regarding the end game, you know what would be cool is when the main timer is over, there is a similar UI element. maybe it shows the number of dooms remaining to kill.
something to indicate that we are in a new stage of the game
regarding the end game, you know what would be cool is when the main timer is over, there is a similar UI element. maybe it shows the number of dooms remaining to kill.
something to indicate that we are in a new stage of the game
more thoughts!! this is about the AI behaviour and unit composition, especially for navy
I'm not fan of the way the navy units horde. espcially in t3 onwards, the battleships, aircraft carriers etc will blindly suicide into my defenses. it's not especially satisfying. i would like the long ranged naval units to hold back in the same way that t3 mobile artillery do.
also the composition of naval units spawned is not very satisfying. i see t3 nuclear subs, aircraft carriers. these units are useless! can you please get these to spawn a lot less?
also similar, but less egregious, i'd like a change in the behaviour of the experimentals and bosses. i would like the long range ones to hold back more just within firing range.
i was thinking sometimes the passageways are narrow and exps/bosses/dooms take up a lot of space. maybe make it so the long range ones hold back, until there are more behind them wanting to move in, so they move in closer to make space
with the exps/bosses/dooms, when they get in your bases, they're not as devastating as they could be. they lack the cunning and effectiveness that a human would have. they just kind of stand there and take fire. i'd like them to be a lot more devastating in what they attack.
v268:
Navy:
-Some changes to late game Navy. Aircraft Carriers have all been given weak Direct Fire weapons so that they offer some threat to ships and structures, and have shrunk by 75% in size (their size can cause log jams). Nuclear subs all have long range torpedoes to attack naval vessels. A larger percentage of Naval vessels will choose a stand-off range to attack. And T2 Navy will continue to spawn, even in late game. These changes should help to make late game naval battles more interesting.
Dooms:
-On death, the storms left by Dooms will act as Rifts and spawn in T3 units that will disperse and attack players. Electron Storms that spawn randomly around the map have an increased chance of spawning in player's bases.
Wave Tech Progression Option:
-Reorganized so that slowing the tech progression is listed first.
Satellites/CZARS:
-Upped their damaged to 40% normal versus Dooms, Support Bases, and HQs. Previously it was 33%.
Over-Charge:
-Increased to 3x damage vs Dooms. Can do significant damage with enough energy storage.
Hello Rama,
could it be, that UEF Engi Station-Drones count as high level Air units, that spawn extra ASFs?
if someone builds UEF Engi Station they get usually 50-100 ASF per Wave which doesnt makes sense. Only if they count like a T4 Unit and spawn 9 ASF per Engi Station. Or your Settings set a fixes %-Spawn of ASF if any Air units exists. Does it lower Gunships and Bomber then?
Hello Rama,
i just had a game where we spammed about 40 EMP Launcher and destroyed 2nd HQ and a few support bases easily.
it cost 4k mass per launcher but how much per missile?
15k dmg per missile on buildings could be a bit overpowered if the mass cost is low.
1 EMP Missile = 15k Dmg (Dmg per Mass = ? / Build time?)
1 Nuke = 35k (cost about 15k = 2,33 Dmg per Mass and 5 or 6 min build time = 58,33 DPS on buildings)
Additionaly i think the range is too high. maybe reduce it to t3 arty range?
About the drone stations, I'll have to check the script. The ASF response should only be against T3/T4 air units. The ASF response script is separate from the regular Air script, and does not reduce the amount of other air spawned.
The EMP launchers were a unit I introduced in a much earlier version, and no one ever really used, so I never bothered to balance. I am aware of their OP nature. The missiles cost the same as regular Tacs, as I never edited their costs. I was considering removing, as the Sera T4 Tacs are their balanced replacement, or making them a special weapon only unlocked after achieving a certain goal.
Small update:
Hello Rama,
thank you for making our lives difficult. I really appreciate it!
What do you think about submitting your mod to the FAF News Feed or asking a FAF Youtuber for a little tutorial?
How about changing the Rift Orb to the Sera Rift-Gate from the campain?
@slykar it did get a promotion when it was first released if I'm not mistaken but feel free to ask again for it to be again
"The needs of the many outweigh the needs of the few" - Spock
Hello Rama,
i hosted a few games 10.02.2024 and a few ppl had desync in the game even before waves spawned. i think something is broken or does a preset-setting conflicts with mod updates? (one of the game had 1800r and 1900r player)
@adastranoob
Mhh if it got one already idk if it should be there again.
i wanted to submit it but i dont use discord.
I can only recommend to highlight it more because i have like a 50 ppl playerbase if i host my map with the mod and even get pm-ed to host or write back as soon as i host again. And my lobbies are usually full within 5 min.
its just too much hassle for most ppl to go throw the mod settings but it is highly enjoyable for 80% that visit my games and they keep coming back after 50 runs.
v272
-Added an optional Sub Spam retaliation script. Will spawn Sub Hunters in response to sub spam.
V276
Doom Waves:
Aircraft Carriers:
Navy:
Other Changes:
Hello Rama,
could you add SMD on carrier or t3 cruisers / destroyers, you added? We have trouble to build smd before the next nuke wave, if we lose them. And we play fart islands which has a few small islands without space to get smd at all.
additionaly i think the support base spawn is bugged. since v275 i had only 1 support base but 10 player and 1+player/2 on. since v278 i had 2 bases.
lastly i had the bug where my lobby freezes after i have observers and start the game. It is either no friendly fire or your -50% air crash dmg mod which doesnt work well with my other mods.
AI WAVE
10% Particle
All Fraction Q-G
1,5 Build Range
2x Res from developer
I've considered adding a mobile SMD unit, so that back players can build them to support forward players. The idea is a slow moving, hover unit with a lower max SMD capacity and range. Guess I will have to add it. In the meantime, there are also some mobile SMD mods in the mod vault, if I recall.
I haven't seen the support base bug in any replays I've checked, except the one of you on Fart Island map. You only get 2 support bases, regardless of the multiplier you set? Support bases can spawn in regions of maps that are blacked off, making them unreachable to players.
I've no idea what causes the lobby observer bug. I have found what appears to be a possible fix but I haven't been hosting much, so only tested once. Here is the forum post on the fix:
https://forum.faforever.com/topic/7292/observers-crashing-game-possible-fix
Little Update.
with 2x support bases, i saw more. additonaly.
AI WAVE
10% Particle
All Fraction Q-G
1,5 Build Range
2x Res from developer
i will try with smd and air -50% mod now. one at a time.
Update2
i had 5 mods on.
AI WAVE
10% Particle
All Fraction Q-G
1,5 Build Range
2x Res from developer
and tried to activate -50% air dmg and -50% anti nuke cost but some ppl didnt have it. So it showed - "not on"
i started with 2 observers and the game crashed.
I rehosted and all 7 mods were marked as on. so maybe the try to activate these mods turned them on in my ini file while i was hosting and lead to the crash?
with 2x support bases, i had about 7 or 8 on 40x40 map and spotted a rift nuke coming from the map outside.
1 was in the south and one orb was in the west. (Dark side of the map)