I encourage people to give Uber Bot a try, it's surprisingly effective. At some point I need to change Uber's base game to use more bots.
Version 4.10.0 Uber MLA focuses on T1 bots rather than tanks Uber MLA will use T2 bots as well as tanks Uber decides between factories on a new planet based on enemy layer presence Don't bring out the Spark until after teching and only in limited numbers Uber will use advanced fabbers to build defences by MEX Uber uses less GIL-Es to shoot down tactical missiles Uber gets naval fabbers out without waiting to confirm that they can travel Uber no longer gets confused and stops producing offensive land units from T2 land factories Uber builds more orbital fabbers when alone Uber won't build advanced naval without a surface threat Uber Legion will build advanced naval if it's being stopped from expanding Tweaks to help Uber recognise faster that it's safe to rush orbital Made some changes to help Silver avoid getting stuck on a single planet Bronze and Silver will go orbital faster in multi-planet games Casual and Bronze less selective in their orbital unit builds Casual, Bronze and Silver take longer to send orbital fabbers to other worlds Casual, Bronze far more restricted in moving orbital units between planets Casual, Bronze and Silver are slower to scout other worlds Added minimum fabber requirements to Catalysts at almost all levels so they don't stop interplanetary expansion Properly exclude orbital fabbers from Catalyst build checks Uber much more likely to go orbital if the enemy does and it has no orbital presence Uber gives higher priority to its first anti-nuke on multi-planet maps Uber less likely to build Catalysts when it can't commit to all five
Version 4.10.1 Uber Tank will use Skitters to scout Uber Bot will use Investigators to scout Uber no longer fails to scout on small maps like Forge Stopped non-naval Uber profiles building naval scouts they won't use Corrected mistake stopping Uber Legion from using Marauders to scout more than once Fixed sub-personalities using the wrong number of fabbers Correct Uber Legion T2 vehicle factories not operating correctly if they never saw bots Uber Bot Legion works again Allow land fabbers to build torpedo launchers in naval bases Uber Land will never build naval defences Uber Bot can build the Miniman Properly capped Investigator scout platoons
Version 4.11.0 Build artillery and Catapults in response to naval near the base Restored Uber Tech Check the right threat when assessing whether to build Catapults in response to Kaiju When alone Uber limits the number of T1 factories to help the sim and focus on saving for higher tech items Avoid running certain checks when alone to help performance Less air factories when alone Uber Legion won't try and force early air Uber is a bit more willing to commit to Omegas when assaulting other worlds Uber Air correctly builds T1 air when alone Uber more reliably builds air second and does so in a more performance friendly way Uber gives higher priority to defending its Commander from orbital snipes Uber focuses on producing Spinners from its vehicle factories when alone Cap on how many factories Uber will use for the production of Storms Revoked change to Uber's building of Catalysts Give a higher priority to assisting nuke production when alone on a planet and put more fabbers on the job Uber will only send orbital reinforcements in force now rather than dribs and drabs Uber gets orbital battleships off gas giants quickly Uber focuses solely on clearly local orbit before committing to any other orbital military operations Uber won't over-micro Levellers Fixed Legion not building advanced fabbers when alone for many factories The numbers of advanced fabbers Uber builds are now based on enemy layer presence Uber more likely to produce Spinners as needed All Uber personalities except Tank require larger land platoons before moving out No upper limit on platoon sizes to better allow combining multiple forces into one Uber no longer builds the GIL-E Fixed scouting with fighters being broken Loosened restrictions on orbital travel for lower levels a little Silver willing to move more troops at a time via teleporter All system-wide counts replaced with planetary ones for performance reasons Platinum will tech faster Uber gets tanks a little later on larger planets
If you speak a language the game supports (other than English) please drop me a line. I'm looking to translate Queller's difficulties into other languages. It's only 16 entries. Code: { "Q-Casual": { "message": "Q-Casual" }, "Q-Bronze": { "message": "Q-Bronze" }, "Q-Silver": { "message": "Q-Silver" }, "Q-Gold": { "message": "Q-Gold" }, "Q-Platinum": { "message": "Q-Platinum" }, "Q-Uber": { "message": "Q-Uber" }, "Q-Uber Aggressive": { "message": "Q-Uber Aggressive" }, "Q-Uber Air": { "message": "Q-Uber Air" }, "Q-Uber Bot": { "message": "Q-Uber Bot" }, "Q-Uber Cautious": { "message": "Q-Uber Cautious" }, "Q-Uber Land": { "message": "Q-Uber Land" }, "Q-Uber Naval": { "message": "Q-Uber Naval" }, "Q-Uber Orbital": { "message": "Q-Uber Orbital" }, "Q-Uber Rush": { "message": "Q-Uber Rush" }, "Q-Uber Tank": { "message": "Q-Uber Tank" }, "Q-Uber Tech": { "message": "Q-Uber Tech" } }
Version 4.12.0 Translated Queller difficulties to local languages as best I can Deutsch (de) Français (fr) Thanks to K-Orthic | Gamax Italiano (it) Uber builds support commanders in response to air titans Silver is no longer capped on sending troops off-world Bronze and Silver won't build an orbital factory as their first factory on a new world Silver gives a higher priority to building a teleporter on new planets Silver more likely to go orbital on multi-planet systems even when not alone Silver will go advanced faster when alone Tweaked when Silver, Gold and Platinum tech when alone Silver will move fabbers by orbital transport a little quicker Stopped Silver from wrecking its early economy by going orbital too quickly Silver sends orbital fabbers off-world earlier Fixed error with Silver not always forming bombing platoons when it should Fixed error preventing Uber from using the Infiltrator in some situations Silver produces less early orbital fabbers Gold now sends basic AA with its invasion forces Gold and Platinum will use the Grenadier as part of their invasions Bronze can form an attacking platoon earlier Gold no longer crashes its energy Won't build an orbital factory unless it has established a meaningful fabber presence Gold will build more fabbers when alone Platinum uses less Shellers and GIL-Es Fixed error in Uber Legion T1 energy builds Platinum uses less Grenadiers Silver will no longer go all air Changed how Uber measures when it can build a Halley or Catalyst to make it more aggressive about doing so Gold uses less Shellers Gold uses more Vanguards Gold will use Sparks in invasions Updated difficulty recommendations Uber can build tanks earlier Uber will build more fabbers when alone Implemented change to reduce chance of Uber wrecking its economy when going orbital alone Uber faster to respond to late game energy shortages
Does Queller AI support multi threading? We love to play against AI but we always run into performance issues in the late game. I read in the latest PA patch notes that AI should now support it but does this also apply to Queller AI?
I believe, that Queller AI uses "text files" to tell the game the "correct way" to play. Prioritize, how many of what units, when to send them, what to fire at first, what to avoid, which to build in reaction. Queller AI, are instructions that the Actual AI reads, and the Actual AI is multi-threaded, so it should still run multi-threaded. 99% sure, room for error.
thetrophysystem is correct. Queller is feeding decisions into the underlying PA AI code, and it's that code that is multi-threaded. You'll see performance issues if you play a multi-planet system and it turns into a stalemate. Queller is still producing units in case it gets a teleporter down, and it'll be making more fabbers if it's alone somewhere (and fabbers can be CPU expensive in the hands of the AI). Both of these factors can lead to sim slowdown. One way to mitigate can be to up the difficulty to cause the AI to put more pressure on you. Or it can be that you're playing on a poorly designed system which doesn't offer enough means to break stalemates.
We are using a self-built 6 very small planet system (+ 2 gas planets) without any moons to throw at somebody or metal planets to build the destroyer gun. We (4 human players) like to turtle for about 30 minutes and then attack with Omegas and/or nukes. It seems that the AI is justing hording thousands of "useless" units. We usually like to play agains 2 Queller Uber AIs because they give us the hardest time early in the game with an off-planet start but it gets really unplayable after about 40 minutes. We were able to increase the performance a little bit by setting up our own server hosted by a powerful cloud provider but the sim performance still goes down to 41% and even lower :-( If there is anything that could be done to improve this this would be really great. P.S. If anyone would like to try our system, please find it attached
The AI is continuing to build units so it can invade you. If the invasions fail then yes it'll stack up units.
Hello, Great Mod ! Funny to watch standard AI vs Queller. For a 2 players versus, I like custom two team with mixed army : - Human, Queller and basic AI vs - Human, Queller and basic AI Or do a 2v2v2 : human vs Queller vs basic AI But a little report, setting language bug : - English (ok) - French (bug) - Italian (bug) - German (bug) - Spanish (ok) Bug : If you enlable Queller mod, only the queller AI names appers in the right language (ex : "bronze, argent, or, uber naval, uber prudent..."), but all rest of the game is in english. When you disable Queller mod, the good language come back. Regards, Vincent.
Thanks for the report. I've seen that language issue and I think it's a game bug and have reported it for investigation. I'll probably turn off the translations in a future release until the cause is identified and fixed.
Yesterday again we ran into massive performance issues playing a 3vs3AI on a 1-Planet System where 1 AI just horded 3k units without doing anything with them. It could have easily killed one or two or maybe even all three of us by just using all units at once instead of just sending tiny armies one after another at us. We believe it might have sth to do with the planet size which was really big and the distance between us and the AI. We started at the northpole while the Ai had its base at the southpole. The simperformance went down to 11% which was basically unplayable. :-(
What were the difficulty levels of your AI's? I find that on the same planet, the more difficult AIs are more aggressive in using the units they have. How aggressive were you in attacking the AIs? I don't know the level of your playing abilities in this game, but if I was on the same planet as the AIs , I would not be leaving them alone long enough to gain 3000 units.
We played against 2 Q-Gold and 1 Q-Plat. In the particular game the other 2 AIs spawned quite close to us and we were able to beat those two after a about 30 minutes. During this time the 3rd AI attacked us occasionally but like I said, basically just horded all its units until we killed its commander with some nukes.
Released a client-only patch, 4.12.1, which removes translations. They'll be restored once PA supports them properly in mods, or I find a workaround.
Version 4.12.2 Uber requires less air dominance before building a Zeus Properly use client mod as companion and not only a dependency Fix an issue that might cause the vanilla AI to tech earlier than it was supposed to