[CLIENT] Galactic War Overhaul

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

  1. Quitch

    Quitch Post Master General

    Messages:
    5,563
    Likes Received:
    6,028
    [​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
    • Adds new 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.
    • Land Anywhere: you can land anywhere on any starting planet.
    • Sudden 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.gwaioNewStartCards = [];
    if (!model.gwaioAllStartCards) model.gwaioAllStartCards = [];
    if (!model.gwaioTreasureCards) model.gwaioTreasureCards = [];
    model.gwaioNewStartCards.push({ id: "YOUR_LOADOUT_ID" });
    model.gwaioAllStartCards.push("YOUR_LOADOUT_ID");
    model.gwaioTreasureCards.push({ 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 = [];
    if (!model.gwaioCardsToUnits) model.gwaioCardsToUnits = [];
    model.gwaioDeck.push("YOUR_TECH_ID");
    model.gwaioCardsToUnits.push({
    id: "YOUR_TECH_ID",
    // Use the base_commander for commander and always the use unit, not the ammo, etc.
    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

    None.

    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
    • trialq, whose discontinued Galactic War Loadouts mod has been partially included in this mod
    [​IMG] [​IMG]
    Last edited: January 30, 2021
    Turnus, FapCraft, Gorbles and 4 others like this.
  2. Quitch

    Quitch Post Master General

    Messages:
    5,563
    Likes Received:
    6,028
    CHANGELOG

    The full changelog can be found on GitHub.

    Version 4.18.6 - 2021-01-30

    Fixed
    • Continue War does not return you to the galactic map if more than one enemy faction remains alive. Without the game breaking side-effects. For reals this time.
    Version 4.18.5 - 2021-01-30

    Fixed
    • Rolled back the alternate Continue War fix as that also works locally but not via Community Mods
    Version 4.18.4 - 2021-01-30

    Fixed
    • Continue War does not return you to the galactic map if more than one enemy faction remains alive
      • The previous fix which worked in local testing fails when loaded via Community Mods for reasons I don't understand, so a slightly clunkier fix has been implemented
    • Galactic War Overhaul panel showing the wrong difficulty if you are using Shared Systems for Galactic War
    • Vehicle Ammunition Tech chance being set too high
    Version 4.18.3 - 2021-01-30

    Fixed
    • Rolled back previous fix due to working locally but not via Community Mods
    Version 4.18.2 - 2021-01-30

    Fixed
    • Continue War does not return you to the galactic map if more than one enemy faction remains alive
    Version 4.18.1 - 2021-01-28

    Fixed
    • Error preventing battles launching
    Version 4.18.0 - 2021-01-28

    Added
    • Upgrade tech cards for T1 factories
    • The Guardians are marked by their own icon on the map
    Changed
    • Reduced chance of receiving an upgrade tech card
    Fixed
    • Planet alignment with text in intelligence panel
    • Guardian tech modifier not always showing on the intelligence panel
    Version 4.17.1 - 2021-01-16

    Fixed
    • Support translation of new tooltips
    • Original personalities behaving incorrectly
    • Moon tooltips showing water and temperature information
    Version 4.17.0 - 2021-01-15

    Added
    • Tooltips to planets on the intelligence panel with data about metal, radius, etc.
    • Starting planet icons on intelligence panel
    • Thruster icons for smashable planets on intelligence panel
    Version 4.16.0 - 2021-01-13

    Changed
    • Revisions to faction personalities
    Fixed
    • Inventory cards not displaying when clicked
    Version 4.15.0 - 2021-01-12

    Changed
    • Reduced file shadowing
    • Minor performance optimisations
    • Enemy Commanders displayed by faction in the intelligence panel
    • Only display active AI tech and game modifiers
    • Updated AI tech and game modifier names
    • Removed titles from AI Commander names
    • List Guardian unique tech bonus in intelligence panel
    Fixed
    • Tooltips showing on a new loadout card if you refreshed the UI
    • Tutorial breakage
    Version 4.14.0 - 2021-01-10

    Changed
    • Always offer Additional Data Bank as a fourth card when the inventory is full
    • Each Sub Commander in your tech banks reduces the chance of finding another
    • Nomad Commander loadout can no longer move metal extractors
    Fixed
    • Deep Space Radar and Umbrella using wrong navigation settings under Nomad Commander loadout
    • Nomad Commander buildings blocking the location they were built at even after moving elsewhere
    • Structures overlapping when executing an attack move
    Version 4.13.2 - 2021-01-10

    Fixed
    • Custom difficulty recognised by the Galactic War Overhaul information panel
    • Nomad Commander's orbital structures can now move
    • Nomad Commander's structures now hover
    • Single Laser Defense Tower Upgrade will work correctly with the Nomad Commander loadout
    Version 4.13.1 - 2021-01-07

    Fixed
    • Gil-E Upgrade Tech causing Gil-E to deal no damage
    Version 4.13.0 - 2021-01-05

    Added
    • Information panel detailing the current war's settings
    Changed
    • Vertical padding added to intelligence data
    Fixed
    • Align table data to colon where wrapping has occurred
    Version 4.12.1 - 2021-01-04

    Changed
    • The player's name is displayed on the player list in place of "Player"
    Fixed
    • Omega Upgrade Tech card never being dealt
    • Squall Upgrade Tech card never being dealt
    • Typhoon Upgrade Tech card never being dealt
    • Advanced Laser Defense Tower Upgrade Tech card never being dealt
    Version 4.12.0 - 2021-01-01

    Changed
    • Spacing on intelligence tables
    • Single Laser Defense Tower Upgrade Tech card has a new effect
    Fixed
    • Broken tooltips on three of the new tech cards
    • CSS classes
    Version 4.11.0 - 2020-12-24

    Added
    • 65 new tech cards to discover in your wars
    Changed
    • Mod now named Galactic War Overhaul
    Fixed
    • Errors and inconsistencies in base game tech cards
      • Combat Commander Tech
        • Card has the same chance of appearing in a medium size galaxy as any other size
      • Orbital Combat Tech
        • Card has the same chance of appearing in a medium size galaxy as any other size
      • Economy Fabrication Tech
        • Inconsistent chance of appearing across different galaxy sizes
      • Intelligence Fabrication Tech
        • Card has the same chance of appearing in an epic or larger size galaxy as smaller sizes
      • Orbital Fabrication Tech
        • Card has the same chance of appearing in an epic or larger size galaxy as smaller sizes
      • Storage Compression Tech
        • Card has the same chance of appearing in a medium size galaxy as any other size
      • Efficiency Tech
        • Card has the same chance of appearing in a medium size galaxy as any other size
      • Bot Combat Tech
        • Correctly offered when player using the Bot Commander loadout
      • Bot Ammunition Tech
        • Correctly offered when player using the Bot Commander loadout
      • Bot Engine Tech
        • Correctly offered when player using the Bot Commander loadout
      • Bot Fabrication Tech
        • Correctly offered when player using the Bot Commander loadout
      • Bot Armor Tech
        • Correctly offered when player using the Bot Commander loadout
      • Vehicle Combat Tech
        • Correctly offered when player using the Vehicle Commander loadout
      • Vehicle Ammunition Tech
        • Correctly offered when player using the Vehicle Commander loadout
      • Vehicle Engine Tech
        • Correctly offered when player using the Vehicle Commander loadout
      • Vehicle Fabrication Tech
        • Correctly offered when player using the Vehicle Commander loadout
      • Vehicle Armor Tech
        • Correctly offered when player using the Vehicle Commander loadout
    • Bot Anti-Air Tech breaking acquire buttons on new tech display or failing to be added to your inventory successfully

    Version 4.10.3 - 2020-11-30

    Changed
    • Tourist Commander description clarifies the behaviour of Sub Commanders
    Fixed
    • Storage Commander appearing as locked and unlocked after being unlocked
    Version 4.10.2 - 2020-11-20

    Fixed
    • No longer modifies the tutorial
    Version 4.10.1 - 2020-11-06

    Fixed
    • Spelling
    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
    Last edited: January 30, 2021
    stuart98 likes this.
  3. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Couldn't you set up a Queller as a client mod and make it work somehow?
  4. Quitch

    Quitch Post Master General

    Messages:
    5,563
    Likes Received:
    6,028
    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

    Messages:
    5,563
    Likes Received:
    6,028
    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

    Messages:
    5,563
    Likes Received:
    6,028
    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

    Messages:
    23
    Likes Received:
    30
    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

    Messages:
    5,563
    Likes Received:
    6,028
    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

    Messages:
    23
    Likes Received:
    30
    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

    Messages:
    1,067
    Likes Received:
    826
    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

    Messages:
    5,563
    Likes Received:
    6,028
    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

    Messages:
    1
    Likes Received:
    1
    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

    Messages:
    5,563
    Likes Received:
    6,028
    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

    Messages:
    23
    Likes Received:
    30
    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

    Messages:
    5,563
    Likes Received:
    6,028
    Thanks, appreciate the feedback. Will look at smoothing out that curve.
  16. Quitch

    Quitch Post Master General

    Messages:
    5,563
    Likes Received:
    6,028
    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

    Messages:
    5,563
    Likes Received:
    6,028
    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

    Messages:
    5,563
    Likes Received:
    6,028
    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

    Messages:
    5,563
    Likes Received:
    6,028
    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

    Messages:
    5,563
    Likes Received:
    6,028
    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

Share This Page