AI Wave Survival Mod Information
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This is a guide for AI Wave Survival, a mod that turns any map into a survival map. The mod can spawn waves of land, air, and navy units. It works with unit packs, such as BlackOps, Total Mayhem, and should work with most others. Features boss units, special units for defenders, and endgame events.
IMPORTANT: The mod often DESYNCS immediately after starting. This is a FALSE DESYNC and can be ignored. It should not affect the gameplay. Players redownloading all mods used by host usually clears up any desyncs and reduces chances of freezes and crashes.
To Play Survival: Set at least one AI/Human to "HQ Spawn Spot". More than one AI/Human can be on the HQ team. Set Humans/AI to another team or teams (can have multiple teams for Verses Survival matches). Make sure in Map Options that Civilians are set to “Default” or the mod won’t work. Recommended that AI Unit Cap be set to 2000.
To Play Survival Versus: Under WIN/LOSE/VERSUS SETTINGS, set "Versus Survival On/Off" option to On. This mode requires at least 3 Teams (One HQ Team and two or more other teams/FFA). Eliminating all other non-HQ Teams will cause HQ to suicide and declare last Team winner.
NOTE: Setting "Versus Survival On/Off" to Off requires killing HQ to win.Notes:
- Mod has an included AI, titled AI_WaveSurvival. This AI will build nothing; do not use if you want HQ AI to base build. The AI also will not interfere with wave attack scripts, providing the best survival experience, and will give the best SIM speed of any AI.
- Mod has been primarily tested with Uveso AI, which is the recommended AI to use if Base Building is on. Using a different AI can result in different Wave Behavior. For example, M27 AI often holds waves back until it has overwhelming forces.
- HQ Spawn is set under "HQ Spawn Spot". Can be either AI or Human player. HQ Player can have AI/Human Allies that will die if HQ is destroyed.
- By setting the HQ Spawn Position, teams can be any combination of players.
- A 2nd Spawn Point can be set under "2nd Spawn Spot (Optional)". Allows for waves from more than one spawn location. 2nd spawn needs an AI/Player in spot to work. Player can be killed off on spawn, under Base Building settings. Destroying building at 2nd Spawn will disable spawn point.
- Mod supports up to 4 Spawn Points. Two for HQ and two for 2nd Spawn, allowing for waves to come from up to 4 directions.
- Some maps may have scripts that can interfere with the mod.
For example, the Helms Deep map does not spawn the HQ where the Player Slot designates.Helms Deep map bug found, with easy solution. Example: If HQ player is set to Player 5 in Lobby, set HQ to Player 6 in Map Options. Same applies to 2nd Spawn, add +1 to Player Position in map options. Special Case: Player 12 in Lobby loops around and becomes Player 1 in Map Options. - Defeat conditions can be set independently for players fighting the HQ and players allied with the HQ. For example, one can set so teams fighting the HQ must be completely destroyed, while allied players can be Assassinated.
----How to Configure a Survival Game----
Step 1: Decide Where You Want HQ and Other Spawns
Step 2: Setting an HQ Player:
Step 3: Setting a 2nd Spawn Player (Optional):
----How to Configure Multiple Spawns----
Step 1:
Step 2:
----How to Configure Versus Survival----
Step 1: Requires 2 or More Teams AND an HQ Team
Step 2: Set HQ Spawn, other Spawns Optional
Step 3: Eliminate HQ Required or Not
MOD OPTIONS:
UEF RACE On/Off, CYBRAN RACE On/Off, AEON RACE On/Off, SERAPHIM RACE On/Off, NOMADS RACE On/Off:- Sets what races will spawn in waves. Any combination of races can be set. Nomads is supported, but as Nomads is no longer being updated, some bugs/crashes have been reported when using.
-HQ SETTINGS-
HQ Spawn Spot:
Sets which Player spawns with HQ. Setting spawn spot is required for games with more than 2 teams, and highly recommended for all games for best performance. "Random" will choose a random player on SMALLEST team (Random only supports two teams). Can be AI or Human Player.
HQ Health (millions):
Set the MainBuilding HP (millions).
HQ Alternate Spawn (Optional):
Will spawn half of Land/Air/Bosses/Dooms/ACU Hunter Waves from alternate spawn. Destroying will disable Alternate, damage HQ, and trigger a random retaliation. If no Base Building wanted, use the AI option AI_WaveSurvival, which will build nothing.
HQ Alternate Health:
-Sets health of the Alternate Spawn. Can be set Invulnerable.
HQ Shields/SMD/TMD Defenses:
Sets what tier Shields, SMD, and TMD spawn around HQ. S2-Tier are all Guardians. S1-Tier are Guardian Shields/TMD and Advanced SMD. AAA-Tier are Guardian Shields/SMD and Vanilla TMD. AA-Tier are Advanced Shields and Guardian SMD/TMD. A-Tier are Advanced Shields/SMD and Guardian TMD. B-Tier are Advanced Shields/SMD and Vanilla TMD. C-Tier are Vanilla Shields/SMD/TMD.
NOTE: Advanced Shields are 2/3rd's the strength of Guardians and can spawn on water. Advanced SMD hold many fewer anti-nukes than Guardian SMD and build slower.
HQ Point Defenses:
-Sets what tier PD/AA spawn around HQ. S-Tier are all Guardians. A-Tier are Universal PD. B-Tier are Vanilla T3 PD. C-Tier are Vanilla T2 PD.
HQ/2ndSpawn Base Building On/Off:
Sets if AI/Human HQ Player can build base and units or not. Disabling removes some of the random challenge and also can speed up sim speed. Will kill HQ Player's ACU on start, or 2nd Spawn Player. Doesn't affect other players.-2ND SPAWN SETTINGS-
(2nd Spawn is OPTIONAL)
2nd Spawn Spot (Optional):
Allows waves to spawn from a secondary spawn point; slot must have an AI/Human to function (Player can be force killed under 'HQ/2ndSpawn Base Building On/Off' Option). Does not increase wave sizes, but splits total units between the points. If destroyed, spawn reverts to HQ. Does not affect End Game bosses, which only spawn from HQ.
2nd Spawn Health (millions):
Set the 2nd Spawn HP (millions).
2nd Spawn Alternate (Optional):
Will spawn half of Land/Air Waves from alternate spawn. Destroying will disable Alternate, damage HQ, and trigger a random retaliation. Disabled if 2nd Spawn is destroyed. If no Base Building wanted at spot, use the AI option AI_WaveSurvival, which will build nothing.
2nd Spawn Alternate Health:
-Sets health of the Alternate Spawn. Can be set Invulnerable. Will be disabled, even in invulnerable, if 2nd Spawn is destroyed.
2nd Spawn Shields/SMD Defenses:
Sets what tier Shields, SMD, and TMD spawn around 2nd Spawn. SS-Tier are all Guardians. S-Tier are Guardian Shields/TMD and Advanced SMD. AAA-Tier are Guardian Shields/SMD and Vanilla TMD. AA-Tier are Advanced Shields and Guardian SMD/TMD. A-Tier are Advanced Shields/SMD and Guardian TMD. B-Tier are Advanced Shields/SMD and Vanilla TMD. C-Tier are Vanilla Shields/SMD/TMD.
NOTE: Advanced Shields are 2/3rd's the strength of Guardians and can spawn on water. Advanced SMD hold many fewer anti-nukes than Guardian SMD and build slower.
2nd Spawn Point Defenses:
Sets what tier PD/AA spawn around 2nd Spawn. S-Tier are all Guardians. A-Tier are Universal PD. B-Tier are Vanilla T3 PD. C-Tier are Vanilla T2 PD.
1a. 2nd Spawn Land Percent:
Allows land waves to spawn from a secondary spawn point. Does not increase wave sizes, but splits total units between the points.
1b. Recover Land to HQ Spawn:
If 2nd Spawn Building is destroyed, will set what % of Land Units spawned by 2nd Spawn will respawn at HQ.
2a. Secondary Air Spawn Percent:
Allows air waves to spawn from a secondary spawn point. Does not increase wave sizes, but splits total units between the points.
2b. Recover Air to HQ Spawn:
If 2nd Spawn Building is destroyed, will set what % of Air Units spawned by 2nd Spawn will respawn at HQ.
3a. Secondary Navy Spawn Percent:
Allows navy waves to spawn from a secondary spawn point. Does not increase wave sizes, but splits total units between the points.
3b. Recover Navy to HQ Spawn:
If 2nd Spawn Building is destroyed, will set what % of Navy Units spawned by 2nd Spawn will respawn at HQ.-SALVATION PLAYER-
Salvation Player Slot:
Salvation Player can save team through sacrifice. The death/suicide of their ACU will trigger entire wave to self-destruct. Can be set to Random. A message at start will show team who is Salvation Player.
Salvation Destruction:
Sets what units will die when Salvation is triggered. Can be set to kill all, spare Dooms, or spare Dooms and T4 units.-WIN/LOSE/VERSUS SETTINGS-
Hold to Win On/Off:
Set Win Condition. Kill HQ to Win or set Survival Time after ENDGAME starts and Hold to Win. If set to Off, MUST kill HQ to win.
Hold to Win Torp Bombers:
If Hold to Win is on, enables an extremely powerful ACU Hunting Torp Bomber. No more hiding in water to win! Torp Bombers only spawn within set time and if Commanders and SACUs are detected in water. Number of bombers that spawn depend on total Commanders in water, and spawn repeats every 2 minutes.
Defeat Conditions:
Sets what conditions teams fighting the HQ can be defeated.
-Assassinate All ACUs Defeat: Special defeat condition, if all ACU's fighting HQ are destroyed, then all players die.
-Supremacy Defeat/Assassinate Defeat/Annihilation Defeat: Same as default game, and applies to individual players. Does not apply to any players allied with HQ Player.
HQ Allies Defeat Conditions:
Additional Defeat conditions for players allied with HQ. Only affects HQ Allies. Destroying HQ will always eliminate all HQ Allies. The Defeat Conditions are the same as the normal conditions in Supreme Commander, Assassination/Supremacy/Annihilation.
-HQ Allies Kill All ACUs Defeat: Special defeat setting, must kill all Allied ACU's to eliminate HQ allied players.
Versus Survival On/Off:
'Versus Survival On' option will destroy HQ and any HQ Allies seconds after one team/player vanquishes all other opposition. 'Versus Survival Off' requires HQ being destroyed to win game. This option requires HQ Team plus 2 or more teams (3+ Teams Total) or HQ will suicide on start.
-NOTE: Leave Versus Survival OFF if playing survival with only HQ Team and Survivors Team
Versus Suicide Timer:
Useful if HQ Player is a Human Player. Only affects spawned units. Will kill units after the set amount of time after they spawn. Air suicides in 1x Minutes, Land/Navy in 1.5x Minutes, Bosses in 2x Minutes. Special Bosses spawned to counter Yolonas do not suicide. Forces Human HQ Players to attack or can be used to clear stuck units. If units are transferred to an allied player, will prevent suicide.
-NOTE: Meant for Versus Survival with a Human HQ Player, but can be used with AI.-WAVE SETUP-
Wave Style:
-Even Attack Waves: Runs a script that forces spawned units to attack all players, fairly equally. Waves will attack even rear players, storming through other players’ bases to reach. Plays like a regular survival.
-Dynamic Attack Waves: Waves dynamically target players and defenses. Stronger players will see an increased percentage of units headed their way.
-AI/Human Controlled: Disables attack scripts and lets AI/Humans control waves as they sees fit. Different AI’s will use units how they are programmed. Usually AI’s will horde units until they have overwhelming force. This option can be used to give “reinforcements” to AI players, making them more aggressive and dangerous. M27 AI is especially challenging with the mod and small numbers of reinforcements.
-Human with AI Assist: For Human HQ players that want some help. Spawned units will receive initial attack orders, but no further orders after reaching their target. If waves are redirected by player, they will obey the player's orders. Any new units built by Human players will not be redirected by scripts. AI's can also use this script, which usually make them more aggressive than when having full control.
1a: Build Time (mins):
Set the Waves Start Time(mins).
1b: Air Delay Spawn Time:
Adds more time to when Air begins to spawn. Delays tech level (Starts at T1). Will start at T2 if Tech 2 Wave Start is on.
1c: Naval Delay Spawn Time:
Adds more time to when Navy begins to spawn. Delays tech level (Starts as T1). Will start at T2 if Tech 2 Wave Start is on.
2: Delay between Waves (mins):
Sets delay between Waves (mins). Very big waves need longer delay or may not spawn.
3a: Hold Until (mins):
Time till Endgame (mins).
3b: Single Wave Break:
Creates a break in waves at 70% of HoldTime. Allows for preparing for endgame or a counter attack.
4: Wave Tech Progression:
Waves T1/T2/T3 Progression. 0.8 = 20% Faster, 0.9 = 10% Faster, 1.1 = 10% Slower, 1.2 = 20% Slower, etc.
5: Start Waves at Tech 2:
Sets if Land/Air/Naval waves start at Tech2. Good for 20km maps or faster starts.
6a: LAND UNITS Per Player:
Number of Land Units Per Player.
6b: LAND Amphibious/AntiAir On/Off:
Sets if AntiAir units or Amphibious/Hover units will spawn in land waves. No AntiAir = Removes all AA. Amphibious = Only units that can cross water.
6c: LAND Wave Size Multiply:
Will increase or decrease the size of waves as game progresses. Can start with huge lower tech waves or have waves increase in size as game progresses.
6d: LAND Experimental/Boss Frequency:
Will increase or decrease spawn rate of Land Experimentals and Mini Bosses.
7a: AIR UNITS Per Player:
Number of Air Units Per Player.
7b: AIR ASF & Torp Bombers On/Off:
Sets if Air Superior Fighters and Torp Bombers spawn. Off = No ASF or Torp Bombers.
7c: AIR Wave Size Multiply:
Will increase or decrease the size of waves as game progresses. Can start with huge lower tech waves or have waves increase in size as game progresses. Syncs with Air Delay (if on), so first value applies to start of Air waves.
7d: AIR Experimental/Boss Frequency:
Will increase or decrease spawn rate of Air Experimentals and Mini Bosses.
8a: NAVY UNITS Per Player:
Number of Air Units Per Player.
8b: NAVY Wave Size Multiply:
Will increase or decrease the size of waves as game progresses. Can start with huge lower tech waves or have waves increase in size as game progresses. Syncs with Navy Delay (if on), so first value applies to start of Navy waves.
8c: NAVY Experimental Frequency:
Will increase or decrease spawn rate of Navy Experimentals.
9: Land/Air/Navy Experimentals On/Off:
Sets if Experimentals will spawn in Land/Air/Naval waves.
10: Special Option for Unit Packs:
-Enables the ability to adjust the spawn rate of T1/T2/T3 Experimentals in Unit Packs. Or can be left off and the units will spawn at random.
10a: Land T1/T2/T3 Experimental Frequency:
-Sets the Spawn Rate for Land units. The default percentage of 100 translates to 25% in game, with increments of 2.5% chance. The Experimental spawn rate increases as game progresses.
10b: Air T1/T2/T3 Experimental Frequency:
-Sets the Spawn Rate for Air units. The default percentage of 100 translates to 25% in game, with increments of 2.5% chance. The Experimental spawn rate increases as game progresses.
10c: Navy T1/T2/T3 Experimental Frequency:
-Sets the Spawn Rate for Navy units. The default percentage of 100 translates to 25% in game, with increments of 2.5% chance. The Experimental spawn rate increases as game progresses.-SPEED/HP SETTINGS-
BOOST: HP Bonus:
HP Bonus increseas per second of game time. Bonus is further multipled as game progresses Beginning/Middle/Final/Endless. Land/Air x0.5/1/1.5/2, Navy x1/1.5/2/2.5 EXAMPLE: HP Bonus = 1, HoldTime = 30mins, Land Units Bonus = 0.5hp/s 1st 10mins, 1hp/s 2nd 10mins, 1.5hp/s 3rd 10mins, 2hp/s in Endless
BOOST: Incremental Speed:
Increase Unit's Speed every Wave. Example: 0.05 = 5% Bonus. Land receives 100% bonus, Air/Navy receives 50%, EndBoss receives 30%
BOOST: Single SpeedBoost:
Increases enemy speed once. Example: 0.05 = 5% Bonus. Land receives 100% bonus, Air/Navy receives 50%, EndBoss receives 30%
BOOST: Damage Amplification:
Will activate a Damage Boost for all units, once Teams start producing enough mass, 250 Mass * Number_of_Players (HQ and HQ Allies do not count). Damage Boost increases based on Team mass production (default is 1 point Damage per 100 mass produced). Paragons greatly increase damage output, for each Paragon built. Boss Units gain 4x the Damage Boost.-AIRDROPS-
DROPS: Airdrops On/Off:
Sets if Air Drops are on and how frequent they occur. Transports are affected by the Wave Tech Delay (delays/speeds up tech progression) setting and Start Waves T2 setting (skips T1).
DROPS: Airdrops per Wave:
Sets how many transports spawn per wave.
DROPS: Airdrops Wave Multiply:
Will increase or decrease the size of waves as game progresses.
DROPS: Airdrops Start Time:
Sets the time after Holdtime begins that Transports will start.
DROPS: Airdrops End Time:
Sets the time after Endgame begins that Transports will stop. Endless means transports never stop spawning.
DROPS: Airdrops Unit Types:
Sets the time after Holdtime begins that Transports will start.
DROPS: Airdrops RAMBOS:
Sets if Transports will drop SACU Rambo units.
DROPS: Airdrops Experimentals:
Sets if Transports will drop T4 units. Transports only carry one T4 unit at a time. Sets the frequency of the occurrence.
DROPS: Airdrops Spawn Location:
Sets where Transports will spawn in from.-EXTRA WAVES/RESPONSE-
1: Minor Boss Units On/Off:
Sets if Minor Land or Air Boss units spawn. Extra options add even more minor boss units that increase based on game enders. Extra Boss units WILL SPAWN even if Land/Air waves off.
2a: AntiAir Response Wave:
Sets if Mini-CZARs (NOMANDERS) will spawn in response to Air Power. Size of waves can be adjusted.
2b: Extra ASF:
Sets if extra ASF will spawn and attack enemy air. Works independent of Anti-Air Response Wave (NOMANDERS). Spawns with air waves. Defaults are 1 ASF every two Gunships/Bombers, 1 ASF every four ASF, and 5 ASF every T4 Air.
3: ACU Hunters:
Spawns dedicated ACU and SACU hunters. Modified BRICKS, they are fast, High DPS, and explosive. Effective in water and on land. The more SACUs, the more Hunters.
4a: Paragon Punishment:
Starting a Paragon immediately triggers nukes (unless Paragon Nuke is Off), and then increases boss health and nukes per strike every X minutes. Setting to Off disables the script, including early nuke strikes.
4b: Paragon Nuke:
Sets if starting a Paragon will immediately trigger nukes. Paragon Punishment option must be On. Offensive Nukes option must be on.
5: Yolona+Artillery Response:
Sets if HQ will retaliate against Yolonas and T3/T4 Artillery.
SB1: Spawn Support Bases:
Spawns Support Bases between HQ Player and enemy players. Bases spawn defensive structures every 4.5 mins until destroyed. Killing a Base will trigger random events, both good and bad. Destroying all secondary structures will spawn reinforcements (if on) and power stall the HQ Player.
SB2: Support Bases Multiplier:
Adjust to have more or fewer support bases! Bases are based on the number of players, rounded up, Bases = 1 + (Player Count / 2) * Modifier. Minimum count is 3 bases, and Maximum Count is 16 bases, regardless.
SB3: Nuke Retaliation:
Sets if Nuclear Strikes will be one of the retaliation scripts. Note: A nuclear strike will never be triggered by the destruction of the first Support Base.
SB4: HQ Player Power Stall:
Sets the duration for how long the HQ Player will Power Stall if all Secondary Buildings are destroyed. Power Stalling will disable all shields and any weapons that need power. If the HQ Player builds a Paragon, they will not power stall.
SB5: Rift Orbs:
Enables Support Bases to deploy Rift Orbs, which will spawn additional units to attack players. Rift Orbs are deployed on EMP Nukes vulnerable to SMD. Every Support Base can support one Rift Orb. Rifts that are destroyed will eventually be redeployed. Any undeployed Rift Orbs are launched at Endgame. Rifts spawn more units based on team strength and building Endgamers.-ENDGAME SETTINGS-
1a: Endless Land/Air/Navy Waves:
Regular waves and Minor Bosses continue till HQ destroyed.
1b: Endless Delay (Mins):
Adds addition time to Delay Between Waves once past Hold Time and if Endless Waves are on. (Does not affect Final Boss Waves)
2a: BOSS LAND Units:
Adjust size of Land Boss Wave. Turn on Endless Boss Waves for repeat waves.
2b: BOSS AIR Units:
Adjust size of Air Boss Wave. Turn on Endless Boss Waves for repeat waves.
2c: BOSS Endless Final Wave:
Boss wave will continue till HQ destroyed. Off = Boss Wave won't repeat.
3a: ARTILLERY Endgame On/Off:
Turns Endgame Artillery On/Off
3b: ARTILLERY Endgame Spawn Time:
Spawns x Mins after Hold Time
3c: ARTILLERY EndGame Type:
Choose what type of artillery spawns for endgame. The Guardian Artillery has T3 level damage and T4 level range; it is an alternative to artillery such as the Mavor for use on 20km+ maps.
4a: DOOM EndGame Wave:
A wave of T5 units that, when defeated damage the HQ health. Sets the size of the initial Doom Wave. Setting to "Off" will disable the waves completely. Waves respawn after 1 minute.
4b: DOOM HQ Damage:
Sets the % health the HQ will lose every time a Doom Wave is defeated. Can be set anywhere between zero and 100%.
4c: DOOM Wave +/-:
Causes waves to increase or decrease in size when respawning. Start with a large Doom Wave, and then have it grow weaker as the HQ is damaged. Or have it grow stronger!
4d: DOOM Minimum Wave Size:
Set a minimum wave size. The smallest the waves will get!
4e: DOOM Maximum Wave Size:
Set a maximum wave size. The largest the waves will get!
4f: DOOM Health Boost:
If the Dooms just aren't tough enough for you, feel free to boost their base health by up to 1000%. Dooms also receive health, damage, and speed boosts from the standard BOOST settings.
4g: DOOM Storm Spawn:
Adjusts number of random electric storms around the map whenever a Doom Wave is defeated. There is a 60% chance storms will spawn after every wave. Default storm spawn numbers are 15 on 20+km maps, 8 on 10km maps, and 5 on 5km maps.
4h: DOOM Crawlers On/Off:
Enable/Disable Doom Megas and Doom Fatboys from spawning in Doom Waves.
4i: DOOM Walkers On/Off:
Enable/Disable Doom Colossus and Doom Ythotha from spawning in Doom Waves.
5a: Allied Reinforcements:
Spawns allied forces for player. Must destroy Secondary Objectives or survive to end of Hold Time to spawn. Allies are randomly distributed among players.
5b: Allied Force Multiplier:
Multiplies the number of Allies that spawn for the teams fighting the HQ. Allies are randomly distributed among players.-ECO BOOST SETTINGS-
ECO 1: Starting ACU EcoBoost, 0 = Off:
Sets Mass and Energy of all ACU not allied with HQ. Starts 20 seconds after game begins. Will override RAS, unless off. 0 = Off
NOTE: Mass = Value * 1, Energy = Value * 100
ECO 2a: Endgame EcoBoost, 0 = Off:
Sets Mass and Energy of Human ACU for Endgame. Activates the set time before Endgame stage. Works even if Starting ACU EcoBoost is Off. 0 = Off
NOTE: Works independent of Starting ACU EcoBoost
ECO 2b: Endgame EcoBoost Start Time:
Sets how many Minutes before end of Hold Time that Endgame EcoBoost Starts.
ECO 3: HQ Allies EcoBoost, 0 = Off:
Grants an EcoBoost to any Allies of the HQ Player. Only affects Allied ACUs, not the HQ Player's ACU. 0 = Off
ECO 4a: Wreck Removal:
Sets how long wrecks stick around for reclaim, in seconds. Setting to 1 sec clears wrecks almost immediately. Good if you want to play with No Air Crash mod.
ECO 4b: Wreck Reclaim Rate:
Sets how quickly wrecks are reclaimed. Make it harder or easier to reclaim!
ECO 5a: HQ Mass Production:
Mass Generated by HQ for AI. HQ produces 10000 after Hold Time ends.
ECO 5b: HQ Energy Production:
Energy Generated by HQ for AI. HQ produces 1000000 after Hold Time ends.-NUKE STRIKE SETTINGS-
NUKE: Strikes On/Off:
Turns scripted Nukes off. Offensive target player bases. Defensive target units too close to HQ. AI may still build nukes.
NUKE: Strikes Start Time:
When Nuke Strikes Start, as a Percentage of Hold Time. Default is 0.85, which is 85%.
NUKE: Strike Frequency:
Delays the random time of potential strikes. Lowest value is once every 5 to 6 minutes.
NUKE: Nukes Per Strike:
Increases the random amount of nukes fired from various events. Recommend 1-2 SMD per player per level selected.
NUKE: Increase Nukes Per Strike:
Will increase the nuke count after every strike.
NUKE: Nuclear Overwhelm:
Works independant of other scripts in NUKE STRIKES. Increases the number of nukes fired per every PAIR (2) of players for every X minutes of time after Waves start. You WILL eventually be overwhelmed.-BUILD RESTRICTIONS-
BUILD: Max Hives Per Player:
Set the Max Number of Hives for each Player.
BUILD: Paragon On/Off:
Sets if Paragon is available at start of game, at midgame (70% of HoldTime), or completely disabled.
BUILD: Yolona On/Off:
Sets if Yolona is available at start of game, at midgame (70% of HoldTime), or completely disabled.
BUILD: T4AA + EMP Tacs On/Off:
Sets if T4AA and/or EMP Tacs will become available later in the game. T4AA is available at 50% HoldTime, EMP Tacs at 60% HoldTime.
BUILD: Buildable Arty/Nukes/Sat:
Sets if/when T3/T4 Artillery, T3 Nukes, UEF Sat, and Strategic Subs/Battelship are buildable. Good for Survival Versus to delay rushing Nukes and Artillery.
BUILD: HQ Allies Restrictions:
Sets if players allied with HQ can build Mass Fabs, RAS Subcoms, and the special T4 Weapons included with AI Wave Survival.-SPECIAL SETTINGS-
Land Crazy Mode:
Restrict Land Waves to only spawn a single Tech Level!
Air Crazy Mode:
Restrict Air Waves to only spawn a single Tech Level!
Navy Crazy Mode:
Restrict Navy Waves to only spawn a single Tech Level!Dawn Survival Map:
-An adaptation of Dawn, to work as a survival map for AI Wave Survival. Can also be configured to be a Survival Versus with two teams of 6.Griffin Survival Map:
-An adaptation of Griffin, to work as a survival map for AI Wave Survival. Can also be configured to be a Survival Versus with three teams of 3. -
Since there are a ton of options and lots of ways to configure the mod, these are usually the base settings I use:
Playing with an Uveso-AI:
Continuous Waves
Delay between Waves: 2 or 2.25 mins
Hold Time: 30 mins
Units per Player (combined Land, Air, and Sea):
10 or less = Easy
11 to 15 = Moderate
16 to 20 = Hard
Experimental/Boss Frequency:
These settings have a huge impact on late game difficulty. I usually set Land around 60%, Air and Navy around 50%. Larger maps (20km) can have these set higher.Another fun configure option is to supply small amounts of units to the AI and let them use the units as they please. Makes for much more agressive and unpredictable games versus AI.
Playing with the M27-AI:
AI Controlled Waves
Delay between Waves: 4 to 5 mins
Hold Until: 30 mins (HQ automatically becomes Paragon at end of Hold Time, giving AI player endless resources).
Units per Player: 5 to 10
Turn off endgame events, like artillery, nuke waves, and bosses. Also suggested to disable the HQ Guardian defenses in Unit Restrictions. -
Really been enjoying this mod!
Our group has been having a blast attempting to outplay your waves. We're all programmers, so I was wondering if you would consider uploading to Github or similar so we can customise for our group and make enhancements based on our experiences?
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Happy to hear you are enjoying the mod. It is actually a branch-off of the mod Swarm Survival (which is the parent mod).
I don't have a Github, but feel free to upload there if you want. I'm a pretty new programmer and wouldn't mind collaboration. I've slowed down development of the mod, though have a few things I am trying to get working for a later release. Do note, there is practically no commenting in the code. Took me a few weeks to unravel what every script did.
If you were to branch the mod in the future, you would have to re-name all the variables used in the options list. I didn't do this when I branched from Swarm Survival, and it would cause desyncs for anyone who had both mods AI Wave Survival and Swarm Survival installed. I've since fixed that issue.
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this is truly beautiful; An absolutely wonderful accomplishment.
seeing this on the official faf github would be neat.
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Added a new Wave Syle, Aggressive Air/Navy. Makes air waves especially difficult and teams need dedicated air players. Also, some new Wreck settings.
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Newest updates focus on Verses Survival options.
- Added ability to set exactly which player spawns with HQ. This allows for more diversification in teams, and correct counting of players. Multiple teams can now fight the HQ and each other!
- Added new Wave Style meant for Human HQ Players. Human with AI Assist Script will send units to attack all enemy players on spawn, but is easily over-ridden.
- A wave suicide option has been added, that kills waves after set time, forcing human players to use units or lose them.
- Players can now set Defeat conditions! 'Assassinate All ACUs Defeat' is a special condition where the HQ Team must kill all enemy ACUs to win. Enemy ACUs may be on different teams, and no team will be eliminated until all ACUs are dead. The other three options, Assassinate/Supremacy/Annihilation, function the same as default Supreme Commander, but do not affect any players on the HQ Team.
- HQ Defenses can now be set to Guardians, Vanilla, or Off. All Guardian units can spawn ON water; useful if setting HQ to a water spawn.
- An EcoBoost option has been added for any players Allied with the HQ Player. Does not provide the bonus to the HQ Player.
Changes:
- HQ Building, Guardian buildings, and Guardian SML all now spawn on water. Makes setting HQ to a water spawn viable.
- HQ will spawn HARMS if HQ Defenses are on and the HQ spawns on water.
- Guardian Artillery has been slightly buffed and will also acquire targets faster. Can spawn on water.
Bug Fixes:
- Naval Units will no longer spawn on land.
- EcoBoost scripts will no longer break if players drop/die.
- A rare occurrence, spawned units will no longer instantly die.
- Guardian Artillery will no longer cause HQ power to crash when spawned.
- Player Guardian Shields should no longer drop from friendly fire.
- If setting HQ Player under 'Player Slot that Spawns HQ', all players are correctly counted. Using 'Random' option can result in miscounts, which will affect the behavior of some scripts.
- Players allied with HQ will be destroyed if HQ is destroyed.
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Since I had the scripts ready, I went ahead and added Defeat Options for Allied HQ Players. So now HQ Allies can be Assassinated or set so all HQ Allied ACU's must be destroyed to eliminate.
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Reworked the Allied and Secondary Building scripts, so that they are actually useful to use.
Secondary Buildings will spawn appropriate defense, depending on where they spawn on the map. So if on water, they will spawn HARMS. Destroying the buildings will cause Allies to spawn early and cause the HQ to power stall, disabling shields and any weapons that need power until it recovers.
Allie script will now randomly spawn T4 units for all players fighting the HQ. The amount of allies that spawn can be set with a multiplier.
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Newest Features:
- Can now set a 2nd spawn point, under "Secondary Spawn Spot". An AI/Human must be assigned to the spot for it to work. The 2nd Spawn Player can also be set to suicide on start, if one doesn't want any base building, under "HQ/2ndSpawn Base Building On/Off".
- 2nd Spawn is useful for splitting navy on maps with two ponds, cause waves to take more paths to attack players, and attack players from two fronts. Also can be set to be a tempting target that weakens the HQ. The 2nd Spawn Building is weaker than the HQ and has weaker defenses. Works with water spawns, will spawn on water.
- 2nd Spawn has various settings. Host can enable what waves spawn and how large the waves are. For example, if Land Waves are 80 units a wave, and 2nd Spawn is set to spawn 50% Land Waves, it will spawn 40 units (roughly, it is random, so there is some variation between waves).
- 2nd Spawn can also be set to suffer permanent wave losses if destroyed.
Example: Air Waves 80 Units. 2nd Spawn set to 50%, so both HQ and 2nd Spawn are spawning 40 unit waves. "Transfer Units to HQ Spawn" is set to 50%. When 2nd Spawn is destroyed, HQ will recovery half of 2nd Spawn's units and start spawning 60 unit waves.
- Wave Multipliers for Land/Air/Navy. Waves can be set to grow larger as game progresses or grow smaller. One can set it so Waves start out huge and grow smaller as they tech up, or the opposite.
Changes:
- EndGame Air bosses have been buffed.
- "HQ/2ndSpawn Base Building On/Off" option will now clear any engineers/factories built by ACU before it self-destructs, allowing players to enable build speed mods.
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Felt Verses mode was missing something. Like the option to win the game without also needing to kill the HQ. So added an option where HQ and any HQ Allies will suicide once one team has eliminated all other teams. This means in Verses games, you can now ignore having to kill the HQ and instead focus on getting the HQ to kill your enemies for you.
Make sure NOT to have Verses on if playing just regular survival with two teams, the HQ Team and a Survivors Team, or the HQ will suicide on start of game.
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Great mode, loving it so far !
You seem to work hard on it too, I get an update every few days
Is there a changelog available somewhere, or do you post everything here ? The mini CZARs were a nice surprise, spamming gunships made the game kinda unbalanced so it's not bad to be punished for that
I also feel that the AI behaved differently the last few games I played, like it sent way more nukes and T4 than usual (always using Uveso Easy because the waves alone are more than enough for me). It might be because of the map too, I don't know.In any case, keep up the good work ! I'm hyped to see what comes next !
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Thanks for the feedback! I actually haven't had a chance to play-test and balance the Mini-CZARS. Last game I hosted to do so, I DCed before they spawned. So am looking for feedback on their balance.
They are meant to be played with Air-Crash Damage on, as they don't have any ground attack weapons but have a devastating air crash (small area, but 20k damage air crash). The idea is, Air has two options when they spawn, pull back behind base ground AA and risk an air crash blowing up the front line, or engage the min-CZARs and risk heavy air losses. The min-CZARS have a layered attack, with the most powerful weapons having the shortest range. Currently, a Black-Ops UEF Flying Fortress can 1v1 a mini-CZAR and win with 1/3rd health remaining. Since one bad Air Crash can easily end a game, I do have some mods that adjust Air Crash damage to 25%, 50%, 75%, and 150%. I mean to add it as a built-in mod option at some point.
Nukes and T4 spawns are completely random. There was a bug that was reducing nuke wave sizes, but that has been fixed. Both Nuke Count and T4 spawn rates can be adjusted in the options. I'll probably adjust nukes to be more dynamic in the future. Sometimes, they player with the Paragon only gets a few nukes lobbed at em while some poor player with only 2 SMD gets hit with 20. If you really like nukes, turn on Nuclear Overwhelm, an alternative to dying from Artillery/EndGame Bosses
If you set Base Building Option to OFF, the AI ACU and any engineers/factories will suicide at start of game. This prevents the AI from building any units/structures (which mainly interfere with spawned units pathfinding) and also helps to speed up SIM speeds. This also can be set to apply to the 2nd Spawn Player, which will then suicide on spawn. Note, you don't need to use a 2nd spawn, that is optional, but allows for waves to spawn in from two points.
The Wave Style you choose also has a big impact on how the AI chooses targets. Note the "Human with AI Assist" also works with an AI HQ Player as well. Its original intention was to help Human Players by giving Spawned Units an initial attack order that a Human Player could easily over-ride and then redirect. But it also forces AI Players to attack with waves on spawn instead of hoarding; however the AI can also easily over-ride the orders and use the units as it sees fit. This script also does not interfere/give orders to any units built by Human/AI HQ Player.
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I didn't notice crash damage from the mini CZARs, either the shields absorb all of it, or the area is so small it needs to land right on top of a building
The main threat they pose for defenders' bases is that they'll deplete shield generators quickly by trying to shoot down air units under them, so you need to be careful not to hide your air when your base is already threatened. An option to chose how many of them can spawn at a time, and how often, would be nice. As for the unit itself, it seems balanced to me as it does exactly what it's meant to do. I usually kill them with T4 turrets or T3 ground units, I haven't tried ASFs yet so I can't say, but 28k HP doesn't seem overwhelming.
I always disable nukes, except for the defensive ones (I like these) ; the ones I get are those built by the AI itself (they usually target roaming T4s though, not my base). I like the idea of having to defend against more and more nukes, but I'm not that good at survival maps in RTS in general so I prefer focusing on ground and air armies. As for T4, I think it's because most of the time they somehow get stuck in the HQ base, but recently the AI seems to remember how to send them. I don't think they're from the survival waves though, it's more likely the ones it builds once it gets enough eco.
I'm gonna try AI controled waves next, I'm curious to see how it'll behave !
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The mini-CZAR crash bug has been fixed. They have also been toned down in DPS and should be vulnerable to ASF packs. They will also no longer rush into player's AA and will try to stay at maximum range.
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Added an option to disable/adjust mini-CZARs spawn. Also nerfed them a bit. They won't spawn as frequent or in as big of waves. Weapon range reduced. Air crash damage greatly reduced, but damage area increased.
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Yep, they seem to deal a whole lot of damage when they fall (I didn't notice the damage change today because the only one that fell on my base took down a few gens, thus making the splash damage bigger). At least now they can be reclaimed !
I have a problem with them just staying on top of my base when they don't get any more air units to kill, it makes avoiding the fall damage impossibleI didn't notice the spawn option, I'll check it next game ! Thanks for the update !
By the way, do you think it would be possible to make units spawned from the second spawn point the same color as the player on its spot ? This way it'll really feel like we're dealing with two separate armies. Maybe even make it possible to restrict races for each spawn, so you can make one that spawns only UEF and the other Cybran, for instance !
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@Rama FYI M28AI should be compatible with the mod but if you use it and come across any major issues let me know - I only tested on a couple of maps on the AI wave survival mod that was released a couple of weeks ago, and the games didn't go into the late game. For example I'm not sure how it would handle the mini-czars referred to above if they're weaponless.
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Latest update, small nerf to Nomander's health, fixed Nomander graphics glitch, and a change to script so more Nomander's will not spawn if too many are still alive.
I did make some mods that reduce Air Crash Damage. There are 4 mods, which set Air Crash Damage to 25%, 50%, 75%, and 150% damage. I usually play with 50% Air Crash Damage mod on.
While your suggestion is possible, it would basically require completely duplicating the functions of the mod. The mod is already pretty resource intensive when playing with large waves. That and the options list to configure everything is already too large as is.
@maudlin27
Ooh, I am going to have to test out your new AI! I've played the mod with M27, which I usually play with the attack scripts off and let your AI use the spawned units as it sees fit. The new Mini-Czars (named Nomanders) only have AA weapons, as they are meant to clear player Gunship spam. They also have a powerful aircrash to punish players that allow Nomanders to get over their base. -
I really like the new options you added for HQ/Secondary defenses
My bro and I are trying to play shorter games and the HQ not having Slayers and Guardian SMDs helps with that, this way we can focus on defense until the timer runs out and counterattack quickly (I know we could set the objective to "survive x minutes" but destroying the HQ is always satisfying). We're still having lots of fun and no two games are identical, replayability is great !Too bad for the secondary color, but I understand, I had no idea how that would work !