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Re: roguedjack's AI overhaul mod

Posted: Thu Dec 07, 2017 6:17 pm
by Temple
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.
Would it be of value to have the version number of your mod match the version number of FoGII? That way a player would know that the mod matches the current updated version. I know that in the description on the download page it mentions the correlation, but maybe this would make it more obvious.

Re: roguedjack's AI overhaul mod

Posted: Thu Dec 07, 2017 6:28 pm
by mst007
Oh fantastic thanks for taking the time to type all that out. Followed the instructions and it all worked great, now back to the fight! :)

Re: roguedjack's AI overhaul mod

Posted: Thu Dec 07, 2017 6:49 pm
by roguedjack
Temple wrote:Would it be of value to have the version number of your mod match the version number of FoGII? That way a player would know that the mod matches the current updated version. I know that in the description on the download page it mentions the correlation, but maybe this would make it more obvious.
I don't think tying the two together is a good idea. A major/minor update of my mod might not correspond to a major/minor update of the game (and vice versa). And as you say the description already mentions it.

Re: roguedjack's AI overhaul mod

Posted: Sun Dec 17, 2017 10:19 pm
by Jafele
Could this fabulous mod be "adapted" to P&S or SJ?

Re: roguedjack's AI overhaul mod

Posted: Tue Dec 19, 2017 11:58 am
by roguedjack
I don't know, if those games have the same scripting framework and engine someone could port some parts of it I guess.

Re: roguedjack's AI overhaul mod

Posted: Wed Jan 03, 2018 7:57 pm
by Hadral
Is it possible to set "Rise of AI" as the default module in the Custom Battles menu ? I often forget to switch the module before launching the battle :roll:

Re: roguedjack's AI overhaul mod

Posted: Thu Jan 04, 2018 10:12 am
by rbodleyscott
Hadral wrote:Is it possible to set "Rise of AI" as the default module in the Custom Battles menu ? I often forget to switch the module before launching the battle :roll:
No

Re: roguedjack's AI overhaul mod

Posted: Thu Feb 01, 2018 2:42 am
by paul71stpvi
Looks like the new 1.1.8 patch broke this for me...I think it has something to do with the AutoDeploy function?

Re: roguedjack's AI overhaul mod

Posted: Thu Feb 01, 2018 7:53 am
by rbodleyscott
paul71stpvi wrote:Looks like the new 1.1.8 patch broke this for me...I think it has something to do with the AutoDeploy function?
When you say it broke, what exactly happened?

Re: roguedjack's AI overhaul mod

Posted: Thu Feb 01, 2018 1:08 pm
by paul71stpvi
Whenever I try to load the Rise of AI custom battles or campaign, the game gives me this script error:

Re: roguedjack's AI overhaul mod

Posted: Thu Feb 01, 2018 1:14 pm
by rbodleyscott
Ah yes, additional parsing checks were added to the .EXE which detected this error in the old scripts. (Which is a pity as the error actually has no ill effect).

The script error has been corrected in v1.1.8.

We will need roguedjack to correct the issue in his mod and then we will upload the new version. I will email him.

Re: roguedjack's AI overhaul mod

Posted: Sat Feb 03, 2018 4:21 am
by BornGinger
I hope he does changes asap. My battle got interrupted because of this. But I can always start a TT-mod campaign while I'm waiting for the AI-mod to be updated.

Re: roguedjack's AI overhaul mod

Posted: Sat Feb 03, 2018 4:44 pm
by rbodleyscott
Updated:

by roguedjack

"Rise of AI" AI overhaul mod.

Version 1.0.2 of this mod (which works with v1.1.8 of the game) is now available for in-game download. (Both versions - custom battles and sandbox campaigns)
RISE OF AI 1.02
by roguedjack
for FOG2 1.1.8

Please remove any previous version as described below.

OVERVIEW
Fix FOG2 1.1.8 compatibility issue.

HOW TO REMOVE PREVIOUS VERSIONS
You can remove the previous versions 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 XXX"
- 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

CHANGES
FIX - Fix script error introduced by FOG2 1.1.8 engine changes.
FIX - Applies all 1.1.7 & 1.1.8 changes to MoreScenarioTools.bsf.
MOD - Added description in the custom battle mod to remind users it is a Custom Battles mod only, even if it is listed in Epic Battles for technical reasons.

Re: roguedjack's AI overhaul mod

Posted: Sat Feb 03, 2018 7:11 pm
by BornGinger
That was quick. Than you!

Re: roguedjack's AI overhaul mod

Posted: Thu Mar 08, 2018 1:40 pm
by roguedjack
Hi all,
I have been working on an update of Rise of AI for 1.2.5 and Legions Triumphant. It will be a global mod and has some new stuff for the AI. I should be able to release it very soon.

Re: roguedjack's AI overhaul mod

Posted: Thu Mar 08, 2018 9:30 pm
by julianbarker
Looking forward to it!

Re: roguedjack's AI overhaul mod

Posted: Fri Mar 09, 2018 12:57 am
by vicco
roguedjack wrote:Hi all,
I have been working on an update of Rise of AI for 1.2.5 and Legions Triumphant. It will be a global mod and has some new stuff for the AI. I should be able to release it very soon.
Great! Looking forward to it!

Re: roguedjack's AI overhaul mod

Posted: Fri Mar 09, 2018 9:23 am
by simpleninja
This sounds great. When call it a global mod, does that mean we can use all other mods with it such as the TT mod and even the default historic campaigns?

Re: roguedjack's AI overhaul mod

Posted: Fri Mar 09, 2018 10:03 am
by rbodleyscott
simpleninja wrote:This sounds great. When call it a global mod, does that mean we can use all other mods with it such as the TT mod and even the default historic campaigns?
If mods use local scripts with the same name, it definitely won't work correctly with them.

Like all mods, it will be an "at your own risk" type of thing, we can't guarantee it will work properly with every mod or even with base game stuff.

It should (probably) work with the default campaigns. Most (but not all) of the Epic Battles use bespoke higher-level AI so it is very likely it won't work too well with them (although it might).

As I say, using it will be "at your own risk". It could potentially cause strange results with some modules.

I think there is a fair chance it will work OK with TT Mod and Silk Road, but we cannot make any guarantees.

Re: roguedjack's AI overhaul mod

Posted: Fri Mar 09, 2018 12:18 pm
by simpleninja
rbodleyscott wrote:I think there is a fair chance it will work OK with TT Mod and Silk Road, but we cannot make any guarantees.
Well that would cover pretty much all I'd want from the new version of the mod, looking forward to it!