Version 4.1.0 Decreased use of Miniman by Uber Decreased use of Monstrosities by Uber Integrated Novas into air squads Novas now use escort behaviour in place of suicide Improved Uber checks for unit ratios Platinum and Uber use the Nova again Bronze, Silver and Gold use less Novas Increased minimum army size requirements for some Legion units used by Uber while widening the units counted Lancers moved to the fast squad
Version 4.2.0 Built around the functions of the latest PTE, so things like naval working properly won't be true for you unless you're on PTE or it is pushed to stable. Legion Uber Bot no longer uses air unless alone on the planet Doesn't use Panzers for AA if it has access to Orbweavers Corrected error where AI might try to form its largest air platoon too early Remove workaround for BomberAttack as it's now fixed No longer requires an enemy surface presence to deploy its air titans against air threats Tactical units properly excluded from squads other than Artillery Angels will now leave base Bronze will build Catapults even when alone Fixed error preventing placement of ground-to-orbital defence in some situations Bronze more likely to use Ramparts Bronze is slower to expand to other planets Silver will expand to other planets a little faster Fixed error where Uber was overly cautious when forming air platoons Fixed error where Uber was incorrectly checking AA threat instead of air Uber will no longer stop building advanced factories and float heavily Better about placing Advanced Bot Factories When floating heavily Uber can start multiple advanced factories Legion and Bronze no longer spam naval fabbers Artillery can form a larger part of a platoon No longer invades with huge AA armies Uber makes less Corsairs Uber Legion will now mix tanks and bots Correctly include Corsairs in artillery squad when forming hover platoons Uber Tech is more aggressive about building T2 factories Correctly looks only at surface enemy presence when evaluating how many surface troops to teleport Fixed cap not being correctly applied to metal expansion in some instances Uber Cautious and Tech favour T2 vehicles over bots Uber requires more fabbers before trying to build a titan Uber won't start risky build projects when the base is under attack No longer rushes artillery to Comm snipe as the AI won't target the Comm Uber throws more fabbers at ground-to-orbital defence rushes Uber builds more ground-to-oribtal defences as the orbital threat grows Fix error in anti-nuke placement checks Check to place artillery is no longer greater than the requirements to build it Don't build GIL-E in response to missile ships Corrected range on Gustav placement checks Fixed and increased priority of Uber's air snipe defences Uber smarter about not leaving itself so vulnerable after teching Requires a minimum force size before building Storms Prioritise Commander building AA to protect against air snipes Greater priority given to T2 long-range weapons Uber more likely to build Titans Uber more likely to use Metal Storage as required Uber will build advanced naval just to get to hover naval ships Uber overlaps anti-nukes but doesn't build as many Uber more aggressive with forming bomber platoons Uber will only build Ramparts on the outskirts if it protects against artillery Uber only builds Monstrosity once it has a large enough army Uber uses the Nova less Corrected bug causing Uber to confuse Unit Cannons for artillery and build Ramparts in response Small reduction in amount of ground orbital factories Silver will make on single planet systems Uber won't build Stingrays to defend against air and orbital unless it has somewhere to send its fleet Uber won't use Lancers until it sees tanks Adjusted Uber T2 Legion unit ratios Uber Legion advanced air has slightly higher requirements Uber Rush Legion uses standard Legion tech path Lower focus on air for Uber Rush Uber Air builds slightly more air Bronze and Silver will scout with the Hermes and Wraith Bronze and Silver no longer allow ground/orbital fabbers to interfere with the other's defensive builds Bronze more likely to build orbital defences Legion Bronze no longer spams radar Bronze more likely to send its armies out Suicide units now included in land armies Uber more likely to places defences by MEX Uber uses Support Commanders when building on islands Uber will use Catapults to attack nearby structures Uber panic grabs slightly less metal to try and avoid overextending to much Uber more aggressive in breaking out nuke spam during multi-planet games Uber brings out Kestrels slightly earlier
Version 4.3.0 Sparks counted towards platoon formation Uber builds Sparks later Tweak to when Inferno/Mauls built Uber Bot no longer uses Sparks Uber less likely to spam storage or build it early Uber less cautious about teching Uber uses more bots on larger worlds Won't build T2 air for fast expand if it's floating or if it's unable to expand Slight tweak to Uber to try and focus on expanding land presence when no naval threat Uber Naval ignores the limits on naval expansion Increased space around naval factories to reduce chance of them getting blocked off Spark properly excluded from heavy unit checks
Version 4.4.0 Corrected and unified heavy unit checks Amount of Miniman units depends on what Uber has seen and has been reduced overall Uber doesn't use the Monstrosity Numerous personality updates to reflect changes in human playstyles: Casual New personality which takes on the role of the old Bronze Bronze Prioritise defence at the perimeter rather than inside the base Much lower chance of orbital factories and Unit Cannons on single planet maps More T1 before teching Better economy handling Expand a little better Use a small amount of land units on naval maps Less fabbers though still a lot Builds a factory first Less opening fabbers Make Titans later More likely to enter the water Can send out smaller bomber/gunship platoons Smaller delay between units being produced by factories Sends some units early on to check whether it has land or naval routes to you Produces less initial advanced fabbers Silver No delay between units being produced by factories Expands more aggressively Less likely to use orbital on a single planet map No longer builds Unit Cannons on single planet maps More early fabbers Make Titans later Slightly more flexibility building factories Will use a small land presence on naval maps More scouting options Can send out smaller bomber/gunship platoons Less T1 static artillery Less defence in the main base but more on the front lines Uses Booms and Purgers Produces more initial advanced fabbers Gold No longer builds Unit Cannons on single planet maps More early fabbers Techs earlier Builds Booms later Builds Purgers Produces more initial advanced fabbers Platinum Techs earlier Produces less initial advanced fabbers Uber Legion has a much greater focus on bots Produces less initial advanced fabbers Fixed my misunderstanding in storage ratios which led to most levels not building storage Prioritise Catalyst over Halley/Diplomat where a planet supports both Silver properly excludes all invalid units from its scout platoon Uber Rush is now a T1 focused Uber Bot with less opening fabbers Uber Bot now uses the same fabber opening as Uber Apparently MetMinAdvancedFabberCount is a real test so I've used it to improve check speeds and personality individuality If Uber can't expand then it will try to tech if it hasn't already Further measures introduced to reduce instances of entire naval fleets camping their base on mixed land/naval maps Fixed Silver trying to form bomber platoons without enough bombers to do so Never form platoons in response to a wall Only build the Unit and Star Cannons in situations where the AI will probably use them Remove restrictions on which fabbers can build a naval factory Fixed bug preventing Stingrays from leaving the base Uber deploys Orbweavers in response to enemy air build-up Uber Bot Legion no longer builds AA when enemy has a larger air force than it because it doesn't build one Uber Legion only builds T2 air on planets it completely owns Uber Legion puts less priority on an early air factory Disabled Starcannon owing to multiple server crashes iinked to the unit
This setting could be of used when playing against / testing AI in general: In "/pa/specs/nav.json", add a new integer value for "voxel_world_integration_budget". The default in vanilla PA is 80,000 which is easily exhausted when playing with multiple AIs due to their insane command rate. Effectively removing this limit by setting it to something as 10,000,000 (short tests with 10x Queller AI resulted in peaks of up to 2,000,000) resolves a lot of bugs crippling the AI in late game. These bugs typically show in quads failing to find passages and ramps, or getting stuck in concave obstacles. The only downside is a reduced sim speed, once you get to the point where the AI constantly uses 500k / frame. What actually happens, why the AI becomes so dumb, is that this budget limits how much time the simulation may spend on path finding each frame. When the AI controls to many platoons, it eventually comes to the point where it starts re-issuing new commands to platoon before they found a path, which then resets the slots in the waiting queue. So eventually AI controlled platoons become almost entirely unable to navigate to their set waypoints, resulting in the AI amassing giant armies but failing to get them to the enemy base. This has little effect on entirely unobstructed planets where just following the beeline is sufficient. In that case the fallback behavior gets the armies to their goals even if the path finding system failed completely. Well, it doesn't even fail, as finding a path on these planets is so cheap that the stock limit easily suffices. But on systems like "Lock" or any other planet with a major number of obstacles, the fallback behavior fails, and navigation costs a lot more than the original budget allows for.
Version 4.5.0 Uber is more cautious about going orbital when on a planet with other players, so if the AI should be getting off that world ASAP then use Uber Tech. Silver techs later when alone Platinum techs earlier when alone Uber has a smaller sized planet requirement for additional bot factories Uber slower to go orbital when there's a ground threat but Uber Tech rushes orbital Fixed Uber Cautious not teching as quick as it's supposed to Uber no longer thinks a teleporter it built in its main base represents a beachhead Casual and Bronze will build the Icarus Bronze and Uber can use the Icarus to attack Uber favours the Meteor as its Legion T2 air choice Removed caps on Meteor builds across all levels Meteors can be used to form bomber platoons Uber slightly more likely to use T2 Legion air Fixed Uber Air MLA not teching when it can't expand Uber places its orbital factories further away from Jigs and Rigs Uber won't send land scouts intended for mine spotting off scouting Uber will build a transport for Commander evac if it wants to run and its teleporter is about to run of energy Uber won't build a Tyr unless it has enough fabbers to do it quickly Uber less likely to build defences around a teleporter unless it has spotted a threat Uber only anticipates nukes on other worlds if it's likely someone is on that other world
Version 4.6.0 Uber no longer builds the Wyrm Fixed error where Uber Air MLA Commander was not properly building T1 air factories Uber more likely to build Phoenix Uber only builds fighters when alone if there is an air threat somewhere in the system Uber will use basic radar to support T1 artillery Ensure everything works as well as possible in a mixed faction shared army setup Fixed overproduction of Angels Fixed issue leading to little to no Kestrels at Gold and above Restored air dominance Uber requires before building Kestrels Uber no longer builds the Angel Uber Air favours the Zeus and Loki titans Gold and Platinum build less Angels
Version 4.7.0 Gold through Uber tech faster though Uber Rush remains unchanged Uber Tech has become Uber Orbital Uber Rush's one fabber preference no longer overridden Uber MLA will use a limited amount of T2 air Increased chance Uber Legion will use T2 air Uber Cautious correctly rushes orbital on multi-planet maps Every level will now use no more than one bomber group and one fighter group at a time Gold through Uber always use the largest fighter or bomber platoon possible Corrected error where Silver formed a bomber platoon smaller than it wanted to Uber uses less air scouts Uber uses less fighters to scout Uber won't scout a planet with Skitters or Investigators but will still send them to scout other planets
Version 4.8.0 Bronze Legion no longer spams OmniSilos Fixed Silver building less storage than intended Uber no longer builds the Meteor Uber builds the Salamander again Uber chooses between Salamander and Lockheed based on the AA types it has seen Fixed errors in number of Uber air scouts Corrected error which could cause Uber Legion to prematurely go T2 air Uber Legion gives priority to air scouts over combat units Uber Legion will scout with combat bots again Uber only uses Scorpion if it has seen bots otherwise it favours the Deathmark Uber won't build Fireflies if it doesn't need scouting intel Uber MLA only triggers its anti-bot behaviour on maps with land routes to the enemy Uber MLA will go T2 tanks against all bots in anticipation of advanced bots Uber won't build T2 tanks in areas with no land routes to the enemy Uber more flexible in where its land fabbers come from Uber will build Catapults to defend against tanks Uber uses Advanced Laser Defense Towers as an anti-bot weapons Uber counts Advanced Laser Defense towards total base defence rather than separately
If you play Queller at the lower levels I'd definitely like to get your feedback, especially on the difficulty curve and whether it ramps up the same in multi-planet as it does single.
Version 4.9.0 Moved Sparks and Monstrosities into the fast squad for land attacks Fixed error causing Uber to produce Deathmarks when it shouldn't Fixed errors in build condition names Correctly ignore Storms when considering Miniman ratios Update Uber Legion builds for Legion Expansion 1.0 Uber better about avoiding an early energy stall Uber uses an additional early fabber Reverted change to minimum distance from base required for MEX defences Uber Cautious starts with more fabbers Uber much more likely to build metal storage when required Increased chance of defences being built by MEX at Uber level when playing as Legion
How about an "Uber Random" for the upper levels? Changes each time you play so you never know if you are getting Uber Rush, Uber Tech etc.
I'm afraid there's no function that would allow that built-in to the AI, and implementing that is beyond my non-existent JS skills. If someone submits a pull request to GitHub with the feature then I'd check it out.