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.
roguedjack
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Re: Rise of AI Global Mod v3.12

Post by roguedjack »

toska wrote: Mon Feb 20, 2023 11:00 pm Thank you so much. Could it work with FOG II Medieval?
i can't test it but I highly doubt it would work.
"Rise Of AI" AI mod for Field Of Glory II
http://www.slitherine.com/forum/viewtopic.php?f=477&t=102040
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Re: Rise of AI Global Mod v3.12

Post by KKarlssoNN »

Oh wicked, just realized this updated, perfect reason to return, changes look solid!
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Re: Rise of AI Global Mod v3.12

Post by Karvon »

roguedjack wrote: Tue Feb 21, 2023 10:07 am
toska wrote: Mon Feb 20, 2023 11:00 pm Thank you so much. Could it work with FOG II Medieval?
i can't test it but I highly doubt it would work.
I decided to test in on a lark and can confirm it doesn't work with Medieval at all, crashing the game.

Karvon
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Re: Rise of AI Global Mod v3.12

Post by Jorgito78 »

How do I delete previous versions of this mod?
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Re: Rise of AI Global Mod v3.12

Post by roguedjack »

Jorgito78 wrote: Mon Sep 18, 2023 8:45 pm How do I delete previous versions of this mod?
What versions have you installed ?
"Rise Of AI" AI mod for Field Of Glory II
http://www.slitherine.com/forum/viewtopic.php?f=477&t=102040
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Re: Rise of AI Global Mod v3.12

Post by Jorgito78 »

3.1, 3.11, 3.12
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Re: Rise of AI Global Mod v3.12

Post by Karvon »

Jorgito78 wrote: Mon Sep 18, 2023 8:45 pm How do I delete previous versions of this mod?
Go to your FOG2 directory then to your mod directory. Delete the earlier versions.

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Re: Rise of AI Global Mod v3.12

Post by rbodleyscott »

Karvon wrote: Thu Sep 21, 2023 5:08 am
Jorgito78 wrote: Mon Sep 18, 2023 8:45 pm How do I delete previous versions of this mod?
Go to your FOG2 directory then to your mod directory. Delete the earlier versions.

Karvon
In /Documents/My Games/FieldOfGlory2/MODS
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Re: Rise of AI Global Mod v3.12

Post by Jorgito78 »

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

Post by kronenblatt »

roguedjack wrote: Tue Feb 21, 2023 10:07 am
toska wrote: Mon Feb 20, 2023 11:00 pm Thank you so much. Could it work with FOG II Medieval?
i can't test it but I highly doubt it would work.
You're not looking at developing it for FoG II: Medieval? With FoG:Kingdoms coming up and its SP battles, it may be of very good use there as well, making the AI opponent more difficult than the base game's.
kronenblatt's campaign and tournament thread hub:

https://www.slitherine.com/forum/viewtopic.php?t=108643
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Re: Rise of AI Global Mod v3.12

Post by roguedjack »

kronenblatt wrote: Sat Apr 20, 2024 8:43 am You're not looking at developing it for FoG II: Medieval? With FoG:Kingdoms coming up and its SP battles, it may be of very good use there as well, making the AI opponent more difficult than the base game's.
Thanks for the interest. I'm not planning on getting those games so I won't develop a mod for them, sorry.
"Rise Of AI" AI mod for Field Of Glory II
http://www.slitherine.com/forum/viewtopic.php?f=477&t=102040
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Re: Rise of AI Global Mod v3.12

Post by kronenblatt »

roguedjack wrote: Sat Apr 20, 2024 10:30 am
kronenblatt wrote: Sat Apr 20, 2024 8:43 am You're not looking at developing it for FoG II: Medieval? With FoG:Kingdoms coming up and its SP battles, it may be of very good use there as well, making the AI opponent more difficult than the base game's.
Thanks for the interest. I'm not planning on getting those games so I won't develop a mod for them, sorry.
Well worth asking. :) Many thanks for this AI mod for Ancients anyway!
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Re: Rise of AI Global Mod v3.12

Post by kronenblatt »

It would be virtually impossible to port this mod to Medieval myself/ourselves, right? What would be the main obstacles? What does everyone think: maybe a joint effort?
kronenblatt's campaign and tournament thread hub:

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Re: Rise of AI Global Mod v3.12

Post by MarkShot »

I am a retired software engineer (speaking from 40yr+ of expertise).

I have used the mod, but not at all looked at the mod. I am not a game modder, but I have patched game (real patchs rewrote assembly instructions in EXEs) and wrote co-resident utilities of 1000-2000 lines for games. Also, been a member of game teams for more than 20+ years mainly as my hobby, but once as an investor.

This mod is not simply going to carrying over and testing edits of coefficients in TXT or CSV or XML files.

There is clearly a scripting language powering the mod when one see what it does. It could be LUA or Slitherine's proprietary Acheron which I know from insiders is required on in house projects.

So, most of all you need the skill set of QA/hardcore player/programmer. Steps involved:

(1) Understand the code/logic/reasons of stock FOG2: Classic.

(2) Understand the code/logic/reasons of stock FOG2: Medieval.

(3) Understand how and why the mod changed the scripting of FOG2:Classic.

(4) Take all the above knowledge and reintegrate the mods still of value routines to FOG2: Medieval.

(5) Test for stability and function. Test for improved human battle performance. Test for execution performance on mid-range PCs and mid-range battles. (now you will want a large closed beta or an open beta)

(6) Consider your own ideas and testers for a better than Paul's original implementation.

(7) Talk with RBS about the possibility of productizing/monetizing AI++. How? Using a code generator to produce such AI targeted for both game and a third he may be working on. Make the AI behavior modular with exposed parameters, such that settings difficulty levels or AI Generalship levels can represent command skill levels.

(8) Do steps 4-8 iteratively. Why? Proof of concept. At any point that the plug gets pulled or a key person leaves, you will already produced something of great value as opposed to having nothing and being two months from the grand release.

* Besides managing the effort, you will have to determine optimal team size. Small teams are most productive (low communication and coordination) but risk of disruption is very high. Large teams have depth and resilience, but productivity falls per member. However, they will handle turnover, marriages, divorces, babies, illness, new RL jobs, etc.

GOOD LUCK!

@RBS - your game is brilliant!

@RogueJack - your mod only make RBS' skilled craftsmanship even more remarkable!
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Re: Rise of AI Global Mod v3.12

Post by kronenblatt »

Aoch. That counts me out. 😎

But many thanks for thoughts, Mark, on what’s required!

I really love this mod for Ancients when playing SP, so with Kingdoms coming up and its Medieval battles (in SP only unfortunately) it would have been great with this mod for Medieval as well.
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https://www.slitherine.com/forum/viewtopic.php?t=108643
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Re: Rise of AI Global Mod v3.12

Post by Karvon »

Actually, it is a collection of essentially txt files, so you could modify and play around with it, I think, if you were a halfway decent programmer - which I am definitely not :)

I think you would need to take a look at the Medieval AI and compare it to the Ancient AI and see how/where this version intacts with the game. You would need to update it to reflect changes made in Medieval.

Certainly not a task for the fainthearted, but probably doable.

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Re: Rise of AI Global Mod v3.12

Post by kronenblatt »

Me neither. I’m more of a copy-paster, as I said to Snuggles. 8)
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Re: Rise of AI Global Mod v3.12

Post by Paul59 »

If you download the Rise of AI Mod you will see that it is almost entirely .bsf files plus one text file. There is nothing more exotic than that.

The .bsf files are mainly completely new (ie; the ones with names beginning with RJAI), the others are edited versions of vanilla .bsf files (ie: AI.bsf, MoreScenarioTools.bsf etc). Presumably roguedjack added lines of code to these edited vanilla .bsf files.

Therefore I would guess that what needs to be done to create a Medieval Rise of AI Mod is:

1) Find out what roguedjack added to the vanilla .bsf files, and then add his additions to the Medieval versions of those .bsf files.

2) Add the RJAI .bsf files and the Text63.txt files.

You would need someone who is very familiar with working with the game's .bsf files.

Of course, it might not be as straightforward as that. There might be new code in the vanilla Medieval .bsf files that might conflict with the Ancients Rise of AI code.
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Re: Rise of AI Global Mod v3.12

Post by Karvon »

kronenblatt wrote: Sun Apr 28, 2024 1:00 pm Me neither. I’m more of a copy-paster, as I said to Snuggles. 8)
I dabbled in basic programming in JHS, and later taught an intro course as part of my first HS teaching job. That was many years ago, and I have not kept up with that at all. I know enough to roughly understand some code I see; enough to be dangerous.
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Re: Rise of AI Global Mod v3.12

Post by Karvon »

When I glanced through a few of the files, he did seem to document most sections with remarks, always a sign of a more professional programmer, so it might be easier to do, though I still think it would take a bit of time.
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