THIS MOD IS FOR SKIRMISH AND MULTIPLAYER ONLY, IT DOES NOT CHANGE GALACTIC WAR. IT HAS FULL SUPPORT FOR THE LEGION EXPANSION.
I love AI. To put my old person comfy jumper on for a moment, back in the day I modded Total Annihilation's AI and ran a site called AI Central (WARNING: very 90's site design) for AI mods, and I ran an AI league for Kohan II to identify the best. I've been an enthusiast in AI for as long as I've been gaming. This Queller AI will be a continuation of my Queller AI for TA.
This mod is a total overhaul of the AI (as much as can be done with the exposed files) designed to leverage the systems sorian has created, while playing a game better suited to the meta. It is primarily designed with 1v1 in mind, but should prove to be an improvement in other modes too. It covers a wider range of difficulties than vanilla, from easier to harder, all of which play in a more humanlike fashion than their vanilla counterparts.
It's possible to re-enable shared armies for the AI in local games. Here's a guide on how to do so.
Want to make your own AI? I've written a guide to get you started.
Any feedback based on playing the AI is greatly appreciated. Please include a link to the game on PA Stats or the replay ID and any time codes of interest. Failing that, please provide the system name, the number of AIs, their difficulty setting, and which slot(s) the players occupied. Remember to set Local Server to OFF in settings otherwise you won't get an entry in PA Stats or a replay ID.
Be aware that Queller will produce more units and fabbers than the vanilla AI, especially on multi-planet systems. I have optimised the AI as best as I can, but it is a bigger performance hog than vanilla. If you are encountering performance issues try setting Local Server to OFF.
The difficulty levels are designed to reflect the dominant playstyle of each league. I'm always eager to garner feedback on any improvements that can be made here.
The only feedback which isn't useful is AI vs. AI feedback. Believe me, I see a million of these games. I want feedback from AI vs human games.
Queller offers a range of difficulties designed to try and mimic the style of human players at particular levels of play. Later in this readme you can find recommendations on which difficulty you should try.
By default, Queller at Uber level will adapt its play to try and suit the system and the opposition it faces. You can use subpersonalities to customise Queller's game to your liking, or help it play better where it's making poor strategy choices.
Below are recommendations for the difficulty and eco modifiers you should use.
| Vanilla | Queller | Eco | | ---------- | ------- | --- | | Normal | Bronze | 1.0 | | Hard | Silver | 1.0 | | Relentless | Gold | 0.8 | | Absurd | Gold | 1.0 | | League | Placement | Difficulty | Eco | | -------- | --------- | ---------- | --- | | Bronze | Low | Bronze | 1.0 | | Bronze | High | Silver | 1.0 | | Silver | Low | Gold | 1.0 | | Silver | Mid | Platinum | 1.0 | | Silver | High | Uber | 1.0 | | Gold | Low | Uber | 1.3 | | Gold | High | Uber | 1.6 | | Platinum | Any | Uber | 1.9 | | Uber | Any | Uber | 2.2 |
The spawn the AI starts in and the profile used can make a big difference, even for symmetrical 1v1s. If you find the AI too easy on a map, try a different spawn point for it.
A focus on ensuring the continued proper differentiation of difficulty levels and smoothing out the curve a little. Silver is now more difficult.
Lots of fixes, a focus on performance improvements, some tightening of Uber's game, and a big change to platoon caps
A number of errors have been picked up and corrected, primarily in the sub-personalities.
Major change to the MLA's T1 game at the Uber level. Other big change is to low level orbital play.
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