Rise of AI Global Mod v3.12

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
rbodleyscott
Field of Glory 2
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Re: Rise of AI Global Mod v3.1/v3.0

Post by rbodleyscott »

KKarlssoNN wrote: Thu Jan 21, 2021 7:20 am Question... cranking up the graphics to max, namely AA and shadows, shouldn't make said issues worse... correct? Or enough to notice?
It seems unlikely. The extra delay in the mod is due to running enhanced (and more time consuming) scripts.
Richard Bodley Scott

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MarkShot
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Re: Rise of AI Global Mod v3.1/v3.0

Post by MarkShot »

Jack,

I haven't tried it yet. As I still have 2 games left in a campaign I want to complete on the defaults.

I will put some feedback here when I get to it.

Again. Thanks immensely. I like Idea of a challenge without getting the feel that I am looking at the Roman forces at Cannae!!!!! :)
toska
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Re: Rise of AI Global Mod v3.1/v3.0

Post by toska »

After carrying out a campaign with this mod I ended up leaving it. Some battles are still very slow = (

Could you make a small version of the mod in which only some improvements are added and it hardly affects performance?
roguedjack
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Re: Rise of AI Global Mod v3.1/v3.0

Post by roguedjack »

toska wrote: Sun Jan 24, 2021 9:49 pm After carrying out a campaign with this mod I ended up leaving it. Some battles are still very slow = (
Sorry about that and thanks for giving it a try. What was the force size of your battles (medium, large...) ? Reducing the size would certainly help.
Could you make a small version of the mod in which only some improvements are added and it hardly affects performance?
I could but unfortunately the features hitting performance the hardest are also the most interesting features of the mod (tactical analysis & pathing). I'm afraid by disabling those features the mod would lose its value as it would play very similar to vanilla AI (not a bad thing per se, just no point in using a mod that does mostly the same thing as having no mod).
But I can certainly do it. A "lite" companion version of the mod with the most heavy features disabled, released along the full version, for people who can't bear the performance hit.
"Rise Of AI" AI mod for Field Of Glory II
http://www.slitherine.com/forum/viewtopic.php?f=477&t=102040
toska
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Re: Rise of AI Global Mod v3.1/v3.0

Post by toska »

Big or big battles get heavy in time.

You will know better (obviously) but I think that what delays the time is the check at the end of the available actions of all units. A reduced version would be appreciated although it presented fewer improvements.
MarkShot
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Re: Rise of AI Global Mod v3.1/v3.0

Post by MarkShot »

I just noticed the update. I am actually playing HOI4 at the moment, but THANKS for the update!

FOG2 is a game I will be playing for years. Given my age and learning curves, I don't buy new titles (just update with DLC). I will be buried with my copy of FOG2.

Thank you Jack and Richard!
MarkShot
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Re: Rise of AI Global Mod v3.1/v3.0

Post by MarkShot »

Jack,

A most excellent AI. I used to be a camper, and begin quite static. But your AI forces me to move or lose.

Then, it puts up a hard fight. This could have easily gone the other way.
MarkShot
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Re: Rise of AI Global Mod v3.1/v3.0

Post by MarkShot »

Richard,

What a wonderful game to come back to!!! Thanks.
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roguedjack
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Re: Rise of AI Global Mod v3.1/v3.0

Post by roguedjack »

Thanks for the feedback and glad you are having fun.
"Rise Of AI" AI mod for Field Of Glory II
http://www.slitherine.com/forum/viewtopic.php?f=477&t=102040
Ray552
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Rise of AI Global Mod v3.1 doesn't work with v1.5.40

Post by Ray552 »

I think the "Rise of AI" Global Mod v3.1 doesn't work with the latest FOG2 version (v1.5.40), as it causes crashes:

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rbodleyscott
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Re: Rise of AI Global Mod v3.1/v3.0

Post by rbodleyscott »

The latest parser in the game engine is intolerant of extraneous ")" at the end of statements. The old parser used to ignore these, hence they slipped through un-noticed.

The mod will not work until roguejack has time to fix this.
Richard Bodley Scott

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roguedjack
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Re: Rise of AI Global Mod v3.1/v3.0

Post by roguedjack »

Thanks for the report, I'll work on an update.
"Rise Of AI" AI mod for Field Of Glory II
http://www.slitherine.com/forum/viewtopic.php?f=477&t=102040
Ray552
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Re: Rise of AI Global Mod v3.1/v3.0

Post by Ray552 »

^^Many thanks to RBS and roguedjack.
rbodleyscott
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Re: Rise of AI Global Mod v3.1/v3.0

Post by rbodleyscott »

roguedjack has corrected the parsing errors in the Rise of the AI Global Mod, so that it will work with v1.5.40 of the game. The new v3.11 is up on the FTP for in-game download.

There are no other changes from the previous version.
Richard Bodley Scott

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shaneyao32
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Re: Rise of AI Global Mod v3.1/v3.0

Post by shaneyao32 »

Thank you! Is it possible to have the AI VS AI function? I want to watch the battles exported from FOG Empire instead of just throwing the dice.
roguedjack
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Re: Rise of AI Global Mod v3.1/v3.0

Post by roguedjack »

shaneyao32 wrote: Sun Feb 13, 2022 8:10 am Thank you! Is it possible to have the AI VS AI function?
AI vs AI would be cool but I'm not sure this is doable.
"Rise Of AI" AI mod for Field Of Glory II
http://www.slitherine.com/forum/viewtopic.php?f=477&t=102040
roguedjack
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Re: Rise of AI Global Mod v3.12

Post by roguedjack »

Rise of AI new version 3.12 available for Fog2 1.6.6, details in updated 1st post.
Will be compatible with the upcoming 1.6.7 patch.
"Rise Of AI" AI mod for Field Of Glory II
http://www.slitherine.com/forum/viewtopic.php?f=477&t=102040
MarkShot
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Re: Rise of AI Global Mod v3.12

Post by MarkShot »

Thank you!
Ray552
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Re: Rise of AI Global Mod v3.12

Post by Ray552 »

Thanks very much for this excellent mod.
toska
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Re: Rise of AI Global Mod v3.12

Post by toska »

Thank you so much. Could it work with FOG II Medieval?
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