[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 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 a FFA occuring
    • 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
    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.

    Translations

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

    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.
    • Casual: for when you've completed the tutorial and are new to the game.
    • Iron: for when you've played an RTS before and have an idea of what you're doing.
    • Bronze: for when you've some PA experience under your belt.
    • Silver: for when you're ready for the AI to start really pushing back.
    • Gold: for when AI skirmish at the top difficulty level is too easy.
    • Platinum: for when one enemy Commander is no longer a worthy challenge.
    • Diamond: for when your loadouts become too powerful.
    • Uber: for when you're a Galactic War master ready for the ultimate challenge.
    • Custom: for when you want to create your own challenge.
    Planetary Intelligence

    Each system will display four pieces of information:
    • System Area: the total surface size of all planets, excluding gas giants.
    • Threat Level: based on the total eco score of all enemies.
    • Threat: 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.
    FAQ

    Can I use an AI mod like Queller?
    Not at this time. 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 model 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 more additional build power and more lives. In the case of bosses it allows them to very quickly connect multiple planets.

    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
    Thanks to
    • wondible, who continues to be amazing with his JavaScript support
    [​IMG] [​IMG]
    Last edited: November 20, 2019 at 12:38 PM
    Gorbles, ReddWolff, stuart98 and 2 others like this.
  2. Quitch

    Quitch Post Master General

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    CHANGELOG

    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
    Version 0.14.2 - 2019-09-12
    • Fixed some personality names causing wrapping on the intel panel
    • Renamed some personalities
    Version 0.14.1 - 2019-09-11
    • Aggressive AIs are more aggressive
    • Fixed surface area not always updating when system selection was changed
    Version 0.14 - 2019-09-09
    • Turtle personality makes more initial fabbers at each tech level
    • Integrated wondible's Section of Foreign Intelligence for Galactic War
    • Increased granularity of threat assessments
    • Removed all enemy system descriptions to make more space for useful information
    • Clearly identify additional factions in a system
    • Added an overall system threat rating
    • Each enemy shows their personality on the galaxy map
    • Adjusted the number of fabbers each boss builds initially
    Version 0.13.1 - 2019-08-30
    • Fixed enemies not always teching at the correct time
    Version 0.13 - 2019-08-27
    • Sub Commanders display their personality when you find their card
    • Prefixed difficulties to further differentiate them from skirmish difficulty and galaxy size
    • Reduced the number of Commanders in the initial Platinum systems
    • Platinum starts with a slightly higher eco
    Version 0.12.1 - 2019-08-17
    • Fix for fights failing to start in some circumstances
    Version 0.12 - 2019-08-17
    • Enemies account for their eco modifier when teching to T2
    • Bosses and their minions now enjoy an eco boost over surrounding systems
    • Metrarch the Machinist and First Seeker Osiris try to start on a different planet to you
    • The minions of Metrarch the Machinist and First Seeker Osiris try to start on the same planet as you
    • Acolyte Agatho will provide greater ground cover for Inquisitor Nemicus's air
    • Seeker Ankou and Seeker Barastyr now display distinct behaviour from one another
    • Metrarch the Machinist and Servant Aust have personalities reflective of their new spawning behaviours
    • Bronze and Silver start with a slightly lower eco
    • Gold eco ramps up slightly faster
    • Sub-commanders will always try to spawn on the same planet as the player
    • Increased the chance of a FFA occuring at Silver and above
    • Imperator Invictus is now truly legion, spawning multiple copies of itself across multiple worlds to form a single shared army
    • First Seeker Osiris has a greater focus on orbital
    Version 0.11 - 2019-04-15
    • Replaced vanilla Commander number scaling formula so that larger galaxies grow to use larger Commander counts
    • Casual grows Commander count slightly slower
    Version 0.10.1 - 2019-04-05
    • Fixed Platinum having one too many minions in each system
    Version 0.10 - 2019-04-03
    • You will sometimes find another faction is contesting a system leading to a FFA occurring
    • Added Section of Foreign Intelligence for galactic war as a dependency mod
    • Improved distinctiveness of boss minion colours
    • Bosses given smarter personalities
    Version 0.9 - 2019-04-01
    • Fix minor error in a Synchronous personality
    • Assigned each Commander a unique colour
      • See which sub-commanders perform well for you and drop the bad ones
      • Identify which enemy Commander is the biggest threat
    • Synchronous is now green to ensure enough distinct shades for all Commanders
    • Ensure systems display faction colour and not Commander colour
    • Many thanks to wondible for all his work on the JavaScript for this release
    • Tweaked newest profiles to better match core intent and make them more distinctive across factions
    Version 0.8 - 2019-03-29
    • Fixed Casual through Gold incorrectly loading vanilla difficulty levels
    • Reduce file shadowing with thanks to Wondible
    • Enemy Commanders now utilise individual styles
    • Updated difficulty guidance based on more personality controls being assigned to individual Commanders
    • Updates to Commander personalities
    • Difficulty settings now fully applied to bosses
    • Added four new Commanders to each faction
    • Reduced the effectiveness of all sub-commanders
    • Foundation lean more heavily into naval tech when they can
    • Slight increase in boss difficulty through better economy handling and faster teching
    • Revenants favour land over air
    • Bronze and Silver micro better
    • Silver spends excess resources better
    • Corrected Synchronous only ever building three T1 factories until teching
    • Foundation slightly more likely to use some ground units
    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: November 4, 2019
    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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