v3.12 for Fog2 1.6.6/1.6.7 is now available for in-game download.
Here's the readme :If you don't know how to download the mod follow these steps :
- In the game main menu click on the "Download community scenarios" button in the top left corner.
- The mod should appear in the list of available scenarios/mods.
- If it doesn't appear, tick and/or untick the buttons "Single Player" and "Multiplayer" until it appears. You might have to exit and re-enter this screen.
- Then enable the mod as described in the readme below section "HOW TO ENABLE AND USE AS GLOBAL MOD"
3.11 was just a compatibility release. Condensed readme for the previous versions 3.1 & 3.0 :RISE OF AI 3.12 GLOBAL MOD
by roguedjack
for FOG2 1.6.6/1.6.7
Rise Of AI changes the way the AI deploys its units and use them in battle. It does not change the units bought by the AI.
WHAT'S NEW
Compatibility for Fog2 1.6.6/1.6.7 and minor changes.
- Deployment: Tweaked deployment on map with lots of difficult terrain. Less focused on avoiding bad terrain and deploying dispersed, more likely to deploy in formation.
- Deployment: Don't deploy cavalry on the wings at all if terrain is really bad on both wings but ok in the centre, assign them to centre/reserve instead.
- Deployment: Fixed cavalry not being deployed correctly on wings in some cases and being left undeployed on the bottom row (RoAI bug)
- Masterplan: Fixed outflanking cavalry wings sometimes appearing to be lost and moving around aimlessly (RoAI bug)
- Masterplan: Fixed flank march teams not behaving as expected after their arrival (RoAI bug)
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 3.12 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 v3.12 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, Wolves at the Gates and Swifter than Eagles 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
- AI turns can take significantly longer to process than vanilla AI, and might seem to freeze.
Might be an issue for some players who don't want to wait several seconds to a minute for the AI to play.
The AI is processing more stuff, especially using pathfinding more intensively for tactics, and it takes time.
This is more noticable when the AI has many units with missile capabilities.
- It is recommended to not switch between enabling & disabling the mod during a battle
The AI might behave oddly if you start a battle without the mod and later resume the battle with the mod enabled.
This is because the mod records and saves some information about its units when starting a new battle and make use of it later for its manoeuvres. This information is missing in the save file if you did not start the battle with the mod enabled, hence the bugs.
Either play the entire battle with the mod, or play it without.
If you want to compare vanilla and RoAI ais on the same battle, save the game during your deployment phase and take it from here. The AI you started the game with is the one who deployed the AI army. This can have an impact on the game as RoAI use different deployment logic than vanilla.
- 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.
v3.1 WHAT'S NEW
Stuttering fix and some optimizations that in some cases slightly decrease AI turn time.
- Fixed most cases of AI movement animation stuttering (this was a problem of the mod, not the game).
- Optimization : AI will end its turn early when it thinks it has nothing to do anymore instead of going through all the remaining passes.
- Optimization : When building the list of AI units for the pass the AI will skip units that have nothing to do anymore.
v3.0 WHAT'S NEW
New "Fix and Flank" offensive tactic, "Gap/Overlap" and "Outflanking Threat" detections, that along with other changes makes the AI more likely to create and exploit flanking charges as well as defend from them.
Most important changes from 2.4:
- New tactic "Fix and Flank" : The AI is now more likely to coordinate units to create flanking charge opportunities. A unit is used to engage a target from the front, while another moves to prepare a flanking charge next turn. Previously it would always attack frontaly with both units.
- New targeting pattern "Gap/Overlap" : Detect enemies that are threatening to immediatly push into a gap of the line, or to flank an end of the line when they are overlapping it. The AI is more likely to target these enemies to prevent them from creating flanking charges.
- New targeting pattern "Outflanking Threat" : Detect enemies that are probably manoeuvring to outflank before they are in an actual flanking position and it would be too late to react. The AI is more likely to target these enemies.
- Shooting : The ranged units tactical pathfinding feature (finding the "best" tile to shoot at their target from) that was introduced several versions ago now works correctly.
Other changes:
- Deployment : Improved deployment logic on maps with impassable terrain.
- Masterplan : A defensive infantry centre may switch to offensive if you are manoeuvring your centre around theirs to outflank it or are pilling up units at an end of the line to overwhelm it.
- Masterplan : A defensive infantry centre will switch to offensive if enough units of its team are eager to charge non-lights.
- Masterplan : An offensive infantry centre will not pause just to reform facing (no more advance, stop to turn, advance, stop to turn... when advancing diagonally).
- Masterplan : Reserve cavalry may move to cover centre infantry from the most threatening enemy cavalry wing.
- Masterplan : When a cavalry wing decides to attack, the light wing will try to move in support.
- Masterplan : Adjusted teams x destination for teams width so they won't pile up on a map border when their line is long and their destination is near a map border.
- Ordering : New target declaration phase algorithm "Target Bidding". Improves target selection coordination in some situations.
- Chance of Charging : Units with good impact phase chances and that would breakoff from losing melee are more likely to charge.
- Chance Of Charging : Much more chance of charging if flank charge will cause cohesion drop.
- Targeting : Shock Medium Cavalry (non-Cataphracts lancers) more likely to target mounted and medium foot.
- Targeting : More likely to target potential flankers.
- Targeting : Unmanoeuvrable units more likely to stay focused on the same target, especially when they are already facing it.
- Targeting : More likely to target fragmented units to finish them off.
- Targeting : More incentive for ranged light units to concentrate fire on enemy lights to win the skirmishing battles.
- Pathing : AI units are a bit less afraid of going through bad terrain to reach their target if they think no enemy may be able to intercept them there to force a fight at a terrain disadvantage.
- Movement : Improved logic of retreating units. More likely to seek cover behind friends, won't move if not necessary and will turn to face danger or target when finished their retreat movement. Note that retreating units will sometimes say "retreating" but stay in place, they are retreating but found the best spot is where they are.
- Movement : AI units will ignore blocking a friendly unit fallback square when that friend is likely to win its melees and so unlikely to be forced to fallback, or if the blocking tile is adjacent to the unit own target.
- Movement : AI units will try to avoid ending their move next to a friend in melee that is about to rout and would cause them to pass a cohesion check when routing.
- Movement : AI units that are not willing to charge their targets will try to avoid ending their move on a square that would have a blocked fallback square if an adjacent enemy charged them there.
- Fixed : When loading an ongoing game that was started without the mod enabled, a defensive AI would do crazy manoeuvres like turning its back to the enemy. See related "Known Issue" below.
- Tweaks & Fixes.