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New here? I'm Roha — want a quick tour?
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 is there in the AI in the version I mentioned?
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.
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?
atlant108, are these mods compatible with version 3.1?
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).