Difficulty level: Difference between revisions

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!colspan="4"|Player resources  
!colspan="4"|Player resources  
!colspan="4"|AI resources  
!colspan="4"|AI resources  
!colspan="1" rowspan="2"|AI strenght (% of max.)
!colspan="1" rowspan="2"|AI strength (% of max.)
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!{{Mercury}} {{Sulfur}} {{Crystal}} {{Gem}} !! {{Wood}} {{Ore}} !! {{Gold}} !! Town income at the start !! {{Mercury}} {{Sulfur}} {{Crystal}} {{Gem}} !! {{Wood}} {{Ore}} !! {{Gold}} !! Town income at the start
!{{Mercury}} {{Sulfur}} {{Crystal}} {{Gem}} !! {{Wood}} {{Ore}} !! {{Gold}} !! Town income at the start !! {{Mercury}} {{Sulfur}} {{Crystal}} {{Gem}} !! {{Wood}} {{Ore}} !! {{Gold}} !! Town income at the start
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| {{Impossible difficulty}} || 200% || 0 || 0 || 0 || 500 || 7 || 15 || 10000 || 750 || 100%
| {{Impossible difficulty}} || 200% || 0 || 0 || 0 || 500 || 7 || 15 || 10000 || 750 || 100%
|}
|}
If the [[tournament rules]] are turned on, and the player chooses Impossible difficulty, the game will give 5 ores {{O}} and 2500 golds {{G}} instead of no resources.


In addition, AI players have an additional daily bonus on all resources during the entire game period:
In addition, AI players have an additional daily bonus on all resources during the entire game period:
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*[[AI Behavior]]
*[[AI Behavior]]


[[Category: Features]]
[[Category: Map attributes]]

Latest revision as of 03:46, 1 February 2024

Before starting a new game, it is important to choose the initial map settings. Interest and complexity will depend on this.

AI behavior[edit | hide | hide all]

In game against computer players, AI ​​randomly gets one of three behaviors: Builder, Warrior or Explorer. As a Builder, AI will act more in defense, focusing on the towns development, limiting the scope of exploring. A Warrior will seek to fight more with other players and capture neutral towns. An Explorer will focus on hiring more heroes and moderate aggression. He will sequentially explore the map. In addition, heroes of the Explorer type AI receive 50 more movement points at the start of each day. AI behavior can also be defined in the map editor.

The behavior of AI is also affected by the selected difficulty level of the map. Below are detailed descriptions of AI perfomance at different difficulty levels:


Difficulty 1: Easy - The player starts with a large advantage in resources, and the computer plays poorly. Easy (80% rating):

  • AI heroes are not afraid to move on enemy territory, even near the enemy heroes
  • AI heroes underestimate the strength of an enemy hero deciding on an attack
  • AI player builds buildings in towns once every two days
  • AI ​​player does not build creatures dwellings of a higher level than the already built level of the best human player
  • AI ​​player does not build dwellings of level 7 creatures in their towns
  • AI heroes do not accept neutral creatures that are willing to join their army
  • AI ​​player does not search for the Grail
  • AI heroes do not share armies and artifacts
  • AI heroes do not use creature tactics in battle, do not wait and always run to attack
  • Most neutrals are friendly to players and can join
  • AI ​​player does not hire new heroes if there are 9 or more heroes on the map (including the heroes of other players)


Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well. Normal (100% rating):

  • AI heroes are afraid to move on enemy territory, especially near the enemy heroes
  • AI heroes underestimate the strength of an enemy hero deciding on an attack
  • AI heroes unite armies, making up the most powerful options
  • AI player builds buildings in towns once every two days
  • AI ​​player is more aggressive in town developing
  • AI heroes begin the search for the Grail when opening at least half of the puzzle map
  • AI ​​player puts a lot of emphasis on exploring the map
  • AI ​​player does not hire more than 3 heroes
  • AI ​​player does not hire new heroes if there are 12 or more heroes on the map (including the heroes of other players)


Difficulty 3: Hard - The player and the computer start with the same resources, and the computer plays to the best of its ability. Hard (130% rating):

  • AI heroes always accurately calculate the strength of enemy hero, and if it is higher, they do not attack
  • AI heroes are afraid to move on enemy territory, especially near enemy heroes
  • AI player builds buildings in towns every day
  • AI ​​player is very aggressive in town developing
  • AI heroes begin the search for the Grail when opening at least 25% of the puzzle map
  • AI ​​player does not hire more than 4 heroes
  • AI ​​player during the battle takes into account the range of the enemy troops and uses this information tactically (he does not run into the range of the movement if he knows that the enemy creature is attacking him, etc.)
  • AI ​​player does not hire new heroes if there are 15 or more heroes on the map (including the heroes of other players)


Difficulty 4: Expert - The player starts with a handicap in resources, and the computer plays to the best of its ability. Expert (160% rating):

  • AI heroes are very careful when moving on enemy territory, especially near enemy heroes
  • AI heroes begin the search for the Grail when opening at least one part of the puzzle map
  • AI ​​player does not hire more than 5 heroes
  • AI ​​player does not hire new heroes if there are 18 or more heroes on the map (including the heroes of other players)


Difficulty 5: Impossible - The player starts with no resources, and the computer plays to the best of its ability. Impossible (200% rating):

  • AI ​​player does not hire more than 6 heroes
  • AI ​​player does not hire new heroes if there are 21 or more heroes on the map (including the heroes of other players)

Resources[edit | hide]

At the beginning of the game, all players receive a certain amount of resources, depending on the chosen difficulty level. AI players get more resources at higher difficulties.

Difficulty Player resources AI resources AI strength (% of max.)
Mercury Sulfur Crystal Gem Wood Ore Gold Town income at the start Mercury Sulfur Crystal Gem Wood Ore Gold Town income at the start
Difficulty 1: Easy - The player starts with a large advantage in resources, and the computer plays poorly. 80% 15 30 30000 500 2 5 5000 375 ~50%
Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well. 100% 10 20 20000 500 4 10 7500 500 ~75%
Difficulty 3: Hard - The player and the computer start with the same resources, and the computer plays to the best of its ability. 130% 7 15 15000 500 7 15 10000 500 100%
Difficulty 4: Expert - The player starts with a handicap in resources, and the computer plays to the best of its ability. 160% 4 10 10000 500 7 15 10000 625 100%
Difficulty 5: Impossible - The player starts with no resources, and the computer plays to the best of its ability. 200% 0 0 0 500 7 15 10000 750 100%

If the tournament rules are turned on, and the player chooses Impossible difficulty, the game will give 5 ores Ore and 2500 golds Gold instead of no resources.

In addition, AI players have an additional daily bonus on all resources during the entire game period:

Difficulty
Gold Wood Ore Mercury Sulfur Crystal Gem
Difficulty 1: Easy - The player starts with a large advantage in resources, and the computer plays poorly. 80% -25% - -
Difficulty 2: Normal - The player starts with a moderate advantage in resources, and the computer plays reasonably well. 100% - - -
Difficulty 3: Hard - The player and the computer start with the same resources, and the computer plays to the best of its ability. 130% - - -
Difficulty 4: Expert - The player starts with a handicap in resources, and the computer plays to the best of its ability. 160% +25% +39% +14%
Difficulty 5: Impossible - The player starts with no resources, and the computer plays to the best of its ability. 200% +50% +53% +28%

The calculation of this bonus is carried out as follows: AI player’s income is calculated daily for all types of resources and the bonus is calculated in relation to the value of their weekly income (if there is no income, the bonus is not accrued). The bonus is distributed evenly throughout the week. Example: The average weekly income of an AI player was 34 Wood. The bonus in this case at a difficulty level of 200% will be 18 Wood, which will be evenly distributed over all seven days of the week (rounding - to the integer).

See also[edit | hide]