[Suggestion]. study of trade items

1) AI buys little healing cans. With 4000 gold, it could allow banks to 5.4 per champion. I do not know how the AI is spending money (he can save on something else. Maybe he buys things. But in my healing banks are very important)
2) You can create a black market? For example there would be proved "things sell a player." To make these unique items could buy someone else. Make the zone of influence (like the one that the master quest. Priravnyvat but not the black market to the "wild lands"). Usually, the store sold a lot of different things (gathered from monsters). Or can it sell the most unique things (with a giant margin)

30,675 views 11 replies
Reply #1 Top

If the AI gets better at preparing for battles with Health potions, we need a limit on how much healing it can buy.

On Ridiculous, AI get 150000 Gildar to start with, and one of them gets exponential growth with the Treasury Vault.  Good luck killing a champion with 100 healing potions.

Reply #2 Top

+ Can allow players to resell things together. here winnings of each player - sell more expensive than the store, and buy cheaper than in the store. at a bargain price

Reply #3 Top

Quoting Tuidjy, reply 1
If the AI gets better at preparing for battles with Health potions, we need a limit on how much healing it can buy.

On Ridiculous, AI get 150000 Gildar to start with, and one of them gets exponential growth with the Treasury Vault. Good luck killing a champion with 100 healing potions.

It is better to reduce the amount of money from the AI. These insanely large amounts very saddened.

Reply #4 Top

Quoting Tuidjy, reply 1
If the AI gets better at preparing for battles with Health potions, we need a limit on how much healing it can buy.

On Ridiculous, AI get 150000 Gildar to start with, and one of them gets exponential growth with the Treasury Vault.  Good luck killing a champion with 100 healing potions.

Shouldn't the healing be limited to what AI can afford?

Reply #5 Top

I find interesting in having AI that can heal... How to introduce a limit to that? Well I can only think in restrict a max number of healing potions per combat depending on the difficulty settings, like 1 in easy 2 in normal, etc.

Reply #6 Top

Quoting Bellack, reply 5
Shouldn't the healing be limited to what AI can afford?

There is no limit on what AI can afford on ridiculous/insane. It rushes every building, buys every piece of armor (not always, sometimes it gets stuck on leather greaves) and if it was programmed to buy healing, it could theoretically buy 100 potions without making a dent in its war chest.

Reply #7 Top

Then good luck winning on ridiculous.  I mean, isn't that the point of a ridiculous difficulty? :|

Reply #8 Top

The game is a battle of economies and tools. Good pumping heroes strategy, particularly the faction magic available - tools. Amount of money, bought things, the number of manna (in combat is very important) - the economy. AI algorithm lags behind that of the player to use the treatment. I think in any case it is necessary to improve the algorithm. At least for the extra money.

ridiculous, insane - it bothers me more of a bonus to HP and the initial position. Bonus money may eventually come to naught. But the other bonuses too high. In my this game is too big a gap between the average complexity and up (the first time I see this.)

Reply #9 Top

Quoting mqpiffle, reply 8
Then good luck winning on ridiculous. I mean, isn't that the point of a ridiculous difficulty?

I'm having a very good time playing (and winning) on ridiculous, thank you.  I posted here to make sure that IF the AI is taught to buy healing, there should be a limit on how much it carries, or it would make battles against champions an unenjoyable chore on ridiculous/insane.

Reply #10 Top

something has changed this year?

Reply #11 Top

I think the devs have made each of the healing potions one use per battle only - I don't think there are any healing potions or other health restoration items left that a hero can use more than one of that type per battle.

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