Queller uses the old method of forming platoons, which is looking at the overall threat and then setting a minimum number of troops required before it will begin searching for a target. This leads to a more humanlike approach where you have small numbers of blobs moving around. Earlier this year the vanilla AI was changed from this method to one where it has no platoon minimums (sort of) and leans much more heavily on the neural net. This leads to a lot more map activity, with large numbers of smaller platoons moving around. Generally this makes for good raiding and poor army conservation. My experience has been it works really well against other AIs, but not so good against human players who build defences at expansion points. However, all Aggressive is is an over-confident Uber, which at this stage simply seems to be an inferior Uber that doesn't really add anything of value to the selections, hence my thinking of replacing it with Neural, which plays differently yet also potentially applies more pressure. EDIT: Aggressive can also open double-bot.
No, it would be a direct replacement i.e. Uber Neural would become Uber Aggressive, removing the current Aggressive profile.
Pretty much spot on. Aggressive is buggy compared to Neural and Rush. AI is always going for the same strat with big pushes where Neural and Rush do better at aggressive that "aggressive AI". Neural goes for the base while Rush goes for expos. Rush is harder than Neural tho, starts faster with attacks. It is seriously hard to break them at 1.5x eco modifiers.
Would be interested to hear how Uber compares to Uber Neural, especially when compared across light and heavy CSG maps. The map can heavily influence the AI, especially when you're on a map with easily identifiable chokes between the bases versus a map which is wide open. Vanilla just abandoned the old way, and I was toying for a while with doing the same, but testing suggested that the old way worked better in more situations than not. I'm still always open to just making Neural the main branch though as it gives the AI more flexibility. I'll likely switch Aggressive for Neural, and then run a lot more testing on whether it should receive a wider deployment.
Version 4.47.0 - 2019-07-13 Cleaned up some unnecessary personality duplication Removed Uber Aggressive Uber Neural renamed Uber Aggressive
Version 4.48.0 - 2019-07-14 Added Turkish (tr-TR) translations with thanks to fera Uber Aggressive now named Uber 1v1
Version 4.49.0 - 2019-07-18 Uber Bot and Uber Rush can now start double bot Updated Turkish (tr-TR) translation Tidied up the formation of orbital platoons Corrected an issue that was causing Uber to go orbital much later than it should Updated Uber to ensure similar timing issues weren't occurring elsewhere Updated Uber 1v1 and Uber Rush to ensure they don't prematurely enter orbital now the timing issues are fixed Uber no longer attacks with Icarus as they would merge with bomber platoons and slow them down Uber and its subpersonalities now use the same approach for most land platoons as the base game AI Resolve issue where too many land platoons could be sent off world during an enemy invasion Only build troops and factories for other planets if those planets can receive them Improved Uber's checks on when to build a Unit Cannon Uber responds faster to nukes when the Commander is in danger Corrected error in Uber's Scythe build when responding to air threats Corrected error in Uber's Praetorian build when responding to air titans Improved reliability of Uber's anti-nuke builds to protect the Commander Uber is less panicked by minor orbital threats Updated new Uber platoons to more closely align them to the old Uber platoon squad assignments Removed the tank opening from Uber FFA Uber Bot and Uber Tank don't check whether they can form platoons of the other's type
Version 4.49.1 - 2019-07-19 Changed again how Uber decides when to build a Unit Cannon Fixed Uber using the wrong platoons
Updated the eco modifier recommendations for players at the Platinum and Uber league level due to Queller's improved level of play.
Version 4.50.0 - 2019-07-24 Expanded naval factory builds to encompass all fabbers Uber uses more land scouts and combat fabbers once it has confirmed the existence of mines Slight improvement of mine vision distribution among platoons Uber Naval will use Investigators to spot mines Uber recognises that Investigators built to sweep mines are amphibious Properly attempt to exclude hover tanks from land attack platoons Uber builds Catapults in bases under naval threat Uber prioritises building a naval factory when the enemy has naval and it doesn't Removed island torpedo launcher builds to avoid builds too far inland
Version 4.51.0 - 2019-09-04 Further fiddling of Uber's Unit Cannons. We're rearranging the deck chairs, people! Uber won't build up factory infrastructure on an asteroid if an ally has an engine Uber more likely to assist builds on asteroids Added support for the Stryker Uber completely avoids Skitters for scouting if it has Fireflies
I have a question about Queller and default AI. Does the default AI (GW Overhaul) use unit groups when it decides to attack similary to how Queller does? I ve only seen the default AI flood the units in one by one. Maybe need to increase the difficulty though.
Queller at Uber difficulty uses roughly similar logic to the base game AI for setting up land platoons, though the composition of those platoons is a little different. At lower difficulties Queller uses an older approach.
Version 4.53.0 - 2019-11-19 Uber makes greater use of the Horsefly Silver through Uber will now build the Typhoon
Version 4.54.0 - 2019-11-23 Stop Uber immediately moving an orbital fabber away from a planet it just arrived at Don't run teleporter checks on gas giants Uber will switch off land and air factories on planets it owns if it cannot afford to run them