Actually I am not sure that H3 original AI has a rule to capture town if has none. I remember that I wanted a few times to force AI recapture its town back so that I do not win and have some time to explore map and it failed to do this.
Regarding the tools I do not know anything about original AI tools.
It’s funny 'cause I remember the opposite: having good garrisons in town and getting attacked while the enemy was going to be banished. Though, I might’ve made a mistake if it was on WoG. I might do few tests someday and give you the results.
Maybe you are right. I also remember such behavior when AI attacks the last lost town and dies. I might mistake it with VCMI. VCAI definitely does not have such rule and will continue wandering even without towns. And yes it loves to buy heroes. And it has no fear and defense. My AI at least has some logic around defense and will behave a bit better. But it also has no rule regarding no towns. If you want to try out my AI I can provide you a build at weekends. But it will definitely be less stable and much slower.
Just in case anyone is interested in testing: I built a large map with some factions based on random towns, so it is possible to test the new towns. The map is still work in progress (about 40% of the pure map done, let aside other issues like balancing). But it is playable so far.
I observed a very funny AI behavior. The blue player is meant to be played as Cove. It is a swamp/water based faction, so Fortress might be possible too. I tested it with Cove though. And although blue has soon the option to see most of the other Cove towns (via hut of the magi), it still ignores them. Instead it rushes north to capture a Necro town. I already blocked access to that town with a few water elementals, but it does not seem to help.
A general hint for AI developers: A fixed reward system or fixed priority is not really intelligent. Priorities should vary with map size. For small maps top priority is to get some army and rush. For large maps like this one top priority is to get your economy up and running. Money will make the difference here. The priorities here are very different from those of a small map. The priority or reward should be a function of the map size. And the faction should have some impact on priorities too. Basically, this means increase the priority of those resources which the resource silo gives and/or the resource needed for tier 7 stacks. Additionally priority for resources should be lowered each time such a resource goal is fulfilled. That is, f.ex, at the start you have a quite high priority for getting ore, and which each ore mine you get the priority for ore should be lowered a little.
The map: Player blue is a swamp/water faction and benefits much from navigation. Ideal for Cove. Tan is a desert faction, I tried Pavillon here. Green is a grass/wood faction with 3 castle towns. Would fit well for Rampart, Evergreen and Preserve or the like. Green is meant to be played by human. Tan is currently playable by human too for test purposes only. C012.h3m (141.2 KB)
I thought about it, makes sense. From the other side army allows to reveal new blocked area and get some gold from there. Regarding to town faction it definitely makes sense to capture towns of the same faction. The only question is to understand which faction you are. You might have different towns and different army.
Unfortunatelly, with few mods enables - still AI turns last soooo looong
EDIT: Funny (?) when I change value “MAX_HEROES_ON_MAP_PER_PLAYER” : 8, to “MAX_HEROES_ON_MAP_PER_PLAYER” : 6 in defaultMods.json, AI turn becomes infinite. Not only in your build, but also in 'official;
It depends. Some parts of the game - about 5%, some parts of the game - 20%.
And, as I wrote before - AI turns are shorter when I type vcmieagles to observe ai movements. With Fog of war enabled - are longer
But… keep up your work, now game is significally better!!!
Hi Nullkiller and others, sorry to gatecrash the thread, where could I speak with the dev’s concerning ai? I have spoken with Quantomas about porting his ai to Homm 3, more specifically to VCMI (He is in the process of making a competent non cheating ai for homm 5, a beta for the public already exists), is there a discord or contact details of the VCMI devs that I could forward to him? Specifically coders or those working with the ai?
Thank you!