[CLIENT] Galactic War AI Overhaul

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

  1. Quitch

    Quitch Post Master General

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    [​IMG]

    This mod works with Planetary Annihilation: TITANS only. 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 the classic Galactic War systems in addition to the TITANS systems
    • Adds a new faction
    • Fixes all the errors in the tech cards
    Be sure to check out my guide on adding more maps to Galactic War to enhance the experience further.

    Installation

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

    In Action



    Difficulty

    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.
    • 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
    • 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.
    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:
    Code:
    if (
    model.gwaioNewStartCards &&
    model.gwaioAllStartCards &&
    model.gwaioTreasureCards
    ) {
    model.gwaioNewStartCards.push({ id: "YOUR_LOADOUT_ID" });
    model.gwaioAllStartCards.push("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 cards are in `coui://ui/main/game/galactic_war/cards/`

    3. Add 'cards/gwaio_faction_cluster' and 'gwaioFactionCluster' to your loadout's `define()` function

    4. Within the `if (!buffCount)` block of your loadout add:
    Code:
    if (inventory.getTag("global", "playerFaction") === 4)
      gwaioFactionCluster.buff(inventory);
    
    Compatible Tech Cards

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

    1. Add the following to the gw_play scene:
    Code:
    if (model.gwaioDeck) model.gwaioDeck.push("YOUR_TECH_ID");
    else model.gwaioDeck = ["YOUR_TECH_ID"];
    if (model.gwaioCardsToUnits)
    model.gwaioCardsToUnits.push({
    id: "YOUR_TECH_ID",
    units: ["AFFECTED_UNIT_PATH"],
    });
    else
    model.gwaioCardsToUnits = [
    // Use the base_commander for commander and always the use unit, not the ammo, etc.
    { id: "YOUR_TECH_ID", units: ["AFFECTED_UNIT_PATH"] },
    ];
    
    2. Ensure your cards are in `coui://ui/main/game/galactic_war/cards/`

    FAQ

    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 and for his mod Section of Foreign Intelligence for Galactic War, a modified version of which is included within this mod
    • PA Inc, for including official translations for the mod
    • nemuneko, whose Unique Commander Loadouts for Galactic War are included in this mod
    • WPMarshall, for the Cluster faction logo and home system
    [​IMG] [​IMG]
    Last edited: October 13, 2020
    Gorbles, ReddWolff, stuart98 and 2 others like this.
  2. Quitch

    Quitch Post Master General

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    CHANGELOG

    The full changelog can be found on GitHub.

    Version 4.9.1 - 2020-09-16

    Removed
    • Support for Classic due to Cluster's dependency on TITANS' units
    Fixed
    • Workers not building
      • This bug will remain in wars started with v4.8.0 and v4.9.0
    Version 4.9.0 - 2020-09-08

    Added
    • Titans now uses the classic systems in addition to its own, making for an additional nine systems
    Version 4.8.0 - 2020-09-07

    Added
    • New home system for Cluster courtesy of WPMarshall
    Changed
    • Workers can now see as far as an Angel
    • Boss systems now named for their faction only
    • Boss planets use the old system names
    Fixed
    • Safeguard to protect against loadouts showing a Which Units? tooltip
    Version 4.7.3 - 2020-09-02

    Fixed
    • Some loadouts not showing on the new war screen
    Version 4.7.2 - 2020-08-25

    Fixed

    • Hide tooltip from Sub Commander cards in your inventory
    Version 4.7.1 - 2020-08-24

    Fixed
    • Stinger missing from bot card tooltips
    Version 4.7.0 - 2020-08-21

    Changed
    • Reduced the number of commanders in the boss, guardian, and worker armies at Casual difficulty
    • Reduced the chance of a FFA occurring at all difficulty levels
    Version 4.6.1 - 2020-08-19

    Fixed
    • Large tooltips for tech cards format themselves to try and fit within the available space
    • Air Ammunition Tech tooltip not listing all units
    • Structure Armor Tech tooltip not listing all units
    • Structure Combat Tech tooltip not listing all units
    • Fixed some of my fixes:
      • Structure Armor Tech
        • Fixed
          • Anchor
      • Structure Combat Tech
        • Fixed
          • Anchor
          • Halley
          • Unit Cannon
    • Additional issues in the base game cards:
      • Air Ammunition Tech
        • Fixed
          • Hummingbird ammo
      • Air Combat Tech
        • Fixed
          • Hummingbird ammo
      • Structure Armor Tech
        • Added
        • Halley
    Version 4.6.0 - 2020-08-19

    Added
    • Faction tooltip explaining the style used by the enemy and Sub Commanders
    • Complete Energy Tech card
    • Tooltips on cards listing which units they affect
    Changed
    • Made the FFA Chance tooltip more accurate
    • Added the Stinger (Bot AA) to the following cards:
      • Bot Ammunition Tech
      • Bot Armor Tech
      • Bot Combat Tech
      • Bot Engine Tech
      • Bot Fabrication Tech
    Fixed

    All known issues and inconsistencies with the base game tech cards:
    • Air Ammunition Tech
      • Added
        • Strafer
    • Air Combat Tech
      • Added
        • Strafer ammo
    • Bot Engine Tech
      • Added
        • Colonel
        • Locusts
        • Spark
    • Complete Energy Tech
      • Added
        • Artemis
        • Helios
        • Icarus
        • Spark
        • Wyrm
        • Zeus
      • Removed
        • Catapult
        • Hornet
        • Stingray
        • Teleporter
        • Umbrella
    • Defense Ammunition Tech
      • Added
        • Advanced Torpedo Launcher
        • Anchor
        • Torpedo Launcher
    • Defense Fabrication Tech
      • Added
        • Anchor
    • Improved Energy Weapons
      • Added
        • Artemis
        • Helios
        • Icarus
        • Spark
        • Wyrm
        • Zeus
      • Removed
        • Catapult
        • Hornet
        • Stingray
        • Umbrella
    • Improved Fabricator Build Arms
      • Added
        • Colonel
        • Unit Cannon
      • Fixed
        • Angel
    • Intelligence Fabrication Tech
      • Added
        • Firefly
        • Hermes
        • Piranha
        • Skitter
        • Stingray
        • Vanguard
    • Naval Ammunition Tech
      • Added
        • Narwhal torpedo (classic only)
        • Squall torpedo
    • Naval Combat Tech
      • Added
        • Narwhal torpedo (classic only)
        • Squall torpedo
    • Orbital Armor Tech
      • Removed
        • Anchor
        • Jig
        • Orbital Factory
    • Orbital Combat Tech
      • Removed
        • Anchor
        • Jig
        • Orbital Factory
    • Orbital Fabrication Tech
      • Removed
        • Anchor
        • Jig
    • Structure Armor Tech
      • Added
        • Anchor
        • Unit Cannon
    • Structure Combat Tech
      • Added
        • Advanced Torpedo Launcher ammo
        • Anchor
        • Anchor ammo
        • Halley
        • Torpedo Launcher ammo
        • Unit Cannon

    Version 4.5.1 - 2020-08-16
    • Fixed Security Turtle advanced fabber ratio
    Version 4.5.0 - 2020-08-15
    • Turtle commanders use more fabbers
    • Turtle sub commanders can use more fabbers than other sub commanders
    • Uber has less commanders early on but more commanders later on
    • Added buttons for changing custom difficulty field values
    • Implemented minimum, maximum, and step values for custom difficulty fields
    • Fixed bounty mode always using the default reward value
    • Increased the size of bounty awarded above casual difficulty
    • Smoothed curve across difficulties as to when they begin to receive tech buffs
    • Added tooltip to galaxy size selection
    • Corrected Worker being one commander short if they were the system owner
    • Fixed a base game issue where multiple galaxy generations would cause an increasing number of AIs to be assigned incorrect values
    Version 4.4.1 - 2020-08-14
    • Corrected commander count for older wars sometimes being wrong on intelligence reports
    Version 4.4.0 - 2020-08-13
    • Allow the player to delete tech from their inventory at any time
    Version 4.3.0 - 2020-08-12
    • Deal General Commander's minions as cards to your inventory
    • Added Bot Anti-Air Tech card
    • Fixed armies not always landing with multiple commanders even though intelligence said they have them
    • Enabled the following tech cards:
      • Intelligence Fabrication Tech
      • Improved Intelligence Tech
      • Improved Energy Weapons
    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
    Last edited: September 16, 2020
    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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