This mod works with Planetary Annihilation: TITANS only. It changes the following elements of Galactic War: Restore faction personalities: Legonis Machina: tank Foundation: air/naval Synchronous: bot Revenants: orbital Customise each enemy/Sub Commander: Unique model Unique personality Unique colour Fight according to their faction's preferred style Nine 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 Option to give yourself more starting neutral systems The AI uses tech card buffs Guaranteed loadout to unlock every war 13 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 Over 100 new tech cards Multiple AI opponents to choose from Be sure to check out my guide on adding more maps to Galactic War to enhance the experience further. Installation You should download and install this mod via the Planetary Annihilation: TITANS in-game Community Mods. If you are using PAMM you will need to download the mod from GitHub. Discussion Join the Planetary Annihilation official Discord. 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. Beginner: for when you've completed the tutorial and are new to the game. Casual: for when you've some PA experience under your belt. Iron: for when you've overcome your turtle instincts. Bronze: you've beaten vanilla Galactic War. Silver: you can beat the skirmish AI. Gold: you can beat the Queller AI. 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. Difficulty Options Faction Scaling: the number of factions put into the galaxy depends on its size. System Scaling: system size depends on how far into the galaxy you are. Easier Start: choose to have four neutral systems to plunder at the start instead of the usual two. 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 Build Arms. Combat: AI has Combat Tech. Cost: AI has Fabrication Tech. Damage: AI has Ammunition Tech. Health: AI has Armour Tech. Speed: AI has Engine Tech. These buffs are applied to commanders and then on a per-faction basis: Legonis Machina: vehicle units and factories Foundation: air and naval units and factories Synchronous: bot units and factories Revenants: orbital units, orbital and superweapon structures Cluster: all structures Compatible Loadouts & Tech Cards To create a GWO compatible loadout or tech card, please see the New GW Cards repository. FAQ 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. Report a Bug Open a new issue on the GitHub repository. Known issues Some users have reported sometimes in a battle the sim can freeze while the UI continues to respond. This is being tracked through issue 79, with the current common factors appearing to be the player using bots and the enemy featuring a Cluster Security commander. Recommended mods Shared Systems for galactic war Incompatible mods Aurora Artillery Challenge Levels for galactic war Enemy ramp for galactic war Galactic War Unique Loadouts More Pew Pew Section of Foreign Intelligence for galactic war Selection and combat grouping mods e.g. Air Scout Select 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 and assistance in integrating AI modifications 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 Tristan, who created the casual, iron, and diamond icons tatapstar for the mod's icon
CHANGELOG The full changelog can be found on GitHub. Version v5.55.2 - 2023-11-03 Fixed Added amphibious tag to Cluster Security Version 5.55.1 - 2023-10-31 Fixed Cluster AI receiving its bot factory buffs twice Version 5.55.0 - 2023-09-02 Added Platoon penchant to Penchant AI in new wars Version 5.54.0 - 2023-08-23 Added Warp Commander loadout Terminal Commander loadout Changed Astraeus Upgrade Tech now also increases carry capacity Update Queller AI to v5.25.0 The "add" and "multiply" ops can now create attributes that didn't exist before Version 5.53.0 - 2023-08-15 Added Structure Engine Tech that can be found by the Nomad Commander Naval Commander loadout Changed Queller AI unit maps match those of the TITANS AI Removed warning from Bot Commander description Updated all cards for the MLA faction Custom58 tag Artillery Commander's Commander can no longer build Holkins TITANS and Penchant AIs will build land titans again TITANS and Penchant AIs only build titans when threat is high enough Fixed Incorrect variable type when creating empty values for push and pull mod operations Systems not always changing the inner ring to your colour when you conquer them Cluster sub-commanders causing the incorrect tech cards to be dealt Version 5.52.3 - 2023-07-07 Fixed Apply the Cluster Security and Worker fix retrospectively to older wars Version 5.52.2 - 2023-06-24 Fixed Planetary Radar missing from build bar after unlock Cluster Security and Workers not building anything (fixed in new wars only) Version 5.52.1 - 2023-06-18 Fixed AI not building Stingers Penchant AI not building landmines Version 5.52.0 - 2023-06-13 Changed First Seeker Osiris uses standard economic checks Changed how many fabbers bosses start with Removed AI Bugfixes and Enhancements as it's now included with the game Version 5.51.0 - 2023-04-10 Changed Long Which Units? tooltips use a new divider for clarity Tooltips highlight units the player doesn't own Version 5,50.4 - 2023-04-08 Fixed Teleporters not being provided as part of all loadouts Version 5.50.3 - 2023-04-08 Fixed Dealing of duplicate cards Version 5.50.2 - 2023-04-07 Fixed Defense Tech Commander not applying range, turn, and rate of fire buffs Improved and Complete Intelligence Tech causing radars to default to an off state Corrected tooltip for Improved and Complete Intelligence Tech Version 5.50.1 - 2023-04-07 Fixed Chance of receiving complete air tech Version 5.50.0 - 2023-03-01 Changed Cluster Security has increased health Foundation planets feature more water
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.
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
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
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!
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.
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.
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!
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.
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 !
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.
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.
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 0.3.1 - 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 0.4 - 2018-04-17 Remove Q prefix from difficulties in vain attempt to clarify that this is **not** using the Queller AI brain
Version 0.5 - 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 0.6 - 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