[REL] Section of Foreign Intelligence for galactic war 1.2.1

Discussion in 'Released Mods' started by wondible, September 13, 2014.

  1. wondible

    wondible Post Master General

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    Adds a report on the number and strength of enemy commanders to the Galactic War system detail. This allows you to avoid hitting the two-commander wall without constantly counting graph edges. This would qualify as a cheat, but I don't find counting-steps to be fun or meaningful.

    Screen Shot 2014-09-13 at 08.07.52 .png

    - https://github.com/JustinLove/section_of_foreign_intelligence
    - https://pa.wondible.com/section_of_foreign_intelligence_v1.2.1.zip

    Evaluation

    Better ranges or adjectives welcome.

    Code:
        if (rate < 0.5) { return 'helpless' }
        else if (rate < 0.75) { return 'incompetent' }
        else if (rate < 0.95) { return 'weak' }
        else if (rate < 1.05) { return 'competent' }
        else if (rate < 1.25) { return 'strong' }
        else if (rate < 1.5) { return 'dangerous' }
        else if (rate < 1.75) { return 'deadly' }
        else { return 'unstoppable' }
    
    Changelog

    Version 1.2.1

    - Fix surface area display for gas planets (not included in total) - Thanks Quitch

    Version 1.2.0

    - Support for additional commanders in Galactic War AI Overhaul FFAs

    Version 1.1.0

    - Add system surface area
    - Update title and tags
    - Add mod icon
    Last edited: July 10, 2020
    redspot, nemuneko, lokiCML and 3 others like this.
  2. Fr33Lancer

    Fr33Lancer Well-Known Member

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    I knew that enemy AI subcommanders in a same game were not all equal, some building only 3-4 T1 factories, when some were rushing T2 after 2-3 minutes.
    Thanks for the info.
    Does this rate also apply to allied subcommanders ? If yes, is it also random ?
  3. wondible

    wondible Post Master General

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    The card description should say "Economy Boost: xx%" if so, but I've never see it come up. I assume allies are all 1.0.
    Fr33Lancer likes this.
  4. wondible

    wondible Post Master General

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    Hmm.... ;^)

    Screen Shot 2014-09-15 at 15.11.17 .png
    Fr33Lancer likes this.
  5. igncom1

    igncom1 Post Master General

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  6. wondible

    wondible Post Master General

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    Oh dear, I hadn't tried this on alternate difficulties, and the credits galaxy only seems to work on Normal... ;^)

    Screen Shot 2014-09-17 at 21.52.04 .png
    stuart98 and Fr33Lancer like this.
  7. Fr33Lancer

    Fr33Lancer Well-Known Member

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    This is funny :p
    At least he's not tagged as "helpless" :D
    I wouldn't be surprised if after some lobbying in the studio, it will change to "unstoppable" :cool:
    Paging @BradNicholson
  8. wondible

    wondible Post Master General

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    If they let us play credits on Absurd, they could all be unstoppable. ;^)
  9. wondible

    wondible Post Master General

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    Section of Foreign Intelligence version 1.0.1 - fix for nulls in credits minions
  10. wondible

    wondible Post Master General

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    Works in 86422 (titans), although the eco curve changed and even on absurd they all evaluate as weak, so I might want to change the adjectives. I'm going to have to set aside some time to play and see how they feel.
  11. wondible

    wondible Post Master General

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    Section of Foreign Intelligence 1.0.2 - Bump build number for titans

    Playing the revised GW convinced me that the evaluations are still correct.
    mysticalfists likes this.
  12. mysticalfists

    mysticalfists Member

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    Thanks wondible! I play a lot of Galactic War and love this mod!~
  13. wondible

    wondible Post Master General

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    Section of Foreign Intelligence +for galactic war - 1.1.0

    - Add system surface area
    - Update title and tags
    - Add mod icon
  14. redspot

    redspot New Member

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    Mild bump.
    This is such a cool mod for GW since you can now actually make an informed decision on which system to take on next. Sometimes the opening fights are a wee bit harder than the ones on the side, you would normally only know this after the fights, now you 'could' know up front.
  15. Quitch

    Quitch Post Master General

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    Radius would be more helpful, but just a note to say that the mod description needs updating to include this info.
  16. wondible

    wondible Post Master General

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    Section of Foreign Intelligence 1.2.0 - Support for additional commanders in Galactic War AI Overhaul FFAs
    sevmek and Quitch like this.
  17. Quitch

    Quitch Post Master General

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    I've submitted a pull request proposing the following change to evaluations:

    Code:
        if (!rate) { return 'unspecified' }
        else if (rate < 0.5) { return 'newborn' }
        else if (rate < 0.55) { return 'worthless' }
        else if (rate < 0.6) { return 'helpless' }
        else if (rate < 0.65) { return 'incompetent' }
        else if (rate < 0.75) { return 'weak' }
        else if (rate < 0.85) { return 'novice' }
        else if (rate < 0.95) { return 'average' }
        else if (rate < 1.05) { return 'competent' }
        else if (rate < 1.15) { return 'skilled' }
        else if (rate < 1.35) { return 'experienced' }
        else if (rate < 1.55) { return 'adept' }
        else if (rate < 1.75) { return 'strong' }
        else if (rate < 1.95) { return 'masterful' }
        else if (rate < 2.05) { return 'dangerous' }
        else if (rate < 2.25) { return 'hardcore' }
        else if (rate < 2.45) { return 'deadly' }
        else if (rate < 2.65) { return 'inhuman' }
        else if (rate < 3) { return 'unstoppable' }
        else if (rate < 10) { return 'nightmare' }
        else { return 'godlike' }
    
  18. wondible

    wondible Post Master General

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    Section of Foreign Intelligence 1.2.1 - Fix surface area display for gas planets (not included in total) - Thanks Quitch
  19. Quitch

    Quitch Post Master General

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    It would appear this update hasn't been pushed to CMM.
  20. wondible

    wondible Post Master General

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    CMM has the "latest" url and I'm getting 1.2.1 from that url, but the metadata hasn't updated. Maybe it's my CDN at CMM's location caching, I believe it's set to 24 hours since the mods rarely update.
    Quitch likes this.

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