roguedjack's AI overhaul mod

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
Igorputski
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Re: roguedjack's AI overhaul mod

Post by Igorputski » Wed Dec 06, 2017 7:20 am

I played Pontic vs Smaratans. Was interesting battle but the numbers in green and red go down instead of up so I don't know how much of my force has routed vs the enemy force. They both got down to 0's and we both had 40% routed. Seemed like a back and forth battle as the Smaratans had a ton of cavalry and it was better than mine. I'm surprised I got equal amounts of routs since it was better than my infantry as well. I did notice the units in the rear not staying there and moving around to hit something on the flanks. That was a welcome site.

Looks like it could make legate much more fun to play now. :)_ It was starting to get too easy and the next difficulty up was just ridiculous numbers vs what I had.

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Re: roguedjack's AI overhaul mod

Post by rbodleyscott » Wed Dec 06, 2017 8:01 am

Igorputski wrote:I played Pontic vs Smaratans. Was interesting battle but the numbers in green and red go down instead of up so I don't know how much of my force has routed vs the enemy force. They both got down to 0's and we both had 40% routed.
If you both had 40% routed, the red and green figures in brackets would be 0% because they are the difference between the two side's routing percentages. When the value is not 0, red indicates which side is losing, green which side is winning.
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Re: roguedjack's AI overhaul mod

Post by stockwellpete » Wed Dec 06, 2017 1:57 pm

roguedjack, I wrote this in another thread today about "pushbacks" and I was wondering whether you might be interested in incorporating these two ideas into your mod . . .

"I did raise this in the beta. I think a stronger unit should be able to push back a weaker unit up to a maximum of two squares in a continuous melee.

I also suggested that units could not be pushed back at all if they had steady friendly units either side of them and facing in exactly the same direction. I think this would reward players who organise their armies into coherent battle-lines."


Full discussion here . . .

http://www.slitherine.com/forum/viewtop ... 77&t=80940

What do you think?

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Re: roguedjack's AI overhaul mod

Post by Igorputski » Wed Dec 06, 2017 2:06 pm

rbodleyscott wrote:
Igorputski wrote:I played Pontic vs Smaratans. Was interesting battle but the numbers in green and red go down instead of up so I don't know how much of my force has routed vs the enemy force. They both got down to 0's and we both had 40% routed.
If you both had 40% routed, the red and green figures in brackets would be 0% because they are the difference between the two side's routing percentages. When the value is not 0, red indicates which side is losing, green which side is winning.
Ahh so we would have had to fight it out to 60% then?

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Re: roguedjack's AI overhaul mod

Post by rbodleyscott » Wed Dec 06, 2017 2:26 pm

Igorputski wrote:
rbodleyscott wrote:
Igorputski wrote:I played Pontic vs Smaratans. Was interesting battle but the numbers in green and red go down instead of up so I don't know how much of my force has routed vs the enemy force. They both got down to 0's and we both had 40% routed.
If you both had 40% routed, the red and green figures in brackets would be 0% because they are the difference between the two side's routing percentages. When the value is not 0, red indicates which side is losing, green which side is winning.
Ahh so we would have had to fight it out to 60% then?
Yes. Unless enough units rallied to make it possible to get a 25% difference without reaching 60%.
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Re: roguedjack's AI overhaul mod

Post by rbodleyscott » Wed Dec 06, 2017 2:30 pm

stockwellpete wrote:roguedjack, I wrote this in another thread today about "pushbacks" and I was wondering whether you might be interested in incorporating these two ideas into your mod . . .

"I did raise this in the beta. I think a stronger unit should be able to push back a weaker unit up to a maximum of two squares in a continuous melee.

I also suggested that units could not be pushed back at all if they had steady friendly units either side of them and facing in exactly the same direction. I think this would reward players who organise their armies into coherent battle-lines."


Full discussion here . . .

http://www.slitherine.com/forum/viewtop ... 77&t=80940

What do you think?
This isn't really anything to do with AI, so this is not really the place to bring it up. If roguejack starts modding non-AI scripts, it will increase the chance of his mod breaking when the game is updated.
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Re: roguedjack's AI overhaul mod

Post by stockwellpete » Wed Dec 06, 2017 2:34 pm

rbodleyscott wrote:This isn't really anything to do with AI, so this is not really the place to bring it up. If roguejack starts modding non-AI scripts, it will increase the chance of his mod breaking when the game is updated.
So could someone else mod it, or is it not possible? Sorry, I don't have a clue about modding and what you can, or cannot do.

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Re: roguedjack's AI overhaul mod

Post by rbodleyscott » Wed Dec 06, 2017 2:39 pm

stockwellpete wrote:
rbodleyscott wrote:This isn't really anything to do with AI, so this is not really the place to bring it up. If roguejack starts modding non-AI scripts, it will increase the chance of his mod breaking when the game is updated.
So could someone else mod it, or is it not possible? Sorry, I don't have a clue about modding and what you can, or cannot do.
It could certainly be modded. But if you wanted to also use Roguedjack's mod, it would have to be part of his mod. But then, as I say, it would make his mod harder to maintain in the future.

Also, it would be a step away from a generic AI mod, as there may be many people who want to use the AI mod, but don't want to alter the push-back rules.

At some point in the future (when the next DLC comes out) we should have global mods working on top of other custom folder mods - but they will only work correctly if they don't include mods to the same script. Thus, the less different scripts that roguejack alters, the more likely it is that that his mod will work with other mods.

So far he has been very careful not to alter the rules, only AI behaviour, so even aside from the script clash issue, I think it would be a step in the wrong direction if he started adding mods that did alter the game rules. It is certainly way off his original brief.
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Re: roguedjack's AI overhaul mod

Post by stockwellpete » Wed Dec 06, 2017 2:42 pm

rbodleyscott wrote:It could certainly be modded. But if you wanted to also use Roguedjack's mod, it would have to be part of his mod. But then, as I say, it would make his mod harder to maintain in the future.

Also, it would be a step away from a generic AI mod, as there may be many people who want to use the AI mod, but don't want to alter the push-back rules.

At some point in the future (when the next DLC comes out) we should have global mods working on top of other custom folder mods - but they will only work correctly if they don't include mods to the same script. Thus, the less different scripts that roguejack alters, the more likely it is that that his mod will work with other mods.

So far he has been very careful not to alter the rules, only AI behaviour, so even aside from the script clash issue, I think it would be a step in the wrong direction if he started adding mods that did alter the game rules.
OK, thanks for that explanation, Richard. :wink:

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Re: roguedjack's AI overhaul mod

Post by roguedjack » Wed Dec 06, 2017 3:21 pm

I confirm what Richard said. This is purely an AI mod, I'm careful not to change the game rules, just the AI player decisions.
I'll look at your idea though, but just to give my opinion as a player.
"Rise Of AI" AI mod for Field Of Glory II

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Re: roguedjack's AI overhaul mod

Post by stockwellpete » Wed Dec 06, 2017 3:28 pm

roguedjack wrote:I'll look at your idea though, but just to give my opinion as a player.

Sorry, it is just me blundering about on the forum. :lol: I would be interested to hear your thoughts about it.

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Re: roguedjack's AI overhaul mod

Post by BornGinger » Wed Dec 06, 2017 8:52 pm

I haven't tried that mod yet, but judged by what people write it sure seems to be an interesting one. What are the chances that the developers change their original AI into something similar to this mod? If I'm not completely wrong it happens quite often that a good mod is the reason to why different developers of games make a new update.

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Re: roguedjack's AI overhaul mod

Post by Zardoz02 » Thu Dec 07, 2017 2:45 am

Will this work with Immortal Fire? I'm buying the DLC next spare evening so I guess I'll find out sooner or later...

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Re: roguedjack's AI overhaul mod

Post by rbodleyscott » Thu Dec 07, 2017 8:18 am

Zardoz02 wrote:Will this work with Immortal Fire?
Yes
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Re: roguedjack's AI overhaul mod

Post by rbodleyscott » Thu Dec 07, 2017 12:08 pm

Version 1.01 of this mod is now available for in-game download. (Both versions - custom battles and sandbox campaigns)
RISE OF AI 1.01
by roguedjack
for FOG2 1.1.5


OVERVIEW
This is a minor update to upgrade to FOG2 1.1.5 and address a couple of issues from user feedback.
Compatible with Immortal Fire DLC.


CHANGES
MOD - Included all changes from FOG2 1.1.5 patch.
Keep in mind the following are AI changes, not game rules changes!
FIX - Fixed silly range test bug that made center lights team misjudge range from enemy shooters.
NEW - Fragmented units should not step into enemy charge/shooting range.
NEW - Units close to autobreak much less willing to charge in some circumstances.
MOD - Modified conditions in which non-lights decide to fallback vs shooters, less likely to happen (eg: Spartan spears will fallback less often when facing Persian Sparabara). Please note this has nothing to do with melee/charge fallbacks/evasions.
MOD - Increased effect of target terrain when evaluating a target.
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Re: roguedjack's AI overhaul mod

Post by NikiforosFokas » Thu Dec 07, 2017 2:59 pm

Thanks for your work, again, rogeudjack.
For Byzantium!!

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Re: roguedjack's AI overhaul mod

Post by roguedjack » Thu Dec 07, 2017 3:52 pm

I recommend deleting the previous mod version before downloading the new one.
1.0 and 1.0.1 both appear to have the same name in the game interface which can cause confusion.
(The folders name for each version are different but their name ingame is the same)
I'll try to avoid the confusion for future versions.
"Rise Of AI" AI mod for Field Of Glory II

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Re: roguedjack's AI overhaul mod

Post by rbodleyscott » Thu Dec 07, 2017 4:01 pm

roguedjack wrote:I recommend deleting the previous mod version before downloading the new one.
1.0 and 1.0.1 both appear to have the same name in the game interface which can cause confusion.
(The folders name for each version are different but their name ingame is the same)
I'll try to avoid the confusion for future versions.
Aye, I only realised that the Text strings were the same after I had uploaded it all.
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mst007
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Re: roguedjack's AI overhaul mod

Post by mst007 » Thu Dec 07, 2017 4:57 pm

How do I find and delete the previous one please? I excitedly downloaded the newer Rise of AI mod Before deleting the previous? Thanks for any assistance!

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Re: roguedjack's AI overhaul mod

Post by roguedjack » Thu Dec 07, 2017 5:07 pm

You can delete them ingame:

To delete the sandbox campaign:
- Click Campaigns
- Find the old version by clicking on it and looking at the description box below, it says "Version 1.0"
- Click Delete

To delete the custom battle:
- Click Battles
- Click Epic Battles (yes, not Custom Battles)
- Find the old version (same as explained above)
- Click Delete
"Rise Of AI" AI mod for Field Of Glory II

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