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

Posted: Thu Jan 21, 2021 1:33 pm
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.

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

Posted: Fri Jan 22, 2021 2:12 am
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!!!!! :)

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

Posted: Sun Jan 24, 2021 9:49 pm
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?

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

Posted: Mon Jan 25, 2021 1:33 pm
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.

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

Posted: Mon Jan 25, 2021 3:31 pm
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.

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

Posted: Sat Mar 13, 2021 6:10 am
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!

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

Posted: Tue Aug 31, 2021 10:18 am
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.

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

Posted: Tue Aug 31, 2021 10:22 am
by MarkShot
Richard,

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

Posted: Wed Sep 01, 2021 12:17 pm
by roguedjack
Thanks for the feedback and glad you are having fun.

Rise of AI Global Mod v3.1 doesn't work with v1.5.40

Posted: Sat Jan 22, 2022 5:02 am
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:

Image

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

Posted: Sat Jan 22, 2022 7:53 am
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.

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

Posted: Sat Jan 22, 2022 1:13 pm
by roguedjack
Thanks for the report, I'll work on an update.

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

Posted: Sat Jan 22, 2022 4:47 pm
by Ray552
^^Many thanks to RBS and roguedjack.

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

Posted: Mon Jan 24, 2022 11:37 am
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.

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

Posted: Sun Feb 13, 2022 8:10 am
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.

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

Posted: Mon Feb 14, 2022 5:50 pm
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.

Re: Rise of AI Global Mod v3.12

Posted: Mon Feb 20, 2023 10:53 am
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.

Re: Rise of AI Global Mod v3.12

Posted: Mon Feb 20, 2023 12:53 pm
by MarkShot
Thank you!

Re: Rise of AI Global Mod v3.12

Posted: Mon Feb 20, 2023 3:09 pm
by Ray552
Thanks very much for this excellent mod.

Re: Rise of AI Global Mod v3.12

Posted: Mon Feb 20, 2023 11:00 pm
by toska
Thank you so much. Could it work with FOG II Medieval?