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Posts from Eternal Essence – Faster AI turn + smarter AI.
The generator doesn't work with NCF files primarily, but rather with EE files. The byte shift affecting the number of creature slots prevents it from placing creatures on the map. RTMG was specifically developed to bypass this limitation.
The generator doesn't work with NCF, primarily, and not with EE. The byte shift responsible for the number of creature slots prevents it from placing creatures on the map. RTMG was developed specifically to bypass this.
Yes, that's right. I remember something like that. It's in your build, though. And do you think it's possible to use RTMG to solve the problem with maps for 5.5? And what needs to be tweaked in it then?
Added 8 minutes ago atlant108
Glistagon, could you formulate your idea more precisely? In general, I understand the meaning - there is a good idea, but I can't quite grasp it, specifically:
Am I understanding you correctly: you mean the standard Tribes of the East 3.1 + NCF 0.85?
Further, you write: Could you explain this point in more detail?
Based on the information above, it seems like it's a no-go. Thank you for responding.
Added 3 hours 13 minutes ago In the end, I studied the executables of 3.0, 3.1, and 5.5. Here's what I found out. mrHalfer
Apparently, it only needs some xdb files from the pak archives, because the version information in the exe file is "3.0.1", not "3.1.1", and um.dll, which was added in 3.1, is not used either. So, the original functional capabilities of the game remain at the level of 3.0.
This is very unlikely. The difference between 5.5 and 3.1 is very small. Literally, 3 functions have been removed, and some conditions have been reduced. The differences are minimal. But between 3.0 and 3.1, there are huge differences. A difference of 500 functions. Which is logical, considering that the patch introduces many changes. So, the question is, where does the signature and disabled dll come from? And also, why are the 3.1 scripts not included? But the basis in 5.5 is definitely from 3.1.
And for those who are interested, here's what I found out: 1) The AI by quantomas is not that many changes in the code. Mainly, it's about 10 deletions of conditions and function calls. And less than 10 changes in numerical values. However, the number of changes does not diminish the tremendous work done by quantomas. And it's very difficult to imagine that these changes actually make the AI smarter. 2) For 5.5, the artifact stack has been increased from 97 to 127. 3) For 5.5, the hero class stack has been increased from 9 to 74. 4) For 5.5, the player color scheme stack has been increased from 9 to 74 (apparently, they messed up with the previous point :D)
And now we can think about how to live with this. As an option, I can restore everything that was removed, but leave the changed numerical parameters. In theory, quantomas intentionally disabled the call of 3.1 scripts because they caused the long player turn time. And the numerical parameters increase the depth of the AI's thoughtfulness. However, there is a possibility that there are conditions needed for 5.5. In general, I'm waiting for your opinion, gentlemen
In theory, within the quantomas environment, he intentionally disabled the execution of 3.1 scripts because they caused the excessively long turn times for players.
If this is the case, it's very unfortunate. I heard that they said that quantomas or someone else received a portion of the code from 3.0. Not 3.1, but specifically 3.0. Perhaps that is the reason?
I heard that in 5.5, the experience gain was simplified at higher levels. Or are there no other changes there besides the ones mentioned above?
In theory, in the quantomas environment, he intentionally disabled the execution of 3.1 scripts because they caused the very long turn times for players.
Which specific scripts affecting the turn time are we talking about? Can this be identified?
Added 7 minutes later
And now we can think about how to live with this. As an option, I can restore everything that was removed, but leave the modified numerical parameters. And the numerical parameters will increase the depth of the AI's thoughtfulness.
It seems like this is the optimal and constructive solution to the problem. Did I understand correctly that in the end we will get 3.1 + EE (smart AI, but normal turn speed)?
If that's the case, it's very sad. I heard that they said that quantomas or someone else got part of the code from 3.0. Not from 3.1, but specifically 3.0. Maybe that's the reason?
As I wrote to mrHalfer above, quantomas took 3.1 as a basis and trimmed it. It's unlikely that he started with 3.0. The only explanation for the non-working 3.1 scripts is that his cuts disabled their support. Dyrman
I heard that in 5.5, the experience gain was simplified at higher levels. Or are there no other changes there, besides those mentioned above?
Well, what was mentioned above may include many things. Tweaked parameters and cut conditions, there may be levels and other things too. It will take time and the help of forum gurus to figure everything out. Plus, in 5.5, a lot is done through Lua scripts. I would say a large part of it.
Added 1 minute ago atlant108
It seems like this is the optimal and constructive solution to the problem. Did I understand correctly that in the end we will get 3.1 + EE (smart AI, but normal, in terms of time, turn speed)?
After reviewing Quantomas's official blog, I found the following:
Working with the H5 code we have is a mixed blessing. Because we didn't have 3.1 proper, I had to implement the entire widescreen functionality and a lot of other features and bug fixes on top of everything else. As many of you are aware, there are still a good deal of the 3.1 fixes missing, upgrades to the scripting and multiplayer functionality broken and so on. I am reluctant to assign these tasks a high priority because it would be nothing more than to fix what had been fixed already (proper access to the 3.1 source would instantly resolve these issues).
For those who didn't understand, he had the source code for 3.0, and Quantomas was implementing the changes from patch 3.1 himself. He didn't manage to finish everything, which is a shame. Scripting functions are really needed... =(
And yes, I tried to inject um.dll, in the faint hope that the scripts would work... But they didn't. Yes, the hope was faint :D
Regarding EE, I want to note that EE has a detailed configuration of AI behavior, which cannot be achieved simply by increasing the stacks (those sliders in the game's starting interface).
Also, in EE, the process of handling the AI's turn has been reworked much more significantly than simply changing the bytes allocated for the stacks of whatever. The AI process itself is moved into a separate injected executable (correct me if I'm not describing the technology accurately, but that's approximately what the author said). However, I'm curious what will happen if the stacks are increased; will it give any result at all?
I want to see EE with full support for scripting functions from 3.1 as much as you do, but without Quantomas, or rather, without the source code, it is practically impossible. It's hard to believe in miracles.
To avoid straying too far off-topic, I've moved the posts to a new topic. All interested parties are welcome.
Last messages were moved from this thread to the [new one]. Welcome!
Colleagues, is there any news regarding the topic of discussion?
SuperGuru
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It’s better if it runs slowly; in that time, you might be able to do something else useful, but at least nothing crashes or breaks. IMHO.
Просто мне нравятся брюнетки...Поэтому и - Лукреция :rolleyes: Асха всё обращает во благо (с).:cool:
fantomask91
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Perhaps this information will be helpful: I solved the problem of long AI turns using a speedhack, specifically with Cheat Engine. I simply activated it during the game and used hotkeys to speed up the game during the AI's turn. In practice, I found that a speed of x5 was optimal; if it's faster, the effect becomes less noticeable, and the image starts to flicker and become irritating to the eyes (the system is average for modern games).
mrHalfer
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When creating a game in Hot-Seat mode, you cannot select the Eternal Essence settings. I'm posting a fix for this bug (found in HHM 5.5).
Hello, I would like to know how to enable 8 skills in the campaigns. It seems someone else has asked this before, but they didn't receive an answer.
I thought it would be simple if the mod (if you can call it that) was permanent rather than activated.
Although, I'm not very skilled, so I'm not sure.
I tried to browse through the files, but the most I achieved was deleting the activators, which, of course, didn't lead to the desired result.
I would be grateful if someone could help, because 8 skills are great; I've always thought that 6 is too few.
And one more thing, I found an EXE patcher in the game folder, but I can't figure out how to install it. The patcher file (jar) opens with WinRAR.
I hope some experts can help.