![]() * one occasion, spawned near water and each built a single naval yard from which they massed tier 1 boats but issued no attack orders, creating zones of denial centered around their respective naval yards until overwhelmed by opposing ground forces. * move commanders very little, perhaps only in response to direct attacks ![]() * XOV commander model (hopefully extraneous)Īt the point I'm at all available maps have three opponents. Summarily, my guess is that AI commander allies don't know how to handle the default technology available to the Orbital Commander loadout. Hi, I think I have a bug to report (otherwise a design complaint). Decreased the starting eco of Casual and Bronze.FFAs will sometimes be 4-way instead of 3-way.Lower chance of a FFA at Uber difficulty.Higher chance of a FFA at Casual, Bronze, Silver and Gold difficulties.The additional faction in a FFA has less Commanders.Tried to improve the clarity of the difficulty tooltip for players for whom English is a second language.Fixed a bug in the base game causing the General Commander's Sub Commanders to sometimes have an eco modifier applied.Fixed the enemy system owner sometimes spawning with multiple Commanders.Galaxy size no longer has any effect on the chance of a FFA occuring.Updated some personality names to prevent word wrapping with new fonts. ![]() Added a custom difficulty to allow you to configure all the difficulty settings.wondible, who continues to be amazing with his JavaScript support.Use Quit then Return to Galactic War to workaround this. Continue War does not continue the war if more than one enemy faction remains alive.In the case of bosses it allows them to very quickly connect multiple planets. This provides them more additional build power and more lives. Why am I seeing multiple Commanders for a single enemy army?īoth bosses and FFA factions will use Shared Armies to allow for multiple Commanders within a single army. Many changes will only apply to new wars. Why am I not seeing the latest changes in my war? I felt it was pointless to create a model where each battle is easier than the last. No, some are objectively stupider than others. Will Sub Commanders fighting for me have the same personality if I fight against them? They were removed to make space for planetary intelligence. Queller won't break this mod, it simply won't be used. Some are better than others and it's up to you to figure out which. Personality: the playstyle adopted by the Commander.This increases the deeper you proceed into the galaxy. Threat Level: based on the total eco score of all enemies.System Area: the total surface size of all planets, excluding gas giants.Remembers the settings from the last difficulty level selectedĮach system will display four pieces of information:.Adjust all the settings to suit your desired challenge.Eco remains the same throughout the campaign.Additional Commanders appear early in galaxy.Additional Commanders appear late in galaxy.DifficultyĮach difficulty describes the enemy AI behaviour and handicaps Sub Commanders are not impacted by difficulty. Please help translate Galactic War AI Overhaul to your local language. This mod can be installed via the Planetary Annihilation: TITANS in-game Community Mod manager. Added planetary intelligence to allow you to make meaningful decisions on the galactic mapīe sure to check out my guide on adding more maps to Galactic War to enhance the experience further.Bosses are distinctly more difficult than the surrounding systems.Adds the possibility of multiple factions in a system and a FFA occuring.Six new difficulties suitable for anyone from a new player to a veteran of the game.Fight according to their faction's preferred style.It changes the following elements of Galactic War: This mod works with both Planetary Annihilation and Planetary Annihilation: TITANS. ![]() Buy PAĭedicated / Custom / WAN / LAN / Local Serversĭealing with Crashes? UPDATE YOUR DRIVERS Rule 4: Issue reports and discussion about defects will be removed. Planetary Annihilation: TITANS & Classic PA
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