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    AI Wave Survival Mod Information

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    • R Offline
      Rama @Slykar
      last edited by

      @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.

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      • S Offline
        Slykar
        last edited by Slykar

        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

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        • R Offline
          Rama @Slykar
          last edited by

          @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.
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          • R Offline
            Rama @Slykar
            last edited by

            @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.

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            • R Offline
              Rama
              last edited by

              -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.

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              • R Offline
                Rama
                last edited by

                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.

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                • S Offline
                  Slykar
                  last edited by

                  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...
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                  • R Offline
                    Rama @Slykar
                    last edited by Rama

                    @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.

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                    • A Offline
                      Artane_974
                      last edited by

                      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

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                      • R Offline
                        Rama @Artane_974
                        last edited by

                        @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.
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                        • S Offline
                          Slykar
                          last edited by Slykar

                          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)

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                          • R Offline
                            Rama
                            last edited by

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

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                            • R Offline
                              Rama
                              last edited by Rama

                              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.

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                              • S Offline
                                Slykar
                                last edited by Slykar

                                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 🙂

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                                • R Offline
                                  Rama @Slykar
                                  last edited by

                                  @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 😊

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                                  • R Rama referenced this topic on
                                  • R Offline
                                    Rama
                                    last edited by

                                    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.

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                                    • R Offline
                                      Rama
                                      last edited by Rama

                                      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.

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                                      • R Offline
                                        Rama
                                        last edited by

                                        Noticed from replays, some players still having difficulty properly configuring the mod, so:
                                        -Added more Error Warnings to alert players if something is configured wrong.
                                        -Added a brief description, to direct players to correct settings in Map Options.
                                        -Removed some of the message spam at the start of the game.

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                                        • R Offline
                                          Rama
                                          last edited by

                                          Fixed a bug I accidentally introduced where game wouldn't end after killing HQ, unless Hold to Win was on.
                                          Added a map-check for spawning units to prevent units/buildings from spawning off-map (when spawns are very close to a map edge). New script should also speed up SIM when spawning in huge waves.

                                          A slight change to the navy spawner. Please let me know if you see any navy spawning on land. Might have to change it back.

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                                          • R Offline
                                            Rama
                                            last edited by

                                            To make Support Bases more necessary to attack, and add a bit more random chaos to the game, Support Bases will now deploy Rifts that will spawn more units! This is an optional setting, and number of units each Rift Orb spawns can be set in settings. Rifts will spawn more units depending on team strength, becoming more on an issue.

                                            For each Support Base that is alive, the Base will fire an EMP nuke that will deploy a Rift Orb. The Orbs have area shields and weapons, and will begin to spawn in land units. EMP Nukes will launch throughout the game, and any Rifts that are destroyed will eventually be redeployed. Eliminating Support Bases will reduce the number of Rift Orbs that can be deployed. Expect the situation to become much worse if the Support Bases aren't eliminated before Endgame.

                                            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.

                                            Other Changes:
                                            -All Dooms now have torpedoes and Doom Fatboy got a slight buff.
                                            -OC Damage vs Dooms, Support Bases, and Rift Orbs has been increased to 2.5x.
                                            -The Seraphim Lightning Tank and the Aeon T3 Mobile Artillery have both been made Hover units, to make Amphibious only waves a little more interesting.

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