THIS MOD IS FOR SKIRMISH AND MULTIPLAYER ONLY, IT DOES NOT CHANGE GALACTIC WAR. IT HAS FULL SUPPORT FOR THE LEGION EXPANSION.

You can download Queller via the in-game Community Mods manager.

Queller is also available on github.

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.

FEEDBACK

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.

DIFFICULTY

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.

  • Casual
    • Economy first opening
    • One army
    • Techs as soon as possible
    • Goes orbital as soon as possible
    • Turtles
    • Poor troop selection
    • Doesn't scout
    • Doesn't react to what the enemy is doing
    • Loves fabbers
    • Loves static defence/offence
    • Poor use of fabbers
    • Poor economy handling
    • No micro
    • Terrible threat assessments
  • Bronze
    • Factory first opening
    • One army
    • Techs as soon as possible
    • Will go orbital if it can
    • Expands slowly
    • Poor troop selection
    • Barely scouts
    • Doesn't react to what the enemy is doing
    • Loves fabbers
    • Loves static defence/offence
    • Poor use of fabbers
    • Average economy handling
    • No micro
    • Terrible threat assessments
  • Silver
    • Factory first opening
    • Few armies
    • Will tech if it can
    • Will go orbital if it can
    • Expands slowly
    • Poor troop selection
    • Barely scouts
    • Doesn't react to what the enemy is doing
    • Likes fabbers
    • Likes static defence/offence
    • Average economy handling
    • Average micro
    • Poor threat assessments
  • Gold
    • Smart factory first opening
    • Some armies
    • Will tech if it can
    • Will go orbital if it can
    • Expands OK
    • OK troop selection
    • OK scouting
    • Some reaction to opponent's play
    • Dislikes fabbers
    • Appropriate use of static defence/offence
    • Average economy handling
    • Average micro
    • Good threat assessments
  • Platinum
    • Smart factory first opening
    • Numerous armies
    • Techs quickly
    • Goes orbital smartly
    • Expands quickly
    • Good troop selection
    • Smartly reacts to opponent's play
    • Good fabber to troop balance
    • Appropriate use of static defence/offence
    • Good economy handling
    • Best micro
    • Great threat assessments
  • Uber
    • Smart factory first opening
    • Unlimited armies
    • Techs smartly
    • Goes orbital smartly
    • Expands quickly
    • Best troop selection
    • Smartly reacts to opponent's play
    • Good fabber to troop balance
    • Appropriate use of static defence/offence
    • Best economy handling
    • Best micro
    • Best threat assessments
    • Will use eco bonuses better than other levels
    • Customise play through subpersonalities

SUBPERSONALITIES

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.

  • Aggressive
    • More willing to engage in battle
  • Air
    • Unrestricted air usage
  • Bot
    • Doesn't build vehicle factories
    • MLA will build a vehicle factory for Skitters if it detects the possibility of mines
  • Cautious
    • Looks for overwhelming odds in battle
    • Will get orbital as soon as possible on multi-planet systems
  • Land
    • Won't build naval factories
  • Naval
    • Attempts to build a naval factory first
    • Unrestricted naval usage
  • Orbital
    • Will get orbital as soon as possible on multi-planet systems
  • Rush
    • Favours bots
    • Techs late
  • Tank
    • Doesn't build bot factories
  • Tech
    • Will get T2 as soon as it can afford it

RECOMMENDED DIFFICULTY

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 |

MAP NOTES

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.


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Version 4.14.0 released

News
  • Fixed Ramparts getting built too close to one another at higher levels
  • Casual and Bronze now build the Typhoon
  • Bronze and Silver push faster to get an anti-nuke if there's a nuke threat
  • New amphibious platoon for mixed faction armies
  • Properly micro Stokes in their own platoon
  • Uber uses less Legion AA ships
  • Uber makes greater use of Catfish against naval threats
  • Fixed issue causing Uber Legion factories to pause production prior to enemy contact
  • Uber can use more fabbers to assist nuke production
  • Uber MLA can build tanks earlier
  • When unable to expand Platinum and Uber will tech if they haven't already
  • Uber Cautious less likely to scout in an antagonistic way
  • Changed how Uber Legion performs its initial scouting
  • Uber will use Skitter to scout if it hasn't found an enemy yet
  • Gold will scout with the Investigator
  • Uber no longer idles scouts sent to other planets
  • Uber builds Corsairs earlier
  • Smarter limit on the number of Talos built by Casual through Platinum
  • Platinum uses less Monstrosities
  • Gold no longer patrols all its Marauders when alone on a planet
Version 4.13.0 released

Version 4.13.0 released

News

Focus on bringing the Platinum difficulty more in line with human play

Version 4.12.3 released

Version 4.12.3 released

News

The Queller AI Client is no longer required and should be uninstalled.

Version 4.12.2 released

Version 4.12.2 released

News

Minor fixes in mod structure and vanilla AI handling

Version 4.12.0 released

Version 4.12.0 released

News

A focus on ensuring the continued proper differentiation of difficulty levels and smoothing out the curve a little. Silver is now more difficult.

Comments
scarts
scarts

Any chance to update this for titans expansion?

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quitchy Creator
quitchy

Yep. It's available now.

Reply Good karma+2 votes
scarts
scarts

Awesome thanks

Reply Good karma Bad karma+1 vote
Stuart98
Stuart98

Your news posts don't link to PAMM at all. Should probably do something about that.

Reply Good karma Bad karma-1 votes
quitchy Creator
quitchy

Why, are the news posts visible somewhere outside this page? AFAIK they aren't, so there doesn't seem to be a reason to link to PAMM in them.

Reply Good karma+2 votes
Stuart98
Stuart98

I don't really think you want everything in the mod description section; put it into a news post or something 'cause right now the mod page looks... bad.

Reply Good karma Bad karma-2 votes
quitchy Creator
quitchy

The mod page should be a description of the mod, which is what this is. The news page would be announcements of new releases and change logs.

Reply Good karma+3 votes
[RLM]Darksteel
[RLM]Darksteel

I disagree, I usually like it when people put it all up there.

Reply Good karma Bad karma+3 votes
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