[CLIENT] Galactic War AI Overhaul

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

  1. Quitch

    Quitch Post Master General

    Likes Received:

    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 enemy/Sub Commander:
      • Unique model
      • Unique personality
      • Unique colour
      • Fight according to their faction's preferred style
    • Eight new difficulties suitable for anyone from a new player to a veteran of the game
    • Reduced Sub Commander effectiveness
    • Adds the possibility of multiple factions in a system and an FFA occurring
    • Adds support for shared army enemies
    • Bosses are distinctly more difficult than the surrounding systems
    • Added planetary intelligence to allow you to make meaningful decisions on the galactic map
    • Randomised spawn assignments so maps remain fresh on replay
    • Uses all game modes:
      • Bounty mode
      • Land anywhere
      • Sudden death
    • You can give the enemy tougher commander units
    • Option to give yourself more starting neutral systems
    • The AI uses tech card buffs
    • Guaranteed loadout to unlock every war
    • New loadouts
    • Unlocks Galactic War's biggest planetary systems
    • Adds a new faction
    Be sure to check out my guide on adding more maps to Galactic War to enhance the experience further.


    This mod can be installed via the Planetary Annihilation: TITANS in-game Community Mod manager.

    In Action


    Sub Commanders are not impacted by difficulty. At any difficulty level, you can choose to enable Easier Start which provides you with more neutral planets with free tech.

    [​IMG] Casual: for when you've completed the tutorial and are new to the game.
    [​IMG] Iron: for when you've some PA experience under your belt.
    [​IMG] Bronze: you've beaten vanilla Galactic War.
    [​IMG] Silver: you can beat the skirmish AI.
    [​IMG] Gold: you can beat the Queller AI.
    [​IMG] Platinum: for when one enemy Commander is no longer a worthy challenge.
    [​IMG] Diamond: for when your loadouts become too powerful.
    [​IMG] Uber: for when you're a Galactic War master ready for the ultimate challenge.
    [​IMG] Custom: for when you want to create your own challenge.

    Difficulty Options

    Faction Scaling: the number of factions put into the galaxy depends on its size.

    Easier Start: choose to have four neutral systems to plunder at the start instead of the usual two.

    Tougher Commanders: enemies have Commander Armour Tech and bosses have Commander Combat Tech.

    Planetary Intelligence

    Each system will display the following information:
    • System Area: the total surface size of all planets, excluding gas giants.
    • Threat Level: based on the total eco score of all enemies.
    • Bounties: gain an eco bonus for each army destroyed. Enemies gain these too.
    • Big Spawns: you can land anywhere on any starting planet.
    • Team Death: the defeat of a single army on a team leads to the defeat of the entire team. This includes Sub Commanders.
    • Build: AI has Improved Fabricator Build Arms.
    • Cost: AI has Fabrication Tech.
    • Damage: AI has Ammunition Tech.
    • Health: AI has Armour Tech.
    • Speed: AI has Engine Tech.
    • Threat: the eco threat of that Commander. This increases the deeper you proceed into the galaxy.
    • Personality: the playstyle adopted by the Commander. Some are better than others and it's up to you to figure out which.
    • Additional Factions: the system is a FFA and these factions will fight against you, each other, and the primary faction.
    AI Buffs

    These buffs are applied on a per-faction basis:
    • Legonis Machina: land units and factory structures
    • Foundation: air and naval units and factory structures
    • Synchronous: non-factory structures
    • Revenants: orbital units and structures
    • Cluster: basic units
    Commander Threat Scale

    From easiest to hardest:
    • Worthless
    • Helpless
    • Weakling
    • Inexperienced
    • Competent
    • Skilled
    • Experienced
    • Veteran
    • Masterful
    • Hardcore
    • Dangerous
    • Deadly
    • Inhuman
    • Genocidal
    • Nightmare
    • Demigod
    • Godlike
    Compatible Loadouts

    If you are adding new loadouts to the game and want to be GWAIO compatible, then you will need to do the following:

    1. Add the following to the gw_start scene:
    if (model.gwaioNewStartCards) {
      model.gwaioNewStartCards.push({ id: "YOUR_LOADOUT_ID" });
      model.gwaioTreasureCards.push({ id: "YOUR_LOADOUT_ID" });
    } else {
      model.gwaioNewStartCards = [{ id: "YOUR_LOADOUT_ID" }];
      model.gwaioAllStartCards = ["YOUR_LOADOUT_ID"];
      model.gwaioTreasureCards = [{ id: "YOUR_LOADOUT_ID" }];
    2. Ensure your loadout cards are in coui://ui/main/game/galactic_war/cards/

    3. Add `"cards/gwaio_faction_cluster"` and `gwaioFactionCluster` to your define function

    4. Within the `if (!buffCount)` block of your loadout add:
    if (inventory.getTag("global", "playerFaction") === 4)
    5. Add com.pa.quitch.gwaioverhaul as a dependency


    Can I use an AI mod like Queller?
    No. Queller won't break this mod, it simply won't be used.

    Will Sub Commanders fighting for me have the same personality if I fight against them?
    Yes. Mostly.

    Are all Sub Commanders created equal?
    No, some are objectively stupider than others.

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

    Why am I not seeing the latest changes in my war?
    Many changes will only apply to new wars.

    Why am I seeing multiple Commanders for a single enemy army?
    Both bosses and FFA factions will use Shared Armies to allow for multiple Commanders within a single army. This provides them with more additional build power and more lives. It allows them to very quickly connect multiple planets.

    Why aren't awarded bounties showing on the player list?
    Galactic War hides eco modifiers from the player list. The bounties are still being awarded. If you gain one it will show below your eco bar.

    Why are those turrets moving?
    When the Synchronous have the speed bonus their defences will move to engage you when you get close.

    Known Issues
    1. Continue War does not continue the war if more than one enemy faction remains alive. Use Quit then Return to Galactic War to work around this.
    Recommended mods
    • Shared Systems for galactic war
    Incompatible mods
    • Enemy ramp for galactic war
    • Challenge Levels for galactic war
    • Section of Foreign Intelligence for galactic war
    • Galactic War Unique Loadouts
    Thanks to
    • wondible, who continues to be amazing with his JavaScript support
    • PA Inc, for including official translations for the mod
    • nemuneko, whose Unique Commander Loadouts for Galactic War are included in this mod
    • - =VoW=BlackAngelLOL, for the Bang Battle 3T V1 system
    [​IMG] [​IMG]
    Last edited: August 5, 2020 at 7:23 PM
    Gorbles, ReddWolff, stuart98 and 2 others like this.
  2. Quitch

    Quitch Post Master General

    Likes Received:

    The full changelog can be found on GitHub.

    Version 4.2.2 - 2020-08-07
    • Fixed Cluster Worker not generating the right AI threat
    • Defeating a boss in a new war will no longer sometimes defeat the treasure planet
    Version 4.2.1 - 2020-08-06
    • Tidied up some Cluster boss descriptions
    Version 4.2.0 - 2020-08-05
    • Planetary Intelligence now shows the number of commanders in a shared army configuration
    • Threat levels now factor in the size of armies with multiple commanders
    • Tried to ensure armies always have the correct number of commanders even after multiple galaxy generations
    • Added a small variance to each enemy's eco
    • Added a new faction called Cluster which you can fight as or against
    • Added Bang Battle 3T V1 as temporary Cluster boss system with thanks to =VoW=BlackAngelLOL
    • Fixed new loadouts being dealt as treasure more often than base game loadouts
    • Fixed newly discovered loadouts requiring you to have an open slot in your inventory before they'd unlock
    • Prevented inventory overlapping the intelligence panel
    • Fixed Tougher Commanders not buffing boss commander weapons
    • Corrected Kohr system name
    Version 4.1.0 - 2020-08-02
    • Space Excavation Commander and Tactical Nuke Commander correctly file unit removal under dulls not buffs
    • Added the unused base game Storage Commander loadout
    • Casual through Gold scale up their commander numbers slower than before
    • Fixed the General Commander failing to add cards to their inventory and being unable to start fights in new wars - thanks to EVmaker for the report
    • Fixed the dealing of unlocked loadouts from the base game as treasure - thanks to EVmaker for the report
    Version 4.0.2 - 2020-08-01
    • Prevent Rapid Deployment Commander breaking the treasure planet guardians
    Version 4.0.1 - 2020-08-01
    • Removed the test commander loadout. That one is not for you :)
    Version 4.0.0 - 2020-08-01
    • Fixed Bounties, Team Death, and Big Spawns sometimes being enabled even if you disabled them
    • Added support for new loadouts and instructions for modders on how to make loadout mods compatible
    • Added new loadouts for you to unlock in your wars
    • Galactic War Unique Loadouts is not compatible with GWAIO in its current form and should be disabled. Its loadouts have been ported into this mod in accordance with its license requirements. Thanks to Nemuneko for their work.
    • Changed mod priority to allow other mods to add loadouts through GWAIO
    • Changed locked loadout hints
    • As you go deeper into the galaxy you will now uncover larger systems
    • Casual difficulty uses simpler systems
    Version 3.7.0 - 2020-07-26
    • Faction Tech is no longer optional and is now integrated into the difficulty curve
    • Shuffle Landing Zones is no longer optional
    • Bosses no longer unlock loadouts
    • Every war now features a treasure planet, with guardians who defend a loadout you are guaranteed not to have
    • Removed Mirror Mode as an option - this is now used by treasure planets
    • Fixed v1.2.0 - v2.0.4 wars losing connection to the server when starting a FFA battle
    Version 3.6.0 - 2020-07-20
    • Added Faction Scaling (defaults to true) which adjusts the number of enemy factions in accordance with the galaxy size
    • Expanded what is considered an orbital unit for the purposes of Revenants buffs when Faction Tech is active
    • Corrected the Omega not having its anti-orbital weapon buffed for the Revenants
    • Fixed Synchronous not receiving its nuke damage bonus with Faction Tech
    • Added optional mode Mirror Mode which grants the AI the same tech buffs as the player
    Version 3.5.1 - 2020-07-19
    • Fixed Sub Commanders not being dealt if you didn't meet their requirements at the start of the war
    • Fixed a typo in the Bounty Value tooltip
    Version 3.5.0 - 2020-07-18
    • Ammunition Tech has been expanded to include reduced firing costs (or time in the case of the Ragnarok)
    Version 3.4.0 - 2020-07-18
    • Legonis Machina receive buffs to the Unit Cannon with Faction Tech
    • Added the faction tech buff type Build which improves fabber and factory speed and efficiency
    • Fixed an error from v3.3.3 which prevented damage and speed buffs being applied in full - a new war is required for this fix
    Version 3.3.4 - 2020-07-16
    • Correct error with faction tech buffs being incorrectly applied for TITANS units when multiple factions were present in a system
    • Fixed bosses in wars started between v1.0 and v2.2.0 not spawning multiple commanders
    Version 3.3.3 - 2020-07-16
    • Cleaned up the code underpinning the mod
    • Fixed save button for custom difficulty sometimes needing to be pressed twice
    • Faction Tech now disabled by default
    Version 3.3.2 - 2020-07-14
    • Fixed the new war UI not loading
    Version 3.3.1 - 2020-07-14
    • Corrected an error in Planetary Intelligence that could delay the display of the jump button
    • Cleaned up code for inserting HTML into gw_start
    Version 3.3.0 - 2020-07-13
    • Added new option "Faction Tech" which applies random tech card bonuses to the AI
    Version 3.2.1 - 2020-07-12
    • Corrected minions and additional factions being assigned the Tutorial Commander if Tougher Commanders was enabled
    Version 3.2.0 - 2020-07-11

    Due to a bad merge the changes of v3.1.1 were not actually applied.
    • Fixed AI not using starting location evaluation function
    • Added starting location evaluation function to GW-Custom
    • Replaced shadowing of gw_play.js with injection of code into the gw_play scene - thanks to wondible for his ever-invaluable aid
    • Removed TITANS ownership requirement from Tougher Commanders as it no longer requires use of the TITANS Tutorial Commander
    • Reduced health of Tougher Commanders from 1,000,000 to 25,000 to match Commander Armor tech
    • Removed build and storage bonuses from Tougher Commanders
    • Tougher Commanders now applies Commander Combat Tech to all enemy commanders on a boss world
    Version 3.1.1 - 2020-07-10
    • Reduced health of Tougher Commanders from 1,000,000 to 50,000 (new wars only)
    • Removed build and storage bonuses from Tougher Commanders (new wars only)
    Version 3.1.0 - 2020-07-09
    • Added support for the new AI starting location evaluation function
    Version 3.0.0 - 2020-07-09
    • Thanks to PA Inc for updating the server scripts to support all game modes in Galactic War
    • Implemented support for:
      • bounty mode (bounties)
      • land anywhere (big spawns)
      • sudden death mode (team death)
    • Replaced my shuffle solution with the new native spawn shuffling solution
      • Wars pre-v3 will not shuffle spawns
    • Made landing zone shuffling optional
    • Fixed gas giants being included in the planetary intelligence surface area count
    • Updated difficulty tooltip recommendations
    • Show the system's name in place of the primary AI's name
    • Systems installed via Shared Systems for Galactic War will now show their description on the galaxy map
    • Added new option "Tougher Commanders" for those who want the enemy to be harder to kill (TITANS only)
    • Fixed bosses not spawning multiple commanders
    Version 2.3.3 - 2020-07-04
    • Add support for Default personality tag to GW-CUSTOM
    • Improved difficulty tooltips
    Version 2.3.2 - 2020-06-26
    • Fix sub commander personalities not being translated
    Version 2.3.1 - 2020-06-26
    • Add default personality tag to all AIs as a future-proofing measure
    Version 2.3.0 - 2020-06-25
    • Updated difficulty descriptions
    • Less fabbers used by both enemies and allies
    • Reduced starting eco of Iron and Bronze
    • Iron scales up its commander numbers slower
    • Set Casual as the default difficulty
    • Ensured mod properly setup to work with translations
    Version 2.2.0 - 2020-05-30
    • Attempted to make Turtle slightly more viable
    • Turtle has a higher focus on non-factory structures
    • Swarm starts with more fabbers
    • Ensure that even when alone at least a small amount of T1 is built
    Version 2.1.1 - 2020-05-22
    • Replaced my ridiculously over-engineered randomised spawn solution with something much saner
    • Randomisation is now done by army rather than by team
    Version 2.1.0 - 2020-05-20
    • Removed personalities: Legate, Acolyte, Servant, Seeker
    • Added personalities: Defender, Swarm, and Economist
    • All bosses now use the Pumpkin Commander to make them clearly identifiable via their icon
    • Allied and enemy commanders will sometimes change which available spawn they use on multi-planet systems
    • The number of commanders in a boss army is now controlled by difficulty
    • If an additional faction is present in a multi-planet system and has multiple commanders they may spawn on multiple worlds
    • Team spawn assignments are randomised each time you start a battle
    • Custom difficulty responds to setting changes slightly faster
    Version 2.0.4 - 2020-02-13
    • Improved the granularity with which system threat is displayed at the upper bounds
    Version 2.0.3 - 2020-02-06
    • Corrected grammatical errors
    Version 2.0.2 - 2020-01-25
    • Update the mod's description
    • Avoid multiple Invictus commanders within the Legonis Machina
    Version 2.0.1 - 2019-11-04
    • Added some more lore to ensure full system coverage when Easier Start is selected
    • You will no longer be offered a Sub Commander if you don't have a factory they can open with (air/bot/vehicle)
    Version 2.0 - 2019-11-03
    • Clarified difficulty tooltip for custom difficulty
    • Switched to a more recognisable ranking system for difficulty and smoothed the difficulty curve:
      • Bronze has become Iron
      • Copper has become Bronze
      • Gold grow its additional Commander count slower and starts later
      • Platinum has the additional Commander growth rate that Gold had previously
      • Platinum grows its eco slightly slower
      • Added Diamond difficulty which is identical to the old Platinum difficulty but with a higher starting eco
    • Re-enabled custom difficulty as I have fixed the underlying bug
    • Wait for player input to complete in a custom field before applying corrections
    Version 1.5.2 - 2019-11-01
    • Disabled custom difficulty until I can resolve the underlying bug
    Version 1.5.1 - 2019-11-01
    • Fixed enemies having no eco if the difficulty level wasn't applied
      • This has the side-effect of disabling enforcement of proper input into custom fields until I can fix the root cause
    Version 1.5.0 - 2019-10-31
    • Added Copper difficulty as a stepping stone between Bronze and Silver
    • Added Easier Start option which adds more neutral systems with free tech
    Version 1.4.1 - 2019-10-24
    • Added support for the tutorial personality tag in custom difficulty mode
    • Fixed some spelling errors
    Version 1.4.0 - 2019-10-21
    • Added a custom difficulty to allow you to configure all the difficulty settings
    • Updated some personality names to prevent word wrapping with new fonts
    • Galaxy size no longer has any effect on the chance of a FFA occuring
    • Fixed the enemy system owner sometimes spawning with multiple Commanders
    • Fixed a bug in the base game causing the General Commander's Sub Commanders to sometimes have an eco modifier applied
    Version 1.3.0 - 2019-10-11
    • Tried to improve the clarity of the difficulty tooltip for players for whom English is a second language
    • The additional faction in a FFA has less Commanders
    • Higher chance of a FFA at Casual, Bronze, Silver and Gold difficulties
    • Lower chance of a FFA at Uber difficulty
    • FFAs will sometimes be 4-way instead of 3-way
    • Decreased the starting eco of Casual and Bronze
    Version 1.2.1 - 2019-10-07
    • Fixed battles failing to launch if you were playing a war started with v1.1.0 or earlier and the battle was a FFA
    Version 1.2.0 - 2019-10-06
    • Removed Bronze, Silver and Hard personalities
    • Each faction has three Commanders which have adopted the playstyle of one of the other factions
    • Removed boss eco bonus
    • Fixed a bug which was causing some enemy Commanders to have incredibly high eco bonuses
    • Bosses scale their eco bonus to match the size of the galaxy rather than their position within it
    • Each boss now has three Commanders in its army instead of two
    • An invading FFA enemy may bring multiple Commanders within its single army
    • Chance of FFA lower at lower difficulties and higher at Uber
    Version 1.1.0 - 2019-10-05
    • Rush spends less time at T1
    • Rush is more aggressive
    • Synchronous turtles prefer vehicles over bots
    • Corrected number of fabbers turtles try to build when alone
    • Implemented support for the new personality tags which allow configuration of different opening factories
    • Platinum and Uber Commander personalities behave slightly more distinctly from other personalities across all factions
    • Reduced maximum number of fabbers per army at all levels above Casual
    • Adjusted Technologist fabber builds to compensate for their factory builds
    Version 1.0.2 - 2019-09-24
    • Further correction of personality word wrapping
    Version 1.0.1 - 2019-09-23
    • Update personality names to avoid wrapping and make them more interesting
    Version 1.0 - 2019-09-23
    • Bronze increases its eco slightly faster over distance
    • Sub Commanders will once again spawn wherever they want
    • All difficulties are slower to increase the number of armies
    • Minor increases to the starting eco of Gold and Platinum
    • Remove delay for Bronze building from factories
    • Platinum and Uber always start with at least two armies
    • Reduced the eco bonus bosses receive
    • All bosses use shared armies and attempt to spawn on multiple planets
    • Foundation now has multiple starting planets in its boss system
    • Bosses hide their personality
    • Bosses scale their armies according to the size of the galaxy
    • Corrected lowest threat rating being too low on the scale to ever register
    • Improved accuracy of threat ratings
    • Silver less effective at using higher levels of eco
    • Bronze expands slower
    • Added tooltip to explain the difficulty options
    Last edited: August 7, 2020 at 10:52 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

    Likes Received:
    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

    Likes Received:
    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

    Likes Received:
    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

    Likes Received:
    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

    Likes Received:
    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

    Likes Received:
    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

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

    Quitch Post Master General

    Likes Received:
    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

    Likes Received:
    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

    Likes Received:
    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

    Likes Received:
    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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