As for VCMI AI with extra resources does a decent job (Just that one has to give it really a lot extra resources). It lacks a bit as far as taking towns or defending them goes, but that Warmonger already knows. IMHO to sum it all up it is a bit better then AI from Freeheroes2 (open source engine for heroes2) if you give it extra resources.
Generally I think that AI one way or another will have to cheat if it is going to be any kind of challenge for human players. Right now with extra resources it is close to the level of original AI from h3 (I always gave original h3 AI extra resources so I'm comparing it to that).
So Warmonger IMHO good job done with AI . Considering how complex it has to be for heroes, I can imagine it do be quite a challenge to code it.
So maybe consider doing resource trick by default so that less users complain and more can test real capabilities of Vcmi AI
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bloodsucker
bloodsucker
Supreme Hero
posted December 01, 2016 01:21 PM
Edited by bloodsucker at 14:33, 01 Dec 2016.
valgaav said:
Generally I think that AI one way or another will have to cheat if it is going to be any kind of challenge for human players...
I don't get this post but I believe they're thinking of things like when will they come out of town and when to stay inside, etc... but if this post deserves any credit then (from my testing) it should give 75 to 50% extra growth (considering the levels) to 160% and at least 200% growth to Impossible but this wont do much if you don't:
1. Increase resource income according to number of cities owned (I think 1500 at 160% and 4000 at 200% buy all extra creatures);
2. Consider to give at least Logistics, Earth and Wisdom to every hero AI buys or frees.
3. When an hero is hired or released from prison by the AI it is maked so you can't hire him and recieves incremental bonus to prims and experience according to the number of days passed and the amount of towns on the map.
4. First hero of any AI recieves extra starting units (maybe just double for 160% and tree times for 200%) and a good incremet to his prims (here I can't give tested numbers but maybe plus 3 to each prim at 160% and plus 5 at 200% would be enouch);
5. Make sure any AI hero learns at least the most important spells (haste, slow, shield, blind, etc...).
One should notice that besides a few options in building order, the number of heroes AI players will hire, etc... all increments to difficulty are increments to the difference betwen human player starting resources and AI starting resources, this way everyday you spend on map decreases your desadvantage and makes it easier to win, this is why larger maps are easier. OTOH, if AI recieved progressive bonus to both growth and income the desadvantage would be kept and the challenge wouldn't lower so much as you progress on the map. Unfortunatly AI's hero development and movement on the map aren't that good (this is one thing I think VCMI developers are looking at) so one needs to give them extra skills or they will tend to be weaker then a human hero 'raised' in equal conditions and since game mechanics favour prims over number of creatures, they will not put a big challenge.