Rise of AI Global Mod updated to v2.3

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
BornGinger
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Re: Rise of AI Global Mod updated to v2.3

Post by BornGinger » Mon Sep 02, 2019 3:31 pm

Oh, thanks. Now I can add it when I come home from work.

MarkShot
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Re: Rise of AI Global Mod updated to v2.3

Post by MarkShot » Sun Sep 15, 2019 8:16 am

Richard,

There is something I don't understand.

As you are the game's developer, why is a "new and improved" AI a mod as opposed to not directly incorporated into the game?

Do the improvements introduced unbalance campaigns and epic scenarios?

Thanks.

rbodleyscott
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Re: Rise of AI Global Mod updated to v2.3

Post by rbodleyscott » Mon Sep 16, 2019 6:56 am

MarkShot wrote:
Sun Sep 15, 2019 8:16 am
Richard,

There is something I don't understand.

As you are the game's developer, why is a "new and improved" AI a mod as opposed to not directly incorporated into the game?
Because it has been developed by a third party, we don't own it. Assuming we got permission to incorporate it, long-term maintenance could be a problem.
Do the improvements introduced unbalance campaigns and epic scenarios?
It should work OK in campaigns, but may unbalance Epic scenarios, so you are advised to turn it off for that.
Richard Bodley Scott

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FrenchDude
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Re: Rise of AI Global Mod updated to v2.3

Post by FrenchDude » Sun Oct 13, 2019 10:43 am

Hi ! Do you guys think that this mod can be used with exported FOGE battles ?

Karvon
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Re: Rise of AI Global Mod updated to v2.3

Post by Karvon » Sun Oct 13, 2019 12:16 pm

See no reason why you couldn't, though I've not tried it out yet myself.

rbodleyscott
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Re: Rise of AI Global Mod updated to v2.3

Post by rbodleyscott » Sun Oct 13, 2019 6:35 pm

FrenchDude wrote:
Sun Oct 13, 2019 10:43 am
Hi ! Do you guys think that this mod can be used with exported FOGE battles ?
Probably
Richard Bodley Scott

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roguedjack
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Re: Rise of AI Global Mod updated to v2.3

Post by roguedjack » Mon Oct 14, 2019 10:34 am

FrenchDude wrote:
Sun Oct 13, 2019 10:43 am
Hi ! Do you guys think that this mod can be used with exported FOGE battles ?
Yes. Here's the readme
RISE OF AI 2.3 GLOBAL MOD
by roguedjack
for FOG2 1.5.18


- Compatibility update for Fog2 1.5.18
- Included "AI tries to not block friendly units pushed back" from vanilla.
- Deployment: Cavalry armies more likely to deploy missile cavalry in front of non-missile cav (eg: Nomad Horse Archers in front of Lancers).
- Deployment: Rebalanced cavalry army distribution of mounted shock troops, don't put all of them in the centre.
- Deployment: Improved deployment of non-lights when constrained by bad terrain in its deployment zone.
- Deployment: More likely to deploy units hidden in woods and a bit more likely to keep them hidden here when defensive.
- Ordering: Prefer charging a unit frontally to pin it before flanking it with another unit to get the full flank charge effect (same idea as vanilla but implemented differently).
- Ordering: Units that have their target in front more likely to act before others, so AI less likely to cause traffic problems for itself when in close combat situations (units crossing each other path and making a mess).
- Masterplan: AI infantry centre formation more likely to keep its formation together when doing a group move through bad terrain, rather that going out of its way to avoid bad terrain unit by unit and making a mess of its group formation.
- Masterplan: AI doesn't waste time to pause to reform in Advance Guard and Rearguard scenarios, so AI will move forward faster.
- Targeting: Revised and rebalanced some target rating classes and heuristics.
- Minor tweaks & fixes.


HOW TO ENABLE AND USE AS GLOBAL MOD
Ingame, click on the icon on the bottom left of the main screen to go the "Global Mods" screen, select "Rise Of AI 2.3 Global" then click "Accept". To disable, select "No Mod Set" or any other global mod you might have installed.
If enabled correctly it will say "Using mod: Rise Of AI v2.3 Global" on the main screen.
While enabled, all battles you play (custom, campaign battles, epic battles, quick battles...) will use Rise Of AI for the AI opponent.
Epic Battles and some other user contents might cause some problems, see below in the compatibility section.
You don't need to keep or use the previous versions of Rise Of AI (campaign and custom battles). You can delete them.


COMPATIBILITY
* DLCs
Fully compatible with Immortal Fire, Legions Triumphant, Age Of Belisarius, Rise Of Persia and Wolves at the Gates DLCs.

* Field Of Glory Empires
Compatible with exported battles from Field Of Glory Empires.

* User content
Compatible with all campaigns and custom battles content that do not modify the same files as this mod. This means it should be compatible with the vast majority of them.

* Epic Battles
I advise not to enable Rise Of AI when playing Epic Battles.
Some Epic Battles have scripted strategies for the AI or exotic deployments that will overrule, conflict with or confuse Rise Of AI.

* Multiplayer
Do not enable Rise Of AI while playing multiplayer. It may cause bugs and crashes.


KNOWN ISSUES
- Sometimes when the AI turns a unit the camera will not move to focus on the unit.
This happens when the AI wants to tidy up a formation and change its facing. It will turn several units of the same formation one by one, but the camera won't move to show you that. This might be a bit annoying for players that play zoomed in but its no big issue.
"Rise Of AI" AI mod for Field Of Glory II

FrenchDude
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Re: Rise of AI Global Mod updated to v2.3

Post by FrenchDude » Mon Oct 14, 2019 11:44 am

Thanks for the answers rbodleyscott and roguedjack ! I missed the line about FOGE in the readme !

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