everyone, but if we're talking about a hero for your main Castle, I would still prefer Kiryu for Rampart.
This is for those who like to max out Wisdom at level 6 or when you really need Archers for battle – Rangers are in 10th place in my personal hero ranking (Lords are in 1st), and Kairu already has 2 good skills used. In other words, their development is worlds apart.

Added 5 minutes later
Here's another interesting question, in case anyone doesn't know: how is the information about the strongest hero updated in the tavern during the opponent's turn? I recently learned that 0) only the starting army is counted, 1) it is updated with each hero purchased, and 2) heroes with units of 1 have their potentially available troops taken into account. I started checking – it doesn't update immediately after purchase or appearance, even hiding in a garrison is not reflected. I came to the conclusion that the new hero needs to take a step out of the Castle for the update.
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#3700
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Question for the experts.
I entered a pre-max Dragon Utopia with about 16 minotaurs and 16 vivs (there were also 60 mages and 40 dendroids), stats 7 7 7 7, exp armor. All the dragons rushed the vivs, although I expected them to go for the metis—why?? The average damage is the same, significantly more minotaurs are killed, their stats are lower, and they have some kind of ability (although my morale was neutral, I don't think that's a factor).
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In reply to zoog
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#3701
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zoog
Question for the experts.
Entered a near-max Dragon Utopia with approximately 16 Minotaurs and 16 Vivs (there were also 60 Mages and 40 Dendroids), stats 7 7 7 7, exp armor. All dragons rushed the Vivs, although I expected them to go for the same-breeds, why?? Average damage is the same, significantly more Minotaurs are killed, their stats are lower, and they have some ability or another (although my morale was neutral, I don't think that's a factor).try different slots (by trial and error) and linking shooters to another stack might also have an effect
#3702
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The archers were positioned separately from both stacks; they were only tested after the match.
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In reply to zoog
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#3703
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zoog
The archers were positioned separately from both stacks; the brute-force method was only used after the match.

So, did the brute-force method help or not? It usually does help. And in general, you shouldn't position a unit that's critical for you in a way that ALL FOUR dragons can attack it.


#3704
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The game is in progress.
ALL FOUR dragons could attack
Damn! I forgot that the reach of all stacks is taken into account. That's it. And there was a lot of talk about the 4th stack at one time. *Checked - placed it on the left, they attacked the hybrids, as they should. Thank you. It seems like a simple thing - but how I remembered it (about 10 years ago, there was a discussion here that the dragons in Utopia don't have any logic), it just stuck.
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#3705
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One more question: am I correct in assuming that the AI (especially in utopias) calculates the attack target priority based on the formula "number_of_units_to_be_killed * their_damage"? Accordingly, the anti-priority is calculated based on the number of dragons that can be killed (in a retaliatory strike with a full stack). (Well, this is common knowledge.)
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#3706
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The unit damage parameter is not taken into account precisely. The value of killing a unit is based on its Fight Value – a special parameter defined individually for each creature.
Retaliation is calculated based on the remaining stack after the attack, taking into account the average damage.
In addition to the damage from exchanging blows, the AI also considers the value of inflicting retaliation (depending on how much more advantageous the attack on the same target will become for other stacks reaching it, and whether it will be more advantageous than the attacks that the stacks had "planned" for themselves before).
The "danger of occupying a hex" is also taken into account. If a player's stack does not reach anyone in that round, the AI will subtract the damage of this stack from the value of the attack on those creatures, when attacking which it will be exposed to this stack. The AI also tries not to be exposed to attacks from creatures that attack everyone around them and from burning attacks.
And the archers' block is taken into account. The value of a blocked archer in the AI's eyes decreases by approximately 1.41 times (even if it attacks without a penalty in melee combat).
#3707
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The unit damage parameter is not precisely taken into account. The value of killing a unit is based on its Fight Value — a special parameter defined individually for each creature.Thank you very much. Would it be difficult to post this table? If so, I'd like it for general knowledge.
The retaliation is calculated from the remaining stack after the hit based on average damage.Wow... but it seemed that all tutorials emphasized — from a full stack... I think that's how Craig's survival in Dragon Utopia works with 3-5 wonders and slight healing, if you've seen it.
The "danger of stepping on a hex" is also taken into account. If one of the player's stacks cannot reach anyone this round, the AI will subtract that stack's damage from the value of attacking those creatures that would leave it exposed to that stack.So the attack value (= number_of_creatures * Fight Value, right?) is a quantity of the same dimension as the stack's damage?
And everything quoted above means "the AI doesn't like exposing itself, especially to an area-of-effect attack"?)

Maybe you could also explain (while we're at it), why do nagas move right up to units of 1 without attacking?
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#3708
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zoog
Would it be difficult to post this table? If not, I'd like to see it for general knowledge.
Perhaps it exists in PhysMage (though keep in mind that Fight Value is not the same as AI Value). It is definitely present in the game's text files (crtraits.txt). I won't extract and format a table right now; maybe someone else will do it.
zoog
Wow.. but it seemed like all the tutorials emphasized - from a full stack.. that's seemingly how Craig's survival in Dragon Utopia with 3-5 wonders and slight attrition works, if you've seen it.
I haven't seen it. But I am judging by the game code, and there is clearly something specifically stored and accounted for regarding how many will die from a hit when calculating return damage. AI behavior is quite complex, and there might be some other reason.
zoog
So the value of a strike (=number_of_creatures*Fight Value, right?) is a quantity that's essentially of the same dimension as stack damage?
Roughly so + accounting for a number of dynamic factors - spells buffing the stack and so on. Although FV isn't always proportional only to damage; it also depends on the unit's hp and other parameters (except speed) and abilities. And FV is actually proportional to the square root of the damage, not the damage itself.
zoog
Does all the above-quoted mean "the AI doesn't like putting itself in a vulnerable position, especially under heavy fire"?)
In some sense, yes. But it is described more detailed there - exactly what it doesn't like to be vulnerable to. For example, if the player's stack can reach someone anyway, the AI doesn't consider putting itself in its way as something bad (since it would have hit someone regardless).
zoog
Maybe you could also explain (while we're at it), why nagas move right up to units with 1 hp without attacking?
I don't know. I haven't seen that myself. It looks more like some kind of bug; I don't know what rational explanation there could be - I didn't find anything in the AI code that could provoke this.
#3709
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This is definitely in the game's text files (crtraits.txt). I won't extract and format a table right now; maybe someone else will do it.
That’s all that’s needed, thank you!
I don't know. I haven't seen anything like that myself.
If you are interested, here is a similar situation where Nagas simply miss an attack on Wonders and become vulnerable to Ogres (change the extension to mp4)
/attachments/37476/>
here is a description of the initial bug in Nagabanks:
Here's what happened:
160%. Trog morale dropped – wait, Nagas wait, Trogs move forward, Nagas towards them. _Right up close_.
Tried to recover – morale doesn't repeat.

Added 4 minutes later
Although FV isn't always proportional only to damage; it also depends on the unit's HP and other parameters (besides speed) and abilities.
What I meant was that damage from another stack is directly subtracted from the number_of_units*Fight Value.
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#3710
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zoog
If you're interested, it's a similar situation where the Nagas simply ignore the attack on the Wonders and expose themselves to Ogres (change the extension to mp4).
Yes, I see. Well, for now, I can't explain this. Perhaps it's some kind of bug that's difficult to catch in the game's logic.
zoog
I meant that the damage from another stack is directly subtracted from the number_of_creatures * Fight Value.
No, it's not the damage itself that's subtracted, but the value of the damage. That is, the value of the creatures that die from this damage (their number can be fractional). And the value of 1 creature is already the Fight Value. At the same time, a bonus is given to the value if the top creature in the stack has a small amount of HP and it is killed.
However, if the AI assesses the player's army as significantly superior, in most situations it stops taking into account the value of the creature and replaces the value of any creature with some constant - i.e., it only takes into account the number of creatures that can be killed.
#3711
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However, it also provides a bonus to the value if the top creature in the stack has a small amount of HP and is killed.
There was also a different opinion about this in the community.

Added after 12 hours and 3 minutes
[off]I've added information to my own private update for Heroes of Might and Magic - http://zoog2.narod.ru/misc/FMfix2.rar
Those who are not lazy, please evaluate the clarity of the presentation.[/off]
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In reply to zoog
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#3712
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zoog
There was a different opinion on this matter in everyday life as well.)

Added after 12 hours and 3 minutes
[off]Added info to my own private update for Heroes of Might and Magic - http://zoog2.narod.ru/misc/FMfix2.rar
Those who are not lazy, please evaluate the clarity of the presentation.[/off]
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Осень-Зима 2013-14.
#3713
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[off]Fixed (case was lost when saving in Windows)[/off]
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