[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 4.4.1 - 2020-08-14
    • Corrected commander count for older wars sometimes being wrong on intelligence reports
  2. Quitch

    Quitch Post Master General

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    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
  3. Quitch

    Quitch Post Master General

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    Version 4.5.1 - 2020-08-16
    • Fixed Security Turtle advanced fabber ratio
  4. Quitch

    Quitch Post Master General

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    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
    lulamae likes this.
  5. Quitch

    Quitch Post Master General

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    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
  6. Quitch

    Quitch Post Master General

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    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
  7. Quitch

    Quitch Post Master General

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    Version 4.7.1 - 2020-08-24

    Fixed
    • Stinger missing from bot card tooltips
  8. Quitch

    Quitch Post Master General

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    Version 4.7.2 - 2020-08-25

    Fixed

    • Hide tooltip from Sub Commander cards in your inventory
  9. Quitch

    Quitch Post Master General

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    Version 4.7.3 - 2020-09-02

    Fixed
    • Some loadouts not showing on the new war screen
  10. Quitch

    Quitch Post Master General

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    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
  11. Quitch

    Quitch Post Master General

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    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
  12. Quitch

    Quitch Post Master General

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    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
  13. Quitch

    Quitch Post Master General

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    Please note that v4.9.1 is not actually live yet due to Community Mod updates being disabled due to some bug.
  14. Quitch

    Quitch Post Master General

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    v4.9.1 should be live now.
  15. Quitch

    Quitch Post Master General

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    Version 4.9.2 - 2020-11-01

    Changed
    • Removed use of lodash aliases to futureproof for move to v4
    Fixed
    • Cluster Worker Sub Commanders will build again
  16. Quitch

    Quitch Post Master General

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    Version 4.10.0 - 2020-11-02

    Added
    • Nomad Commander loadout
    • Updated loadouts from trialq's discontinued Galactic War Loadouts mod
      • Swarm Commander loadout
      • Buff Commander loadout
    Changed
    • Some Synchronous personalities now use more basic fabbers
    Fixed
    • Custom loadouts showing a Which Units? tooltip
  17. Quitch

    Quitch Post Master General

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    Version 4.10.1 - 2020-11-06

    Fixed
    • Spelling
  18. FapCraft

    FapCraft New Member

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    1. Beat a treasure planet and obtained Storage Commander tech, but the tech is still grey out in my commander selection list.
    2.Tourist Sub Commander is not building anything at game start.
  19. Quitch

    Quitch Post Master General

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    Version 4.10.2 - 2020-11-20

    Fixed
    • No longer modifies the tutorial
  20. Quitch

    Quitch Post Master General

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    1. There does look to be something odd going on here. I didn't run into this as Storage Commander is the one I keep locked for testing the unlock dialog box :) When I do unlock it it shows as both locked and unlocked in my list. I'll look into it and put out a fix.

    2. The Tourist Sub Commanders won't build because they don't have access to metal extractors, which currently the AI requires to work. I left them as an option as they will provide you with their excess eco production. I'll look at updating the description to make this clear.

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