(The following are the notes for the original Global version. See later in thread for v2.3 changelog)
RISE OF AI 2.0 GLOBAL MOD
by roguedjack
for FOG2 1.2.5
OVERVIEW
This is a major update of Rise Of AI and is now in global mod format.
Major changes have been made to the strategy, deployment and understanding/use of terrain by the AI.
When enabled as a global mod, all battles you play will use Rise of AI for the AI.
HOW TO ENABLE AND USE AS GLOBAL MOD
Ingame, click on the spinning arrows to the bottom left of the main screen to go the "Global Mods" screen, select "Rise Of AI 2.0 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 v2.0 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 content 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 and Legions Triumphant DLCs.
* 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.
I tested popular mods TableTop (TT Mod) and Silk Road v1.2, both custom battles and campaigns, and at the time of writing this they worked fine.
* 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.
CHANGES
- Rewrote almost entirely Masterplan (AI strategy). Lots of new stuff, I won't tell so you get the surprise :p
- Several changes and additions to AI deployment logic.
- Modified AI logic for assignement of additional generals.
- Player AutoDeploy now use vanilla AI instead of Rise Of AI deployment as to not give hints on how your AI opponent will deploy.
- New additions to target rating to be more reactive to flanking threats and generally be better at supporting.
- Bug fixes for bugs introduced in previous version such as shooters getting too close to their target for no good reason and fragmented units still getting into trouble.
- Increased AI passes from 2 to 4 but optimized so it doesn't take make AI turns too long.
- Improved shooters destination logic.
- Lights more willing to charge if it makes sense.
- Modified lights withdraw logic.
- Internally added a bunch of new code to manage strategy, teams and terrain.
- And a number of other minor changes.
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.