[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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    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
    lulamae likes this.
  2. Quitch

    Quitch Post Master General

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    Things I want to do next:
    1. Integrate Section of Foreign Intelligence so I can expand it
    2. Convert Legonis Machina from a multi-Commander based faction to a shared army faction
    3. Add another faction. Maybe.
    4. Have some systems use bounty mode
    5. Have some systems use sudden death victory
  3. Quitch

    Quitch Post Master General

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    Apologies, apparently I a bug slipped through testing due to some poor test case selection and it's preventing battles from starting. I'll push out a fix in the next few hours.
  4. Quitch

    Quitch Post Master General

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    Version 0.12.1 - 2019-08-17
    • Fix for fights failing to start in some circumstances
  5. Quitch

    Quitch Post Master General

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    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
    Last edited: August 28, 2019
    nimzodragonlord and lulamae like this.
  6. Quitch

    Quitch Post Master General

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    Version 0.13.1 - 2019-08-30
    • Fixed enemies not always teching at the correct time
  7. Quitch

    Quitch Post Master General

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    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
  8. Quitch

    Quitch Post Master General

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    If your galaxy map isn't showing the intel shown in the screenshot in the first post of this thread, you will need to disable Section of Foreign Intelligence for Galactic War.
  9. Quitch

    Quitch Post Master General

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    Version 0.14.1 - 2019-09-11
    • Aggressive AIs are more aggressive
    • Fixed surface area not always updating when system selection was changed
  10. Quitch

    Quitch Post Master General

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    Version 0.14.2 - 2019-09-12
    • Fixed some personality names causing wrapping on the intel panel
    • Renamed some personalities
  11. Quitch

    Quitch Post Master General

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    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 1.0.1 - 2019-09-23
    • Update personality names to avoid wrapping and make them more interesting
    Version 1.0.2 - 2019-09-24
    • Further correction of personality word wrapping
    Last edited: September 24, 2019
  12. Quitch

    Quitch Post Master General

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    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
  13. Quitch

    Quitch Post Master General

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    Thanks to Dreadnought for identifying an issue with the General Commander's first two minions being given the wrong eco modifier if you play as any faction other than Legonis Machina. I'm not sure why it's happening, but I'm looking into it.
  14. Quitch

    Quitch Post Master General

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    Turns out this is an issue in the base game and the way the General Commander assigns its minions. I have reported it to PA Inc.
  15. Quitch

    Quitch Post Master General

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    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
  16. moatmanoo

    moatmanoo Member

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    Thank you for continuing to work on this. I go back and play a Galactic War several times a year. Your efforts make the experience better.
    bthirteen, Quitch and lulamae like this.
  17. Quitch

    Quitch Post Master General

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    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
  18. Quitch

    Quitch Post Master General

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    Thanks, it means a lot to hear that.
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  19. netpyxa

    netpyxa Active Member

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    I ve had FFA with double commanders spawned in the invading faction base.
    What is the point to spawn two commanders at one spot?

    Also: can we do it so that boss fight systems are a single planet?
    I am using my own maps for GW but the final systems are always 4 planet with a gas giant.
  20. Quitch

    Quitch Post Master General

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    Currently the AI only supports 3 types of landing policies:
    1. Spawn on the player's world (if possible)
    2. Spawn on a different world to the player (if possible)
    3. Spawn as you wish
    The AI doesn't fully understand shared armies, so it just sticks all its Commanders in the same spawn for each policy. If you get them into different spawns on the same world through multiple policies still resulting in everyone spawning on the same planet, the Commanders will all converge around one spawn to work.

    The additional Commanders provide a number of things:
    • More lives before the army is destroyed
    • More early build power & eco
    • Increased rush resistance
    • A means to differentiate FFA enemies further from system owners
    • A means to enhance the power of the FFA enemy without the same issues for the sim speed and number of spawns that more armies would introduce
    Bosses use their own custom systems. I haven't touched this aspect of GW, except changing Foundation's system to have two starting planets. Each faction has their own system for the boss, for example Revenants don't have a gas giant in their boss system. I don't currently have any plans to change the boss systems.

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