[CLIENT] Galactic War AI Overhaul v0.7

Discussion in 'Released Mods' started by Quitch, March 13, 2017.

  1. Quitch

    Quitch Post Master General

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    Description

    This mod works with both Planetary Annihilation and Planetary Annihilation Titans. It changes the following elements of Galactic War:
    • Restore faction personalities
      • Legonis Machina: land
      • Foundation: air/naval
      • Synchronous: balanced
      • Revenants: orbital
    • Customise each minion/sub-commander
      • Unique model
      • Name to match model
      • Unique personality quirks
    • Five new difficulties
    The boss personalities and those of their minions have not been changed.

    Installation

    This mod can be installed the in-game Community Mod manager.

    Translations

    Please help translate Galactic War AI Overhaul to your local language.

    Difficulty

    Each difficulty describes the enemy AI behaviour and handicaps; sub-commanders are not impacted by difficulty. I'd recommend starting with Silver and seeing how you go.

    Casual
    • Large eco penalty
    • Eco slowly increases over distance
    • Very slow to tech
    • Poor micro
    • Terrible threat assessment
    • Doesn't pick on the weakest link
    • Poor scouting
    • Commander doesn't react to danger
    • Additional Commanders appear late in galaxy
    • Terrible expansion
    • Terrible eco management
    • Terrible ratio of fabbers
    Bronze
    • Small eco penalty
    • Eco slowly increases over distance
    • Quite slow to tech
    • Poor micro
    • Poor threat assessment
    • Doesn't pick on the weakest link
    • Good scouting
    • Commander reacts to danger
    • Additional Commanders appear late in galaxy
    • Good expansion
    • Poor eco handling
    • Poor ratio of fabbers
    Silver
    • No starting eco handicap
    • Eco increases over distance
    • Slow to tech
    • OK micro
    • OK threat assessment
    • Picks on the weakest link
    • Good scouting
    • Commander reacts to danger
    • Additional Commanders appear late in galaxy
    • Good expansion
    • OK eco handling
    • OK ratio of fabbers
    Gold
    • No starting eco handicap
    • Eco increases over distance
    • Slightly slow to tech
    • Good micro
    • Good threat assessment
    • Picks on the weakest link
    • Good scouting
    • Commander reacts to danger
    • Additional Commanders appear early in galaxy
    • Good expansion
    • Good eco handling
    • Good ratio of fabbers
    Platinum
    • No starting eco handicap
    • Eco rapidly increases over distance
    • Quick to tech
    • Good micro
    • Excellent threat assessment
    • Picks on the weakest link
    • Good scouting
    • Commander reacts to danger
    • Additional commanders are guaranteed
    • Good expansion
    • Excellent eco handling
    • Excellent ratio of fabbers
    Uber
    • Massive eco bonus
    • Quick to tech
    • Good micro
    • Excellent threat assessment
    • Picks on the weakest link
    • Good scouting
    • Commander reacts to danger
    • Additional Commanders appear early in galaxy
    • Good expansion
    • Excellent eco handling
    • Excellent ratio of fabbers
    FAQ

    Q. Does this mod work with the regular difficulty levels?
    A. Some of the personality adjustments will work with the standard difficulties, but you should use the new difficulty levels to get the full effect.

    Q. Can I use an AI mod like Queller?
    A. Not at this time. Queller won't break this mod, it simply won't be used.

    Q. How can I provide feedback?
    A. Please use this forum thread. I am especially interested in hearing feedback on the difficulty levels.

    Q. Why don't the descriptions match up with the Commanders' names?
    A. Because that would break the translations, so I've left them untouched.

    Q. Will sub-commanders fighting for me have the same personality if I fight against them?
    A. No, much of an enemy commander's personality is set by the difficulty level.

    Q. Are all sub-commanders created equal?
    A. No, some are objectively stupider than others.

    Q. Is there a "fair" difficulty level?
    A. No. I felt it was pointless to create a model where each battle is easier than the last.

    Incompatible mods
    • Enemy ramp for galactic war
    • Challenge Levels for galactic war
    [​IMG]
    Last edited: January 14, 2019
  2. Quitch

    Quitch Post Master General

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    CHANGELOG

    Version 0.7 - 2019-03-15
    • Mod now removes the vanilla difficulty levels to ensure it is taking full effect
    • Uber updated for the increased eco modifier ceiling
    • Updated shadowed files
    Version 0.6 - 2019-01-14
    • Huge overhaul of difficulty levels
      • All difficulties now use minions as a difficulty ramp tool
      • Platinum and below introduce minions earlier in the galaxy
      • Casual has a higher base economy
      • Casual uses the same system template as all other difficulty levels
      • Bronze has a higher base economy but gains economy over distance slower than before
      • Gold moves to T2 slightly later
      • Platinum now always has at least two minions in a system
      • Platinum handles its economy better
      • Uber is now setup as an ultimate challenge difficulty without attempt to be fair
    Version 0.5 - 2019-01-13
    • Fixed issue with turtling subcommander personalities only building a single factory
    • Skewed personalities closer to Absurd skirmish difficulty settings except where specifically Queller personality aligned
    • Updated Queller subcommander personalities with latest Queller personality settings
    • Updated difficulty levels to use the latest Queller economic personality settings
    Version 0.4 - 2018-04-17
    • Remove Q prefix from difficulties in vain attempt to clarify that this is **not** using the Queller AI brain
    Version 0.3.1 - 2018-03-03
    • Corrected what appears to be an error in the base game where one of the Foundation bosses was using Legonis Machina personality settings
    Version 0.3 - 2017-05-17
    • Reduced base level of eco that Gold through Uber start with
    • Increased base level of eco that Bronze and Silver start with
    • Casual's expansion is no longer crippled
    • Bronze expands a little faster
    • Casual builds faster from its factories
    • Bronze builds a little slower from its factories
    Version 0.2 - 2017-03-24
    • Legate Kapowaz, Acolyte Osiris, Servant Beniesk and Seeker Banditks have undergone a personality change as the previous personality did not perform as intended
    • Properly tagged mod to show support for PA classic and Titans
    • Forum link goes to the right thread
    Version 0.1 - 2017-03-16
    • Assign a general personality to each faction
    • Reduce number of minions per faction to 13
    • Assign a unique commander model to each minion
    • Name minion after commander to allow identification
    • Assign unique personality to each sub-commander
    • Append five new difficulty levels to Galactic War
    Last edited: March 15, 2019 at 4:18 AM
    stuart98 likes this.
  3. stuart98

    stuart98 Post Master General

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    Couldn't you set up a Queller as a client mod and make it work somehow?
  4. Quitch

    Quitch Post Master General

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    Not the AI brain part (which is most of what Queller is) because that's loaded into the server, and GW doesn't provide a mechanism to do this.
    Last edited: September 14, 2018
    stuart98, ReddWolff and Mirolog like this.
  5. Quitch

    Quitch Post Master General

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    This mod is now available, but consider it very much a beta right now. It shouldn't break anything (though please see incompatible mods in the OP), but the balance could be terrible. I would welcome feedback on difficulty and scaling.

    Version 0.1 - 2017-03-16
    • Assign a general personality to each faction
    • Reduce number of minions per faction to 13
    • Assign a unique commander model to each minion
    • Name minion after commander to allow identification
    • Assign unique personality to each sub-commander
    • Append five new difficulty levels to Galactic War
    Last edited: March 17, 2017
    ReddWolff and lulamae like this.
  6. Quitch

    Quitch Post Master General

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    Version 0.2 - 2017-03-24
    • Legate Kapowaz, Acolyte Osiris, Servant Beniesk and Seeker Banditks have undergone a personality change as the previous personality did not perform as intended
    • Properly tagged mod to show support for PA classic and Titans
    • Forum link goes to the right thread
  7. moatmanoo

    moatmanoo Member

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    Wow, I tried platinum to start and am getting my *** handed to me. The difficultly level is way higher than vanilla. I will probably have to drop it down a notch. This mod makes the Galactic War very challenging for dirty casuals. Don't get me wrong, that's a good thing. Thanks and nice work!
    Quitch likes this.
  8. Quitch

    Quitch Post Master General

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    Let me know how you fare, I'm hoping that the difficulty curve is relatively smooth (though the top difficulties are much harder as you noted), but it's likely some adjustments will be needed. But it needs enough player feedback to justify any changes.

    I also recommend using wondible's Section of Foreign Intelligence for Galactic War mod as it will let you make more informed decisions about where to attack and what you're up against.
  9. moatmanoo

    moatmanoo Member

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    Ok, I've found a bit of a problem with the scaling. I dialed back the AI to a level that I was comfortable with but as soon as I got to system with multiple enemy commanders I really get my butt kicked. 2v1's are bad enough, I can't imagine what a 3v1 would be like. Is it possible to somehow drop the difficultly level programmatically down a level for each enemy commander? So if I started 0n Platinum, 1v1's would be vs Platinum, 2v1's would be vs Gold, 3v1's would be vs Silver, etc.?

    The bottom line, the AI improvements you made are great at making 1v1's challenging, but those improvements make it too difficult with multiple AI's.
    Quitch likes this.
  10. ace63

    ace63 Post Master General

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    I was pretty upset when Uber lowered the default difficulties of GW to ultra-easy levels. I will give this mod a try, thank you!
    stuart98 likes this.
  11. Quitch

    Quitch Post Master General

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    What difficulty level are you playing at? Can you beat it at the level below? What settings are you using for your Galactic War? Do you nibble around the edges of each faction or tackle them one at a time? Do you use Section of Foreign Intelligence for Galactic War?

    The optimal way to play GW is to nibble at each faction, so that by the point you've got to multiple Commanders, you have the best tech load out you could manage. Certainly if you're being beaten by multiple Commanders but haven't exhausted the single Commander systems then you've still got options.

    I can't control Commander difficulties independently, you can only do that at pre-made systems. It might be possible for every minion to have a pre-made system, but if you insert additional Commanders that way you're losing the ability to control difficulty by distance.
    Last edited: April 17, 2017
  12. spriksprak

    spriksprak New Member

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    Hi Quitch,

    First off thanks for your fantastic mods and articles on exodus - has helped a new player like me get to grips with the game and already have some good fun out of it.

    Thought I'd provide some feedback on this mod in case it's useful. I play at silver and have had a very interesting few missions against the AI as a result - big improvement over vanilla! But I have noticed the commanders lack self preservation. A few times now I've had an enemy commander isolated at the front either intently focused on my army or that particular part of it's base and pounded him into oblivion whearas there were defences he could have retreated to further in his base that would have kept him safe from a losing battle.

    Hope that helps and thanks once again :)!
    Quitch likes this.
  13. Quitch

    Quitch Post Master General

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    That's a limitation of the hardcoded AI Commander behaviour. However, I believe mikey has identified an error in its threat assessments, so it should be smarter with the next patch. Silver also overestimates its strength, so will sometimes do dumb things.
    lulamae likes this.
  14. moatmanoo

    moatmanoo Member

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    Hi Quitch. No bugs to report. Everything is good. There is a pretty big jump between Silver and Gold difficulties though. I can win pretty easily on Silver and but on Gold vs 2 AI's at Dangerous 1.4 it's pretty ugly. The Foreign Intelligence mod is must to help avoid the traps until I have enough techs and a subcommander. I pretty much need a subcommander to survive beyond the single AI's. I can't imaging multiple Platinum's at 1.4 or 1.5 difficulty. But that's not a bug now is it. :)
  15. Quitch

    Quitch Post Master General

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    Thanks, appreciate the feedback. Will look at smoothing out that curve.
  16. Quitch

    Quitch Post Master General

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    Version 0.3 - 2017-05-17
    • Reduced base level of eco that Gold through Uber start with
    • Increased base level of eco that Bronze and Silver start with
    • Casual's expansion is no longer crippled
    • Bronze expands a little faster
    • Casual builds faster from its factories
    • Bronze builds a little slower from its factories
  17. Quitch

    Quitch Post Master General

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    Version 0.3.1 - 2018-03-03
    • Corrected what appears to be an error in the base game where one of the Foundation bosses was using Legonis Machina personality settings
  18. Quitch

    Quitch Post Master General

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    Version 0.4 - 2018-04-17
    • Remove Q prefix from difficulties in vain attempt to clarify that this is **not** using the Queller AI brain
    stuart98 likes this.
  19. Quitch

    Quitch Post Master General

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    Version 0.5 - 2019-01-13
    • Fixed issue with turtling subcommander personalities only building a single factory
    • Skewed personalities closer to Absurd skirmish difficulty settings except where specifically Queller personality aligned
    • Updated Queller subcommander personalities with latest Queller personality settings
    • Updated difficulty levels to use the latest Queller economic personality settings
    Last edited: January 13, 2019
  20. Quitch

    Quitch Post Master General

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    Version 0.6 - 2019-01-14
    • Huge overhaul of difficulty levels
      • All difficulties now use minions as a difficulty ramp tool
      • Platinum and below introduce minions earlier in the galaxy
      • Casual has a higher base economy
      • Casual uses the same system template as all other difficulty levels
      • Bronze has a higher base economy but gains economy over distance slower than before
      • Gold moves to T2 slightly later
      • Platinum now always has at least two minions in a system
      • Platinum handles its economy better
      • Uber is now setup as an ultimate challenge difficulty without attempt to be fair

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