AI tuning based on the selected difficulty level #8270
Replies: 3 comments 10 replies
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I remember we adjusted TP DD spells for that purpose, but I think more logic should be adapted to difficulty level as it is still not really easy on lower difficulties. |
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Hello everyone, My thoughts on the subject. Some scenarios in the original game are much harder with the new fheroes2 AI, and some are easier (for example, the fheroes2 AI doesn't have visibility of the entire adventure map at the start of the scenario, which makes it less aggressive). Since fheroes2 is going to have its own scenario editor, I think it's more appropriate to start from a "clean" base that doesn't take into account the change brought about by the new fheroes2 AI on the old Heroes 2 scenarios. In general, in any game, the user expects the "normal" mode to be one in which neither the player nor the AI has any bonuses or maluses, and the AI to be at its optimal level (with no reduced capability). |
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A nice surrender logic was introduced recently. I was so surprised, when AI was defending his castle and was about to be demolished by my forces and pass all his artifacts but just simply surrendered leaving me without a reward for the siege. :) What about prohibiting this unfair mechanics for easy (not sure about normal, but could be) difficulty? :D |
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As we continue improving the AI, it becomes really challenging, especially for less experienced players.
"Easy" mode should be really friendly for all novice players, kids or just players, who want to play a chill game against nonirritant enemies.
I would like to ask your opinion on how could we adjust the AI according to difficulty level, @ihhub , @oleg-derevenetz , @zenseii , @Districh-ru , @idshibanov ?
Maybe you can propose some ideas, what AI aspects could be adjusted, so "easy" mode would become easier, but harder difficulties still introduce the level of toughness our advanced AI is designed for.
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