[CLIENT] Galactic War Overhaul

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

  1. Quitch

    Quitch Post Master General

    Likes Received:

    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
    • 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
    • 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.


    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.

    In Action


    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.
    • 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.
    • Tougher Commanders: the AI has Commander Armor 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 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
    Commander Threat Scale

    From easiest to hardest:
    • Worthless
    • Helpless
    • Weakling
    • Inexperienced
    • Competent
    • Skilled
    • Experienced
    • Veteran
    • Masterful
    • Hardcore
    • Dangerous
    • Deadly
    • Inhuman
    • Genocidal
    • Nightmare
    • Demigod
    • Godlike
    • Titan
    Compatible Loadouts

    If you are adding new loadouts to the game and want to be compatible, then you will need to do the following:

    1. Add the following to the gw_start scene:
    if (!model.gwaioNewStartCards) model.gwaioNewStartCards = [];
    if (!model.gwaioTreasureCards) model.gwaioTreasureCards = [];
    model.gwaioNewStartCards.push({ id: "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 `coui://ui/mods/com.pa.quitch.gwaioverhaul/shared/tech.js` and `gwaioTech` to your loadout's `define()` function

    4. Within the `if (!buffCount)` block of your loadout add:
    if (inventory.getTag("global", "playerFaction") === 4)
    Compatible Tech Cards

    If you are adding new tech cards to the game and want to be compatible, then you will need to do the following:

    1. Add the following to the gw_play scene:
    if (!model.gwaioDeck) model.gwaioDeck = [];
    if (!model.gwaioCardsToUnits) model.gwaioCardsToUnits = [];
    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/`

    How to Report a Bug

    Use the template below:


    [ ] I have verified this bug with all other mods disabled
    [ ] I did not create this war while using one of the documented incompatible mods

    Describe the bug

    A clear and concise description of what the bug is.

    To Reproduce

    Steps to reproduce the behaviour:

    1. Go to '...'
    2. Click on '....'
    3. Scroll down to '....'
    4. See error

    Expected behaviour

    A clear and concise description of what you expected to happen.


    If applicable, add screenshots to help explain your problem.

    GWO Info

    Taken from the top-right GWO panel:
    • Version:
    • Difficulty:
    • Size:
    • AI:
    • Options:
    Additional context

    Add any other context about the problem here.


    Please attach the most recent client and server log immediately following the bug occurring.


    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.

    Known Issues


    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
    • Unique Commander Loadouts
    • Galactic War Unique Loadouts
    • Combat Fabricator Group Deselect
    • Aurora Artillery
    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

    [​IMG] [​IMG]
    Last edited: November 22, 2021
    cmaxhat, Turnus, FapCraft and 5 others like this.
  2. Quitch

    Quitch Post Master General

    Likes Received:

    The full changelog can be found on GitHub.

    Version 5.26.0 - 2021-12-05

    • Icons for upgrade cards to differentiate them from other cards
    Version 5.25.0 - 2021-11-21

    • New tech cards:
      • Sub Commander Duplication Tech
      • Sub Commander Fabber Tech
      • Sub Commander Tactics Tech
    • Inventory tooltips clashing with system tooltips when four techs were displayed
    Version 5.24.2 - 2021-11-19

    • Selecting a loadout added by GWO prevents you from starting a new war
    Version 5.24.1 - 2021-11-15

    • Explore causing a lock-up on wars from before v4.13.0
    • Further clean-up of errors being generated by old saves
    Version 5.24.0 - 2021-11-14

    • Sub Commanders now have the full penchant effect applied to them
    • More graceful handling of really old save games
    Version 5.23.0 - 2021-11-13

    • Sub Commanders will have a personality penchant when the Penchant AI is in use
    • A system's primary faction Penchant AI sometimes behaving according to a different penchant than intelligence shows
    Version 5.22.1 - 2021-10-01

    • Commanders will always open with their favourite factory type due to flaws uncovered in the percent_open implementation
    Version 5.22.0 - 2021-09-18

    • Paratrooper Commander halves the cost of its starting factories
    • Paratrooper Commander adds unlocked units to the Unit Cannon
    • Paratrooper Commander Sub Commanders give higher priority to Unit Cannons
    • Paratrooper Commander Sub Commanders not building Unit Cannons with their commanders
    Version 5.21.1 - 2021-08-27

    • Scans failing to complete due to Quitch being a pillock
    Version 5.21.0 - 2021-08-27

    • Improved compatibility of cards which modify buildable_types
    • Paratrooper Commander starts with all units buildable by the Unit Cannon unlocked and upgradable
    • Dox upgrades correctly offered to Paratrooper and Artillery Commanders
    Version 5.20.1 - 2021-0-25

    • Spelling
    Version 5.20.0 - 2021-08-25

    • Inferno Upgrade Tech has been changed due to passive self-healing being broken
    • Vanguard Upgrade Tech is now an improved version of the Inferno Upgrade Tech
    • CEO Commander has been completely overhauled to better differentiate it from the Storage Commander
    Version 5.19.0 - 2021-08-19

    • Space Excavation Commander's Jigs no longer extend their arms, so as to avoid visual clutter at the ground layer
    • Defense Tech Commander no longer starts with the bot factory
    • Defense Tech Commander modifiers are now applied to Catapults, Umbrellas, and Anchors for the purpose of consistency
    • Buff Commander applying speed bonuses to the Lob
    • Swarm Commander applying speed bonuses to the Lob
    Version 5.18.1 - 2021-08-15

    • Updated file shadows
    • Reduction to the maximum amount of allowed water/lava on a planet to avoid edge-case lava planets
    • Angel shooting orbital after being upgraded
    • Newly introduced incompatibility with Shared Systems for Galactic War
    Version 5.18.0 - 2021-08-09

    • Air Commander is unlocked by default
    • Bot Commander is unlocked by default
    • Orbital Commander is unlocked by default
    • Game hanging when scanning a treasure planet and all loadouts are already unlocked
    • Angel Upgrade not working
    Version 5.17.1 - 2021-08-08

    • Slammer Upgrade Tech not being applied
    • Swarm Commander correctly recognised by bot techs
    Version 5.17.0 - 2021-08-06

    • Factions at Casual difficulty never have more than one commander in a system
    • Iron through Gold introduce additional commanders later
    • Platinum increases its commander numbers slightly slower
    • The primary system faction (excluding bosses) does not gain both an eco-boost and an additional commander at the same time
    • Slightly higher chance of an FFA
    • Higher chance of land anywhere being enabled
    • Reduced the number of boss commanders for Iron through Diamond
    • Penchant AI uses the Stitch to build mines
    • Penchant Heavy no longer builds Stitches
    • All Penchants build Skitters again so as to have mine vision
    Version 5.16.0 - 2021-08-02

    • Sub Commanders with basic factory upgrades will build advanced fabbers when they can afford them
    Version 5.15.0 - 2021-07-30

    • Galaxy setup won't make planets larger than 800 radius
    • Rapid Deployment Sub Commanders not building Hermes on single planet systems
    • Rapid Deployment Sub Commanders not building their initial Orbital Fabber
    • Rapid Deployment Sub Commanders never teching to advanced tech
    • Rapid Deployment Sub Commanders taking too long to go orbital
    Version 5.14.3 - 2021-07-29

    • Better description for the Storage Commander
    • Sub Commanders building too many factories when using Rapid Deployment Commander loadout
    • Basic factory upgrades being dealt to Rapid Deployment Commander
    Version 5.14.2 - 2021-07-25

    • Rapid Deployment Commander not being able to build Kestrels
    • Rapid Deployment Commander building some orbital units on the ground
    Version 5.14.1 - 2021-07-25

    • Squall Upgrade Tech uses an air picture
    • Rapid Deployment Commander no longer has immediate access to T2 orbital
    • Rapid Deployment Commander not being able to build subs
    Version 5.14.0 - 2021-07-19

    • The Guardians won't tell you their Penchant personality
    • AI has added logic for handling the Phoenix upgrade
    • Tailor Queller's handling of the Leveler upgrade
    • Phoenixes not damaging structures following upgrade
    • Closed a couple of gaps in the AI's air logic
    Version 5.13.2 - 2021-07-15

    • Rapid Deployment Sub Commanders not building Stingers
    • Sub Commanders not utilising player tech fully if the Penchant AI was in use
    Version 5.13.1 - 2021-07-15

    • AI tooltip not marked for translation.
    Version 5.13.0 - 2021-07-15

    • New AI called Penchant
      • Uses the Titans AI as a base
      • Each enemy has a favoured style of play which is reflected in their unit choices
      • This information is added to the enemy's personality in the intelligence panel
      • Sub Commanders are unaffected
    • Increased the amount of freedom procedural maps have in using water and lava
    • Increased the range of metal density and clusters used by procedural generation
    • AI selection moved to a drop-down
    • Removed code now present in the base game
    • Rerolls being offered for loadouts
    • Assault Commander loadout missing the Stinger
    • Titans AI not building the Stinger from the Unit Cannon
    • Setup column being too tall for the screen causing the entire page to scroll instead of just the column - with thanks to burntcustard
    • Queller Sub Commanders not scouting on small planets when only vehicles were available
    • Titans AI not building torpedo launchers
    • AI uses Stitches again
    • Upgraded Umbrellas shooting the ground on small planets
    Version 5.12.0 - 2021-07-04

    • AI Tech
      • Damage increased includes Commander Ammunition Tech
      • Health increased includes Commander Armor Tech
      • Speed increased includes Commander Engine Tech
      • Builds faster includes Improved Commander Build Arms
      • Enhanced combat units includes Commander Combat Tech
      • Enhanced commanders no longer dealt
      • Revenant tech bonuses applied to Catalysts
    • Legonis Machina and Synchronous put more emphasis on their preferred unit type
    • Uber, Platinum, and Gold personalities now adhere to the build preferences of the faction
    • AI commander torpedo and AA ammo not being included in commander damage buffs
    • AI Tech speed increases not being applied to air units
    • Cluster boss commander not receiving combat tech damage bonuses
    Version 5.11.0 - 2021-07-03

    • Buffed the following upgrade techs:
      • Omega
    • Orbital Fabrication Bot upgrade not dealt if you're using the Orbital Commander loadout
    Version 5.10.3 - 2021-07-02

    • Galactic Map code not working
    Version 5.10.2 - 2021-07-02

    • Remove cards fixed by 115863
    • Change to code to hopefully resolve any remaining issues with the navigation buttons on the galaxy map
    • Complete Orbital Tech being offered to Orbital, Hoarder, and Space Excavation Commanders
    Version 5.10.1 - 2021-06-29

    • Corrected name and description of Pelter Upgrade Tech
    Version 5.10.0 - 2021-06-28

    • AI Tech "Combat tech" now listed as "Combat units enhanced"
    • Stinger now included by default in all tech and loadouts providing basic bot units
    • Buff Commander and Swarm Commander not modifying the Stinger's damage
    • Removed Stinger files and modifications now included in the base game
    Last edited: December 5, 2021 at 8:08 PM
    stuart98 likes this.
  3. stuart98

    stuart98 Post Master General

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    Couldn't you set up a Queller as a client mod and make it work somehow?
  4. Quitch

    Quitch Post Master General

    Likes Received:
    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

    Likes Received:
    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

    Likes Received:
    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

    Likes Received:
    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

    Likes Received:
    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

    Likes Received:
    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

    Likes Received:
    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

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    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

    Likes Received:
    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

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    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

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    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

    Likes Received:
    Thanks, appreciate the feedback. Will look at smoothing out that curve.
  16. Quitch

    Quitch Post Master General

    Likes Received:
    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

    Likes Received:
    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

    Likes Received:
    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

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    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

    Likes Received:
    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

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