[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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    Very keen for any feedback on the difficulty levels, especially how big the jump is when moving from one to the next.
  2. lulamae

    lulamae Well-Known Member

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  3. Quitch

    Quitch Post Master General

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    Term the game uses for enemy Commanders. Bad of me to use it.
  4. Quitch

    Quitch Post Master General

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    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
  5. Quitch

    Quitch Post Master General

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    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
  6. sevmek

    sevmek Active Member

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    Hi Quitch,

    I translated this mod to french. Thank you for this awesome work.
    Quitch likes this.
  7. Quitch

    Quitch Post Master General

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    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
    lulamae likes this.
  8. Quitch

    Quitch Post Master General

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    The sub-commanders have worse micro and expansion abilities than the enemies you face (unless you're playing at Casual difficulty), otherwise they are the same.

  9. Quitch

    Quitch Post Master General

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    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
  10. moatmanoo

    moatmanoo Member

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    Hey Quitch, when you pick Gold the first planets around the start have 1x weak opponent. When you pick one difficulty harder, Platinum, the starting planets around you have 3x strong (or better) opponents. I think the jump in difficulty is pretty large there. When starting you have hardly any upgrades and going against 3x opponents is a bit much. Is that something from the mods?

    Edit: I am on a gigantic map.
    Last edited: April 4, 2019
  11. Quitch

    Quitch Post Master General

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    I am also not really happy with the position of Platinum, but hadn't gotten around to doing anything about it yet. That'll likely be what I do with the next release.
    Last edited: April 4, 2019
  12. Quitch

    Quitch Post Master General

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    Platinum will have one more minion per planet around the starting region than Gold, which in turn has one more than Silver. If you're seeing 3 for Plat and 1 for Gold it means your gold game had an enemy system connected to your starting system and Plat did not.
  13. Quitch

    Quitch Post Master General

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    There's a bigger jump from Silver to Gold, that sees a doubling of opponents, where as Gold to Plat is only a 50% increase. Of course, it's more complex than that, but it's not out-of-step with the previous difficulty increase.
  14. Quitch

    Quitch Post Master General

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    If you're having difficulty defeating Legates, have you tried playing as Legonis Machina so you don't have to face them? They're probably the toughest faction, excluding their boss. When it comes to bosses I'd peg Revenants as the toughest.

    What loadout are you using?
    Last edited: April 5, 2019
  15. Quitch

    Quitch Post Master General

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    It does seem that the game is adding one more Commander to a system than the formula would suggest it should. You should be seeing 2-3 Commanders, but it's placing up to 4. I'll look into that.
  16. Quitch

    Quitch Post Master General

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    Version 0.10.1 - 2019-04-05
    • Fixed Platinum having one too many minions in each system
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  17. Quitch

    Quitch Post Master General

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    They all play slightly differently. Some will push their eco harder, some will prefer bots over tanks, some will be more aggressive, etc.
  18. Quitch

    Quitch Post Master General

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    If Galactic War ever supports server mods then I'll be able to make much more distinct personalities than exist now. More importantly, I'll be able to make the AI a tougher opponent overall.

    The next thing I need to look at is bosses. I think they're probably easier in many instances than the systems around them.
    Last edited: April 5, 2019
  19. Quitch

    Quitch Post Master General

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    We have mod support, just not server mod support.
  20. Quitch

    Quitch Post Master General

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    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

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