Limiting AI's number of heroes

Maps and the art of mapmaking.
mshuster
Leprechaun
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Limiting AI's number of heroes

Unread postby mshuster » 09 Jan 2008, 04:45

I was hoping to help limit some of the AI's turn times by limiting the total number of heroes they could have. I tried the tavern options of allowedheroes, but couldn't quite work out how to make it function properly. Can someone please give some advise as to how to create a hard cap on the number of heroes players can control?

Thanks,

Michael

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magnomagus
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Unread postby magnomagus » 09 Jan 2008, 14:54

There is a mod available for this here

A few notes: use the XL-performance AI only for maps with 6 or more players, because it has a few weaknesses: The ai-heroes can become very powerful and sometimes the ai player leaves some treasures behind.
For all other maps use the other ai-mod or the original ai from the game.

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rdeford
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Unread postby rdeford » 15 Jan 2008, 00:26

With H5 and HOF, you can disable building the tavern in all AI castles. Then, you can give each AI player a set number of heroes to begin the game with. (This is the technique I used in my Vision Quest map.) If you don't like to use a fixed number of starting heroes, you can still disable the taverns and use reserved heroes for the AI, deploying them based on game play with the script.

With TOE you can get really fancy with a excellent set of script functions designed to control the AI use and purchase of heroes. These functions are well documented too. You can use the previous methods as well, or any combination.
rdeford, Mage Of Soquim

“Forgiving and being forgiven, loving and being loved,
living and letting live, is the simple basis for it all."

Ernest Holmes 1984


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