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daemon_n Offline
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Post: #1816

Archer30, you can't change that't dialogs -- that are wog dialogs window


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24.08.2021 01:03
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Archer30 Offline
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Post: #1817

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


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(This post was last modified: 24.08.2021 01:38 by Archer30.)
24.08.2021 01:34
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daemon_n Offline
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Post: #1818

Archer30, just set key color in def


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24.08.2021 02:22
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XEPOMAHT Offline
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Post: #1819

(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.
(This post was last modified: 24.08.2021 02:34 by XEPOMAHT.)
24.08.2021 02:30
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Archer30 Offline
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Post: #1820

XEPOMAHT, I don't have the knowledge to create new type/subtye in the game 112

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!


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(This post was last modified: 26.08.2021 11:53 by Archer30.)
26.08.2021 11:52
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Archer30 Offline
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Post: #1821

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?


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(This post was last modified: 31.08.2021 06:18 by Archer30.)
30.08.2021 16:35
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Berserker Offline
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Post: #1822

Archer30, it's a workaround, until you have 30k Azure Dragons. Nice approach!


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30.08.2021 18:50
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Archer30 Offline
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Post: #1823

And it works well! Thanks, Berserker. Tested on a dead save and magically revived it.

Rescaled AI values.erm


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(This post was last modified: 31.08.2021 06:19 by Archer30.)
30.08.2021 23:51
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Berserker Offline
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Post: #1824

Fixed script a bit, if you don't mind )


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31.08.2021 04:00
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Berserker Offline
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Post: #1825

Anyway, Fight Value may still overflow in battles and quick battles. Maybe changing FV is an option too.


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31.08.2021 04:10
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Archer30 Offline
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Post: #1826

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. Rolleyes


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(This post was last modified: 31.08.2021 06:14 by Archer30.)
31.08.2021 05:59
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Berserker Offline
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Post: #1827

In battle FV overflow would lead to non optimal decisions. On adventure map it may fully spoil battle results.


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31.08.2021 06:43
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Archer30 Offline
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Post: #1828

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?


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(This post was last modified: 31.08.2021 07:05 by Archer30.)
31.08.2021 07:01
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Berserker Offline
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Post: #1829

Archer30, for battle calculations FV value is used. AI value is used to determine which creatures to buy.


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31.08.2021 15:18
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Archer30 Offline
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Post: #1830

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 Fie 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


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(This post was last modified: 01.09.2021 13:50 by Archer30.)
01.09.2021 12:27
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