Posts from Silly computer, can we get a fix?
Is a patch needed for tactical battles?
>therefore, at the moment, I honestly can't imagine how and in what form this will turn out
The AI already receives enough bonuses on the strategic map, depending on the difficulty level.
It also divides troops between heroes not very wisely, so if you're going to improve it, you need to improve everything, systematically and gradually, but absolutely everything.
I think that if you stop controlling hundreds of zombies with a single fake hero, teach the AI to use dispel during battles, utilize defensive abilities, avoid unnecessary risks, and manage resource stacks efficiently, then yes, the AI will become a bit more challenging, especially if it can "deal more damage."
And I overlooked the most important thing: the development strategy. The AI plays very poorly in this regard, building some nonsense and then heading to the Capitol (thereby wasting a lot of precious time). In other words, building cavalry in the city/castle on the first day is almost an impossible task for it. For humans, it's the standard approach. And if it's Jebus, then it's angels, no matter what.
Doomsday
The main thing is, if you start, finish it. At least create a patch for the battles.
I sincerely wish you success!
(Dirty, could you move the topic to the Heroes of Might and Magic III online section? Only 3.5 people will read it here, and you know that yourself)
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
The game will become several times longer. Battles with neutral creatures will be reduced to exploiting a few "foolproof" methods of overwhelming the enemy with superior forces and standard safeguards against surprises from intelligent neutral creatures. The value of a single turn will sharply decrease (since the player already has a significant advantage). No one will be interested in such "tactics," repeated countless times; in practice, everyone will use the auto-battle feature (and the more intelligent the neutrals, the more often they will use it), as it also saves time.
This type of gameplay (if someone enjoys it) can already be achieved by simply agreeing to play with mandatory auto-battles.
AI upgrades are usually done to make the computer a more interesting opponent, not to change the game's profile. To achieve this, it is not necessary to change the algorithms of neutral creatures, but rather to train the computer to deal with them as effectively as a human player, using feints, removing guards, employing advanced strategies for capturing dungeons, and so on. And it should not be afraid to attack, and somehow build/buy/upgrade/combine troops more intelligently. If it is not possible to teach it chains of actions and strategies, then at least it can be taught to select targets on the map based on the build order, rather than grabbing everything that is poorly defended; this can be taught.
This type of gameplay (if someone likes it) can be achieved now by simply agreeing to play with mandatory auto-combat.
in practice, everyone will use autobattle
2. If, as you say, autobattle will be used more often, and the losses will really be acceptable, how will this prolong the game in real time? Do you use autobattle when you have 2 angels against a horde of boars? Or not? This is actually a plus, as it will leave more time to think about the global strategy and the game itself pvp.
It is possible to achieve a similar game format (if someone likes it) even now, just by agreeing to play with mandatory autobattle.
I'm afraid that autobattle "fool vs fool" is not the same as autobattle "smart vs smart"
Battles with neutrals will be reduced to abusing several "ironclad" ways to overwhelm the opponent with superior forces and standard protection against surprises from smart neutrals.
So, according to you, is it normal when you take 1 dragonfly and start abusing neutrals, leading them around the map, shooting and spitting at them? Is this the level of play?
It is expected that some will cling to this, presenting it as the holy grail, but no one is forcing you guys to play anything else. Play the classic. Enjoy leading a horde of golems back and forth, it's so skillful.
Otherwise, God forbid, all the schemes that have been spent years studying will stop working, no, we don't need that.
make the AI a more interesting opponent
In general, I don't believe in the success of this project. The author of the topic did not leave any contact information: who he is, where their website is located, how to track the progress, etc. This is just a conversation for the sake of conversation.
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
1. What makes you think that the autobattle will fight better than a human? Just because you heard the word "chess"?
2. If the autobattle is used more often, as you say, and the losses are really acceptable, how will this prolong the game in real time? Do you use the autobattle when you have 2 angels against a horde of boars? Or not? This is actually a plus, as it will leave more time to think about the global strategy and the game itself, especially in PvP.
And there will be. To develop skill, you need something to practice on, but how will you learn when you are being practiced on?! Perhaps, for "farming," you could create a separate, more advanced logic for those who are really bored – that would be a good idea. But not more than that.
Have you thought about the newcomers?
And complex options that require skill will die out.
In general, even a mediocre programmer can write an adequate algorithm for the strategic behavior of the AI - it won't be more complex than a tactical algorithm.
And somehow, no one has written anything in all this time..
And I repeat: no one is forcing you. And there's nothing to force. There is no real subject matter here.
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
This is assuming the player knows how to program. You can be an average player and not write anything because you lack programming knowledge.
And yet, no one has written anything in all this time.
I meant to simply write an algorithm in an abstract way. A step-by-step instruction on what and how to do. This is not difficult for a skilled player.
To write an algorithm, you need an algorithmic understanding of the development of actions and tactics and strategy – this skill is very rare... maybe only a few out of a thousand or more possess it.
Developing skills in intuitive behavior on the map, without realizing "why I did exactly that!" – anyone can do that.
Let's say, among the current players present on the forum, this skill might be possessed by Vik and me. I don't have the skills or desire to develop online gaming skills. But Vik could be "challenged"... he seems like a motivated person.
In any case, writing such an algorithm is a huge task that requires a lot of time and dedication from the performer.
In any case, writing such an algorithm is a huge task that requires a lot of time and dedication from the developer.
But if the goal is to "play better than it plays now" - it's not difficult.
Even just changing the build order can lead to a significant improvement.
This is if the task is to "teach the AI to play like an average Heroes player."
But if the task is to "play better than it plays now," it's not difficult at all.
"Achieving a result" is a difficult and complex process, while creating the appearance of action is "not difficult at all."
Even if you just change the build order, there will be a sharp, qualitative leap upwards.