Archer30, you can't change that't dialogs -- that are wog dialogs window
daemon_n, I'm sorry for placing a picture that are misleading, I will change now. My question is about the player's flag of the object
Archer30, just set key color in def
(24.08.2021 01:34)Archer30 Wrote: [ -> ]My question is about the player's flag of the object
Чтобы флажок красился в цвет игрока, потребуется поставить перехват на соотвествующий кейс. Ну или делайте по-старинке - заменяйте двеллинг с фантомным приростом для привличения ИИ/нулевым приростом, если ИИ посещать объект не должен.
А вообще, использовать тип 63 - плохое решение, например, в MoP это давным давно было убрано, все новые объекты там со своими типами/подтипами, а сам тип 63 - только пирамида и ничего более.
XEPOMAHT, I don't have the knowledge to create new type/subtye in the game
I would try to replace one of the unicorn glade (we've got two unicorn dwellings, subtypes 51, 68 for some reasons...) with your advice, thanks!
New question:
Is it safe to divide all the AI values by 15? With this, Peasants will have an AI value of 1 (the original is 15).
I want to do that as occasionally we get AI value overflow.
An AI hero with massive troops (2k Azure Dragon or for example) sometimes freezes the game. In another scenario, if a player's hero has massive troops, AI will attack the player's hero no matter what as the AI value of the hero is negative.
Can all these be fixed by just dividing AI values by a number?
Archer30, it's a workaround, until you have 30k Azure Dragons. Nice approach!
And it works well! Thanks,
Berserker. Tested on a dead save and magically revived it.
Rescaled AI values.erm
Fixed script a bit, if you don't mind )
Anyway, Fight Value may still overflow in battles and quick battles. Maybe changing FV is an option too.
Berserker, thanks! Didn't realise d:15 could work.
I wonder what fv overflow would do? Does that interfere AI behaviours?
A fact is that some scripts rely on fv to work, for example, henchmen - the exp per level is calculated by fv. In this case, it's safer only to change fv after entering battle, and restore upon exiting. But the priority of script changing fv needs to be calculated, maybe just execute at !?BR&v997=0 to avoid compatibility issues with other scripts.
But even with both fight value and ai value problems solved, there is still a chance to have damage overflowed with massive troops.

In battle FV overflow would lead to non optimal decisions. On adventure map it may fully spoil battle results.
Quote:In battle FV overflow would lead to non optimal decisions
Do you mean AI hehaves strangely if FV is negative? But why don't they use AI values now?
I always get confused with fight value and AI value, they are very similar - think I have to do some research.
A question is, how do AI treat henchmen? Do the original av/fv of the creaute still be used? If yes - can something be done to improve AI behaviours?
Archer30, for battle calculations FV value is used. AI value is used to determine which creatures to buy.
Thanks.
A concern is that my method of dividing AI values of monster ignores the AI value of Heroes and Commanders (implemented by
igrik's bug fix plugin).
A typical scenario - a high level AI hero with few troops will not hesitate fighting again a large army, as he belive his AI value of the hero himself is much greater than the total value of his enemy. But in reality, that's suicide.
I can do nothing with this case

No idea about how to define AI value of hero and commanders.
Guess I will make this new AI value method optional, most likely via wog option