AI Wave Survival Mod Information

Hello Rama,

thanks again for all your hard work. It's always a joy to test your updates!

I implemented everything you taught me and we enter the Endgame Stage after 30 min holdtime 🙂

Unfortunately I don't have only good news for the v6 map. Some things worked well, others didn't.

You can find all the details in the screenshot. Additionally, I would like to point out that the red text is an absolute game changer, as losing one base rapidly increases the attack strength on all other bases, making it first impossible overall and frustrating for affected players to have a slot with no chance of survival.

Edit: For the Pink text, i want to add:

I dont think the TML is a big deal. either he invests 200-500k mass into TML on THAT slot which is insane and he earned it, or he destroys 2nd HQ and can use Aeon Missile Ships and Battleships (and all player with access to water also).

v6 first impression.png

@slykar

Wow, four runs already?

Heh, I knew adding the back door to position 5 was probably going to completely screw the position. I'll change it back.

Didn't know there were lunatics who liked the old spot 13. It was a high skill spot. You said a Doom pathed through the water to Spot 13? Only the Fatboy Doom can hover. I did leave that gap there as a vulnerability, because of the added walls protecting from the navy. Removing the walls would make the spot impossible to hold, as every naval ship would bombard the player while passing.

All T4 and I believe Doom units can cross water. They don't need hovering, Amp is enough. You could change the water depth so that Amp units can't cross the water. That should work for slot 13. I don't know, if it will look good.

Navy for slot 13 - depending on settings, yes, it is impossible to hold. with my settings it's easy to defend as the old slot 13, as the navy is very weak early and scales hard (3 navy per player x2 in Late, I'll increase it once I find a way to hold the beach and the island is less pressured).

In any case, it's easy to counter if you have sub spam. Personally, I like that slot 13 dies in the T3 phase if the island doesn't help him with the navy.

Additionally, I recommend moving slot 13 further up so that only the 4 mex expansions are lost to the navy.


Today we did only 2 games.

We won with 4 player. and my standard settings. 100k HP HQ after it deployed scathis - we have been through hell

what i noticed:

  1. HQ - Slot 16 will stuck with fatboys and other t4 units at the mountain to the top left area. Top right was dead.
  2. 2nd HQ alive, Alternative HQ spawn destroyed, Support bases alive, HQ destroyed - AI kept spawning Doom waves - no victory, but score button was available.
  3. We had a teleport chicken with rambo units. Chicken exploded and created a storm. Maybe my PD destroyed it idk. bug or feature?

@slykar

Only the Doom FatBoy hovers. This was to make it a greater threat to Naval players. The small Gap at position 13 can only be reached by hover units, as the underwater terrain is too steep for units that walk.

Though, mute point, I did move Position 13 back (you said some players really like that position) to the peninsula that is further north, and added a small wall (half the height of the current walls) to make the position a little more forgiving. Or should I keep 13 where it currently is? I did shrink the walls there as well.

Beach defense is always going to be difficult. I've tried to make it easier by switching the old artillery positions (the ones for the scripted coop) to work for defending the island. I moved 1 spawn from NW to the beach, so there are now 3 spawn positions for beach defense. They are grouped together on the West side of the beach, so they may provide support to each other. East side of beach/peninsula has no spawns, but is an optional expansion area for beach players. Difficult to hold if navy doesn't do their job well.

I did watch your replay and saw the traffic jam. Looks like it saved you. T4s were pathing through it, trying to go different ways and holding each other up. Can fix by opening up the area a little more.

The teleporting doom is not a feature. Seems that was a bug. Don't know if it was related to the game not properly ending. There are flags that should stop all scripts from running once HQ is detected as destroyed.

Hi Rama,

on v230 we won on Griffin after 1 week of loses.

what we noticed:

  1. Endgame Boss Fatboy with vanilly HP spawned (once not every time)
  2. all bases destroyed. Support, Alternative, 2nd, 1st HQ but - transporter spawned. dropped units and died. the land units kept moving
  3. doom wave still gets deployed even after everything gets destroyed from your script / HQ down event.
  4. no Score popup
  5. game was slower then usualy since v230

If you want to check the game...

1 Hour 56 Min

02.09.2023

with 10 Player

@slykar

  1. That can happen with any units that have their health boosted. Seems the engine just forgets the modified health and calls the health from the unit's file. I've tried various fixes, but I've no idea what causes it.
  2. Sorry, I don't understand. The HQ's and bases were all destroyed, but transports continued to spawn, drop units, and die? And how many transports were spawning when this was happening?
  3. The Dooms are on their own loop. Usually, the loop ends when everything is destroyed. But Dooms drop SACUs on death, which can cause game to continue. Added a check that will break the Doom Loop if HQ destroyed.
  4. That is related to the Doom wave continuing to spawn.
  5. Haven't really done any changes since v230 that would be causing slowdowns. I did add a longer delay to an action in the attack scripts to keep Navy from accidentally retargeting to new units too soon. It didn't impact performance on my host, but it may be a factor with the huge waves you like to host.

@slykar

I did get around to running the replay.

-Replay ends when HQ is destroyed. No Dooms continue to spawn and no weird behavior seen with the transports.
-I have a i7-12700H (gets a CPU score under 100), replay speed reached 0 at 42 mins, then fluctuated at +1/+2 afterwards. Once 2nd HQ was destroyed, speeds went up to +2/+3. Checking Task Manager, CPU use for Supreme Commander never went above 20%.

Unfortunately, Lua does not support multithreading, so everything has to be done in sequence. The more units = more slow down. There was always a sudden drop in speed whenever ASF waves would spawn, which would continue from all the projectiles fired at the ASF swarms, then sim speed would go back up once the swarm was dead. Did you adjust settings to have large ASF Response waves now, when you host?

Large ASF swarms on Dual Gap always caused significant speed reductions for me on my older laptop, which had a CPU that scored around 220, but was closer to 250 when it started to get throttled. Don't know why air, particularly ASFs, seem to drop sim speeds so much. I'm guessing their high speed requires frequent calculation updates from the CPU, and since Supreme Commander doesn't really support multicores, this really slows things down.

Navy appears to still be spawning off map. Though this was only around 30 ships, not really enough to cause much issue. I'll have to figure out my error. Looked to only be affecting the X axis and not the Z.

-Found the typo causing Navy to spawn off map on the X axis. Should, finally, be resolved.
-Spamming satellites will eventually trigger an artillery response against the satellites. Also increased the priority of Control Centers in targeting, so better have shields covering them.

Might have a way to increase sim speed a little, but have to do some testing.

Redid some of the targeting scripts, looks to give a noticeable speed improvement when spawning huge waves. I'd estimate around a 10% performance improvement. The improvement is more noticeable the larger the waves, and sim speed recovers faster after waves spawn in.

Did you adjust settings to have large ASF Response waves now, when you host?

  • no 0,5 asf response
  • antiair response off (nomanders or so i guess)

Navy appears to still be spawning off map. Though this was only around 30 ships, not really enough to cause much issue. I'll have to figure out my error. Looked to only be affecting the X axis and not the Z.

  • yes saw it a few times but didnt check for a few updates.

i will check it.

v234

  1. we had a bug with the score button and my mate and i had to close via task manager / restart pc.
  2. after a player leaves the acu dont blow up some times. they also keep buildings now and then.
  3. a cybran t4 gunship from 2nd HQ didnt leave the spawn for 4-5 min
  4. 10 player game. all but 1 died before nuke wave launched. we only saw 4-6 nukes. it should be 20+ to one player. but we didnt have full vision...

@slykar

  1. Score Board bug:
    -This seems to be an occasional occurrence caused by an FAF update. Some script goes into an infinite loop and the game doesn't end when it should. I've no idea how or why, and there is never anything in the logs. And on the occasions it has occurred, I haven't a clue what could be the trigger. Considering the game is already over when this does occur, it is mainly an annoyance.

  2. ACUs not Dying when Players Drop:
    -Randomly occurs. This also appears to be a bug related to FAF. The mod automatically sets the game victory conditions to Domination. I assume some bug involving the Domination/Full Share game code in FAF may be at fault for ACUs not dying when players drop.

  3. T4 Cybran Gunship not Attacking:
    -Sounds like the unit state wasn't getting updated. The reason it did start finally moving is I added a script that will eventually clears all commands, that randomly triggers after 4 to 5 minutes. This is so units don't actually get permanently stuck doing nothing. In larger waves, this check takes longer to run just because of the nature of how Lua operates. So, not a bad thing, means the fallback actually works.

  4. Limited Nukes versus Solo Survivor:
    Not a bug, but working as intended. In large team games, losing too many players almost always guaranteed defeat for teams, as it was usually impossible for a few players to replace the lost SMD while also fighting off the full strength of the waves. So, nuke waves scale to surviving player count. In maps with full share and players all next to each other, this could obviously be exploited. Usually, though, when a player is eliminated (not by losing connection), it is because of their base being overrun and any SMD destroyed.

Edit:
Forgot to add, if you missed the posts, the naval spawn issue is fixed and I did some code optimization that should help with sim speeds, especially with larger waves. In testing with bots, I was getting an extra +1 in sim speed with waves over 500 units in size.

I installed the mod in maps.

I have the map for you and I can play it but I can't activate the survival mod. Can you help me please

@artane_974

Can you be more specific? What steps have you done? The mod only works in the FAF Client, not Vanilla Supreme Commander. It also will work on any map.

Steps for Setting Up:

  1. When creating a game in FAF, enable the mod AI Wave Survival.
  2. Choose any map you want to play on.
  3. Once in hosting lobby, set at least two different Teams.
    -HQ Player can be any kind of AI (Uveso, M28, etc.). The included "AI_WaveSurvival" AI is just a placeholder. This AI builds nothing, but speeds up SIM speeds when used. It also does not over-ride the mods attack scripts, which other AIs may do.
  4. In Map Options, you can set the HQ Player. This is the player that will spawn the HQ and have control of the waves.
    -If you do not set an HQ Player manually, the mod will choose a RANDOM player from the smaller team to be the HQ player. Example, if you host a 3v2 game and don't manually set HQ Player, a random player from the two-player team would become HQ player.
    -If you are playing 1v1, make sure to set the HQ player manually, or you may end up spawning with the HQ and having control of the waves instead of your opponent.
  5. You DO NOT need to set a 2nd Spawn or Alt Spawn points. These are optional. If you do enable the optional spawns, you will need AIs/Players in the spots for those spawn points to work.
  6. In Map Options, configure the mod however you want. Naval waves are off by default. You can enable/disable pretty much anything the mod spawns. I've set the default mod settings to be a challenge for most players around an 800 level ranking.

UPDATE 04.02.2024
Hello Everyone,

as my lobbies gets full within 10 Min and we have a lot of cool mates to play it almost daily, i wanted to share my settings so everyone may enjoy the madness.

If you like to see what you will face, i added my all time favorit match.
https://replay.faforever.com/20802514

If i missed something or it is incorrectly listed, please inform me.

Map: Griffin v7 - only what is NOT default

Slykar Settings:

Share conditions - Fullshare
Victory condition - Sandbox
Reveal Civillian - no
Prebuilt Units - on
Score - on
HQ Spawn Slot - 16
HQ HP 2,5 Mio
HQ ALT Spawn - 14
HQ ALT HP 0,15 Mio
HQ Schild XXXXX - AAA-Tier
HQ PD XXXXX - A-Tier

2nd HQ Spawn - Slot 15
2nd HQ Schild XXXXX - C-Tier
2nd HQ PD XXXXX - C-Tier
1a. 2nd Spawn Land % - 0%
1b. - 0%
2a. - 30%
2b. - 0%
3a. - 100%
3b. - 0%

SALVATION PLAYERS - Off

WAVE SETUP

Build Time - 8 Min
Delay between Waves - 2,5 Min
Hold Time - (Rating full Lobby (10): +-5000 = 40 Min+, +-7500 35 Min+, +-10.000 30 Min+)
Wave Tech Progression - 65% slower

6a. - 20
6b. - Amp
6d (1). - 2x 1.75x 1.5x 1.25x 1x
6d (2) - 80%
7a. - 40
7c. - 5x 4x 3x 2x 1x
7d. - 20%
8a. - 10
8b. - 1x ------ 2x (Reverse 2x 1.75x 1.5x 1.25x 1x)
8c. - 20%

SPEED / HP SETTINGS:

Boost Damage - 0x

AIR DROPS:

Airdrops on / off - every 2 - 3 Min
Airdrops per Wave - 30
Airdrop Wave multip. - 2x 1.75x 1.5x 1.25x 1x
Airdrop Unit Types - all
Airdrops Rambos - 30%
Airdrop EXP - off
Airdrop Spawn - Center only

EXTRA WAVE / RESPONSE

2a. - off
2b. - 0,5x
3a. - 0,50%
4b. - on

ENDGAME SETTINGS:

1a. - Land, Air, Navy
1b. - 0 Min
2a. - 3 Units
2b. - 10 Units
2c. - 2 Min
3c. - Scathis
4a - 2
4b. - 5%
4c. - 2 Units +
4e - off
4g. - 0,50x
5b. - 5x

ECO SETTINGS:

ECO 1 - 25
ECO 2a - off
ECO 4a - 240 Sec

Nuke Strike Settings:

Nuke Strike on / Off - Offensive
Nuke Start Time - 0,60%
Nuke Frequenzy - 5 - 6 Min
Nuke per Strike - Regular
Increase Nukes per Strike - +2

Build Restrictions:

100 Hives
AI Unit Cap 2000

In Lobby:

Add 8 Mods

Optional - 1,5 Build Range
Optional - 50% Air Craash Damage
Must have - AI Wave Survival created by AKarmy01 & Rama
Optional - All Factions Quantum Gate
Must have - Anti Nuke 50 Cost
Must have - Hive Engineering Stations for all
Must have - No Friendly Fire (Because of AOE PDs)
Optional - 10% Particales

Add 3x AI_Wavesurvial to slot 14, 15, 16

Close but spawn Mex for Slot, 5, 9, 3

Slot 3 is Optional but you must never start as 13. it will be too slow. 11 is doable.

Dont let 200 CPU player play. If someone is slow but others not, ask him to close programms.

CPU around 150 shouldnt slow down the game at all or -1 / -2 worst case. (Kill faster and reclaim more)

Just updated Guide at start with images. Hope this helps people with understanding how to configure and host the mod successfully.

Small Updated:
-Added two options for Support Bases
SB2: Support Bases Multiplier:
-Lets you increase or decrease the amount of Support Bases that spawn! No fewer than 3 Support Bases will ever spawn. Bases scale by player count, Bases = (1 + (Player Count / 2)) * Multiplier. Multiplier goes up to 4x. In an 8 player game, that would spawn 20 Bases, with each base spawning more defenses throughout the match. This may cause slowdowns and even obstruct waves, so keep that in mind (@Slykar )!
EDIT: Limited Max Support Bases to 16.
SB3: Nuke Retaliation:
-You can now disable Nukes as a retaliation for killing support bases, if you prefer to play without the worry of nuclear strikes. Note: A nuclear strike will never occur on the first Support Base destroyed.

A few other Changes:
-Games should end sooner when won during the EndGame stage.
-Retaliations are guaranteed to occur once enough Support Bases are destroyed.
-Fixed a bug where first Support Base being destroyed wasn't being detected in small team games.

Hello Rama,

I think SMD of support bases do not work.
100% not spawning / working for bases in water on Griffin v7.

Guardian too strong, AAA too weak.:

I once had 70 or 80 Sera Carriers firing at a Guardian TMD on the edge of the HQ base and not 1 missile made it. i don't think it's supposed to be impossible on purpose.

Since TMD SMD and shields are together, I had to scale them down to AAA to do sea attacks and now the shields feel kinda weak. The HQ defenses were destroyed in my game after 8 min buildtime and 30 out of 35 min hold time.

AI ASF target Sats.

AI ASF patrol around the building that is attacked by sats

i dont remember but i think support bases always dmg HQ? Atleast i think it should be that way, because there is no point in destroying them if not. i rather do 6x 130k + schild dmg to the HQ instead of a short shield breakdown / Wave breakdown or a few t4 units.

maybe its worth balancing the loss / gains for support bases.

in nearly all cases its impossible to get the reclaim, as ACU Hunters destroy submerged SACU and Engi get destroyed by air.

With your supportbase Spawn Buff, i think its worth to at a button to determine how much Dmg a destroyed Support base deals to the HQ. Just like alternative Spawns

Doom Stage, EndGame Arty, Arty response - i suggest it spawns a few schilds too. i saw you buffed the Scathis HP, you evil genius but its not enough 😄

Your Boss units hovering over Para and Mavor is always fun to see. If you like, you can also add it for normal t4 units for the HQ as they can catch Mavor shells or Nukes 🙂

@slykar

  1. Not all Support Bases spawn SMD. It is a 50% chance they will receive one.

  2. Fair point, I've added a new S-Tier that has Guardian Shields/TMD and Advanced SMD. AAA-Tier are now Guardian Shields/SMD and Vanilla TMD. I might need to tone down the Guardian TMD or add a weaker version that is a bit better than vanilla.

  3. I take it you had no other Air units? Yeah, then ASF target sats. I'd added an exclusion to their target list. Should ignore now.

  4. There was always a small chance Support Bases wouldn't damage the HQ. I was already considering removing that. Killing Support Bases should always trigger HQ Damage now.

  5. The Artillery Response already does spawn in shields, though they are the weaker Advanced Shields. I didn't have EndGame Artillery spawn shields, since more shields spawn in at start of the EndGame, and it seemed too punishing for most teams.
    -Actually, I just found an error I added to the Artillery Response, delaying the artillery for 10 minutes instead of 6. I was wondering why it felt like forever for them to spawn.

  6. Boss units don't like EndGamers 😊

Changes:
-Added a new Defense Tier option for HQ and Second Spawn.
-Killing Support Bases will now always damage HQ. Before, there was a small random chance they would not.

New Option, meant for Versus Survival where the HQ Player has human allies. Will prevent HQ Allies from building Mass Fabs, RAS Subcoms, and the special T4 weapons. This is to prevent HQ Allies from just ecoing instead of helping Waves break through defenses. Found under the BUILD restrictions section of mod.

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.

Bug/Options Fixes:
Fixed an error when setting Support Bases to spawn "Center N to S."
Updated "Hold to Win" settings to be more clear.

Edit:
Bug Fix/Changes:
Fixed Alternate Spawns not spawning defenses on naval maps. Added a single Guardian TMD to Alternate Spawns.