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: you've completed the tutorial and are new to the game. Casual: you've some PA experience under your belt. Iron: you've overcome your turtle instincts. Bronze: you've beaten vanilla Galactic War. Silver: you've beaten the skirmish AI. Gold: you've beaten the Queller AI. Platinum: one enemy Commander is no longer a worthy challenge. Diamond: your loadouts are too powerful. Uber: you're a Galactic War master ready for the ultimate challenge. Custom: 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: Improved Build Arms Combat: Combat Tech Cost: Fabrication Tech Damage: Ammunition Tech Health: Armour Tech Speed: Engine Tech Cooldown: Cooldown Tech These buffs are applied to commanders 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 AI Chat AI Personality Names 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 Client mod which modifies unit files and is incompatible with PA 116982 or later. Disable any unit, selection, FX, or faction mod which hasn't been updated since at least 12 June 2023. 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 5.75.2 - 2024-09-13 Fixed The Guardians not correctly adjusting personality for your tech when you use Queller AI Version 5.75.1 - 2024-09-07 Fixed Translation of the easy systems option on the GWO info panel Being able to acquire subcommander upgrades when your Data Banks are full Version 5.75.0 - 2024-09-03 Changed Decreased effectiveness of subcommanders when playing with Queller AI Fixed Prevent AI building more than one Planetary Radar per planet Deck name on GWO panel aligns to selection and is translated Properly display deck name if loading a non-GWO save Translate the usage of cheats on the GWO panel Version 5.74.0 - 2024-09-02 Changed Increased the threat rating of the Guardians Don't deal Orbital Bombardment or Tsunami Tech if the player has the other one Fixed General Commander not starting with subcommanders Queller AI uses its platoon behaviour in FFAs in new wars Version 5.73.0 - 2024-08-31 Changed Naval Commander increases the amount of water and lava on planets Fixed AI not handling upgraded Artemis units correctly Sudden Death and Land Anywhere status not matching intelligence panel Version 5.72.0 - 2024-08-17 Added New op multiplyOrAdd which behaves like the old multiply op New tech cards Anti-Tank Ammo Tech Anti-Bot Ammo Tech Anti-Hover Ammo Tech Anti-Ship Ammo Tech Anti-Air Ammo Tech Anti-Orbital Ammo Tech Anti-Structure Ammo Tech Tsunami Tech Anti-Commander Ammo Tech Fixed Showing Which Units? tooltips for cards without a tooltip Version 5.71.0 - 2024-08-11 Added New tech cards Orbital Bombardment Tech Fixed The parts of a tech card description which have a translation are now always translated Upgrade tech cards being unacquirable if all Data Banks were full Version 5.70.0 - 2024-08-10 Added New tech cards Bounty Tech Sudden Death Tech Land Anywhere Tech Changed Removed Queller files as the version in PA is current Tourist Commander no longer gets allies in systems Tourist Commander is no longer offered subcommanders Intelligence Fabrication Tech no longer applies to the Stingray Decreased chance of allied commanders on Diamond The more subcommanders you have the more likely you are to be offered subcommander tech Reduced the number of boss commanders on Uber Updated incompatible mods list Upgrade techs for individual units no longer use a Data Bank Fixed Outdated AI additions in tech cards Hoarder Commander not being offered Advanced Defense Technology Broken translations on loadout screen (some are a bit scuffed) Version 5.69.0 - 2024-08-08 Changed General Commander starts with two free data banks Hoarder Commander starts with four free data banks Beginner difficulty is now the same as Casual but with a guaranteed ally in every system Fixed Roboticist using too much air Queller not using CEO Commander ability Queller's Commander not using Paratrooper ability Avoid Tourist Commander subcommanders running build checks that can never complete Queller shipping with Legion checks Version 5.68.1 - 2024-08-06 Fixed Laser Defence Tower Upgrade Tech applies the full range buff Version 5.68.0 - 2024-07-31 Changed Orbital Cooldown Tech likelihood tied to distance and galaxy size Improved quality and consistency of TITANS AI anti-air approach to Galactic War Fixed Penchant AI not checking for air threats before building AA in the Unit Cannon TITANS AI not utilising the Galactic War approach to anti-air Version 5.67.0 - 2024-07-30 Added New tech cards Titan Armour Tech Titan Ammunition Tech Titan Engine Tech Titan Combat Tech Vehicle Cooldown Tech Bot Cooldown Tech Air Cooldown Tech Naval Cooldown Tech Orbital Cooldown Tech New AI Tech Faster factory cooldown Changed Reduced performance load of intelligence panel Threat score not displayed when no threat present Revenants apply their tech to anti-nuke launchers Fixed Structure Engine Tech not having an associated unit list for its tooltip Advanced Naval Factory Upgrade Tech being offered too often Version 5.66.2 - 2024-07-28 Fixed Legonis Machina AIs not receiving cost discounts and armour buffs for their tanks Version 5.66.1 - 2024-07-27 Fixed Some possible code issues Version 5.66.0 - 2024-07-26 Changed Guardians adapt their unit type selection to more closely match the tech you brought Fixed Commander being highlighted in card tooltips Version 5.65.1 - 2024-07-02 Fixed Super Weapon Fabrication Tech not reliably working with Tactical Nuke Commander Version 5.65.0 - 2024-05-09 Changed Multiplication of a non-existent value now leads to 0 rather than the multiplication number Fixed Sub Commander Duplication Tech adding additional x2 indicators to the subcommander's name Version 5.64.4 - 2024-05-05 Fixed The Guardians are labelled as Guardian faction in the intelligence panel Version 5.64.3 - 2024-05-04 Changed Wars are won by defeating all bosses not all enemies Fixed Dedicated Cluster AI not being loaded when Cluster didn't own the system Version 5.64.2 - 2024-04-26 Fixed The Guardians sometimes idling the whole battle Version 5.64.1 - 2024-04-23 Added Current mod version to Galactic War Info panel Fixed Planetary Radar icon being hidden by the Radar Jamming Station Version 5.64.0 - 2024-04-22 Added Support for Radar Jamming Station Radar Jamming Station upgrade tech Penchant AI support for Kaiju's using teleporters Changed Kaiju Upgrade Tech replaces the side guns due to the original tech now being in the base game Removed the Vanguard from Intelligence Fabrication Tech Removed fixes and changes now integrated into the base game Fixed Torpedo upgrades not working correctly due to changes in PA 120679 Which Units? tooltip for Intelligence Fabrication Tech Unit Cannon Upgrade Tech not doubling capacity after PA increased the unit's base capacity Version 5.63.0 - 2024-03-21 Added Tooltips for: game modifiers available tech AI tech AI factions Version 5.62.0 - 2024-03-15 Changed CEO Commander gets cheaper Colonels Atlas Upgrade Tech health buff increased Locust Upgrade Tech now adds splash damage rather than vision Lob Upgrade Tech doubles the fire rate and removes the recharge cost Omega Upgrade Tech now also doubles the rate of fire Artemis Upgrade Tech changed to allow planetary targeting Avenger Upgrade Tech changed to add a railgun Version 5.61.0 - 2024-03-13 Changed Limit Penchant AI minelaying to specific penchants Version 5.60.0 - 2024-03-12 Added Support Show AI Personality Names mod in place of the built-in war option
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