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How do the AIs for Medieval, Ancients and "Rise of AI" compare?

Posted: Sun Apr 02, 2023 2:59 pm
by Ray552
In single player (SP) games, obviously you are playing against the computer AI.

How do the AIs for FOG2 Medieval, FOG2 Ancients (the stock or "vanilla" version) and the "Rise of AI" FOG2 Ancients global mod by roguedjack (see "Rise of AI Global Mod v3.12") compare to each other in terms of game play, and also to human players of varying experience levels?

Is the Medieval AI identical to the vanilla Ancients version, or a slightly improved model? I have not seen the coding (or the ability to make sense of :-D) for any of these, so I am asking for the opinions of those who do have experience with them.

I PM'd roguedjack for his opinion of the Medieval AI, but he replied that since the time period is not in his area of interest, he does not have a copy of FOG2 Medieval or seen its AI coding, and therefore cannot render an opinion.

Would those of you who also play Ancients recommend newer players start off playing SP games against the vanilla AI, or would "Rise of AI" be a better learning tool?

Re: How do the AIs for Medieval, Ancients and "Rise of AI" compare?

Posted: Sun Apr 02, 2023 10:12 pm
by Karvon
I think the Rise of the AI is quite a bit better opponent than the default in Ancients. I haven't played Medieval as much, but it feels rather similar to default in Ancients. The only drawback to RoAI is it plays a little slower than the default at times, so games take a little longer to complete.

Karvon

Re: How do the AIs for Medieval, Ancients and "Rise of AI" compare?

Posted: Mon Apr 03, 2023 7:56 am
by Cronos09
I would say that AIs for FOG2M, FOG2A are almost identical.
Roguedjack's "Rise of AI Global Mod v3.12" is improved the AI much IMHO. I can emphasize the next features:
1) AI does the Melee and Shoot (not always) phases during its turn (not at the end of it);
2) AI covers its unit flanks better than in the original game and try to threaten to a player's unit flanks more activily;
3) AI also charges more activily than the vanilla one - Jack healed him a little from the fear of a charge :)
I will add a few of Jack's AI new functions in the improved version of "18th Century mod - Frederick the Great's battles" mod (I hope he won't mind it).

Re: How do the AIs for Medieval, Ancients and "Rise of AI" compare?

Posted: Mon Apr 03, 2023 7:07 pm
by Ray552
Many thanks for both your responses.

Would you say "the "Rise of AI" mod would be too difficult an opponent for a newer player, or would you recommend they just "bite the bullet" and play against it from the start (as long as it doesn't slow down their computer too much, since it requires more processing power)?

Re: How do the AIs for Medieval, Ancients and "Rise of AI" compare?

Posted: Mon Apr 03, 2023 8:52 pm
by Karvon
I'd say go with RoAI from the start; if they find the delay annoying, they can always go back to the original AI next game.

Karvon

Re: How do the AIs for Medieval, Ancients and "Rise of AI" compare?

Posted: Tue Sep 12, 2023 10:28 pm
by Jorgito78
Sorry to bump into this but, is ROA available for FOG2:Medieval? I only play FOG2: Ancients with it but I have been searching for a version for Medieval and couldn't find one.

Re: How do the AIs for Medieval, Ancients and "Rise of AI" compare?

Posted: Tue Sep 12, 2023 11:06 pm
by Karvon
ROI is only available for Ancients; the author doesn't play Medieval and has no plans of exporting it. ROI is not compatible with Medieval and your game will crash if you try to use it - I did try once myself :)

Karvon