Search found 95 matches
- Wed Jan 20, 2021 1:58 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.1/v3.0
Nice. Is there anymore room for improvements? Is it even worth it? Would it for sure cut into AI performance? The only major feature left untouched is AI army composition. The AI could possibly be smarter when buying units by taking into account the map terrain and the player army list. On one hand ...
- Tue Jan 12, 2021 3:23 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.1/v3.0
New version 3.1 is now available. See the first post. Here are the changes : WHAT'S NEW Stuttering fix and some optimizations that in some cases slightly decrease AI turn time. - Fixed most cases of AI movement animation stuttering (this was a problem of the mod, not the game). - Optimization : AI w...
- Mon Dec 14, 2020 1:19 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
Not yet. Will be in the next version 3.1 which I'll release soon after the next Fog2 patch.Phoenix100 wrote: ↑Mon Dec 14, 2020 11:26 amYou mentioned some kind of update, Roguedjack, helping with the stutters. Is that available somewhere? Keen to use the mod now.
- Tue Dec 01, 2020 10:09 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
Yes those lines don't apply.Phoenix100 wrote: ↑Tue Dec 01, 2020 9:42 pmMmm. But the 'system' txt file in the config folder, for example, shows
//debugmode = 1
and
//debugdisplay = 1
But do those little '//' marks mean this doesn't apply?
- Tue Dec 01, 2020 9:10 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
Don't worry it's off by default, it's in a file you have to edit to switch it on.Phoenix100 wrote: ↑Tue Dec 01, 2020 8:37 pmBut you mentioned 'debug mode', Roguedjack. I don't see that in the options. Where do i find it and how do I switch it off? Thanks.
- Tue Dec 01, 2020 3:05 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
Probably not, its purely related to scripting. You could try changing "Unit Speed Turbo" in the settings to your liking, I have mine set to x3.kronenblatt wrote: ↑Tue Dec 01, 2020 5:57 amAny way of reducing the problem of (2) through different settings, such as Idle Animations (as an example)?
- Mon Nov 30, 2020 8:54 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
As I understand from the feedback I think people are describing 2 sorts of lags/freeze/stutter: 1) the major freeze when ai starts its turn, lesser ones during its turn when it starts a new pass, and very minor ones when between moving units which may look like stuttering. 2) the stutter in the anim...
- Mon Nov 30, 2020 1:07 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
I was very keen to use this, since it's so praised in here, but I find it leads to a staggered performance on my system, at least. Meaning it's REALLY stuttery. Freezes for micro-seconds whilst the sprites are moving, regularly (I mean all the time). Could put up with the big freeze at turn change ...
- Tue Nov 24, 2020 3:25 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
Do you have any interest in improving army selection? It seems that type of improvement might be substantially easier than what you have already done with the Ai. At least my army selection is fairly easy and based on only a few criteria-terrain open or closed and a comparison of army troop types. ...
- Tue Nov 24, 2020 11:53 am
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
You’ve done a great job. I’m playing FoG:E using your AI for exported battles and it’s really interesting. Even if I win easily (and it’s not always the case), the battles are very interesting without obvious AI errors. You’ve implemented some solutions which should definitely be implemented into t...
- Sat Nov 21, 2020 3:31 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
If you want to compare vanilla and RoAI ais on the same battle, save the game during your deployment phase and take it from here. The AI you started the game with is the one who deployed the AI army. This can have an impact on the game as RoAI use different deployment logic than vanilla. I will try...
- Sun Nov 15, 2020 1:07 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
- Sat Nov 14, 2020 1:06 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
Hi, I'm enjoying the mod, however since installing it I'm getting alot of stuttering and freezing that wasn't happening with just the TT mod before. A performance hit is expected, but I'm wondering how much is normal and if there are fixes/tweaks I can do. It is normal if it happens during the AI t...
- Fri Nov 06, 2020 11:33 am
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
I'll add that to the first post.
- Thu Nov 05, 2020 2:07 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
Got the saves, thanks.
- Thu Nov 05, 2020 11:45 am
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
@MarkShot Thansk for the feedback. RoAI does indeed evaluate terrain when evaluating the armies positions and the groups manoeuvring. To be honest I'm not sure it did for the specific reason you mentioned though but that's possible, depends how far it looked ahead. Its easy to over-estimate its clev...
- Wed Nov 04, 2020 8:26 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
TT mod : viewtopic.php?f=477&t=101538 ?
I just tried with the campaign version and it works fine. Will work with the custom battle version too.
- Wed Nov 04, 2020 11:57 am
- Forum: Field of Glory II
- Topic: Rise of AI - My opinion
- Replies: 3
- Views: 597
Re: Rise of AI - My opinion
Thanks 
Feel free to post in the 3.0 thread for any comments: viewtopic.php?f=477&t=102040&sid=961c12 ... f38b4ce2a3

Feel free to post in the 3.0 thread for any comments: viewtopic.php?f=477&t=102040&sid=961c12 ... f38b4ce2a3
- Mon Nov 02, 2020 1:56 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905
Re: Rise of AI Global Mod v3.0
Thanks for the feedback. I realize you probably don't have much systems level control (like thread creation and destruction). I am not sure if you are familiar with how standard (non-neural net) chess engines are coded: * You use the player's think time to keep processing. So, if done as a low prior...
- Sun Nov 01, 2020 4:59 pm
- Forum: Field of Glory II
- Topic: Rise of AI Global Mod v3.1/v3.0
- Replies: 78
- Views: 3905