AI Wave Survival Mod Information
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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?
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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.
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Small update:
- Support Base minimum number reduced to 2.
- Destroying support bases before build time is over only triggers negative random events, and may cause waves to start early.
- Some of UEF Atlantis' weapons can fire on surface targets.
- If navy spawn set to zero, but players build navy, counter naval units may spawn.
- EMP Tacs balanced. Reduced damage against HQ's and Support Bases.
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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?
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@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
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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.
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Uploaded v270. Please let me know if that corrects the desync issue that was present in v269.
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v270 tested with 4 player. no problems
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v272
-Added an optional Sub Spam retaliation script. Will spawn Sub Hunters in response to sub spam.
- Cybran T4 Daze Cannon buffed and targeting issues fixed.
- Cybran T3 Heavy Cruiser made a little smaller and faster, to help with potential log jams on land.
- Aircraft Carriers given depth charges, to provide some anti-sub support, and made 10% smaller to help with navy units clogging. They also have pitifully weak direct fire weapons.
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V276
Doom Waves:
- Fixed a few bugs, Final Doom Wave won't deploy early any longer, among others.
- Dooms now damage HQ health immediately instead of after defeating entire wave. This should make them more satisfying to play against and help defeat the HQ quicker. Total damage per wave is divided between Dooms.
- 10% chance for random storms every time a Doom is defeated.
Aircraft Carriers:
- Now spawn their own attack craft. Default is 1 to 4 aircraft per carrier. This can be adjusted or disabled in settings.
- Will spawn T3 Torp bombers in increasing numbers to combat T3/T4 sub spam.
- Improved depth charges.
Navy:
- Attack scripts changed to increase naval focus on ships.
- Some units given hardened torpedos. These take 2 hits to be destroyed by anti torpedo countermeasures.
- T4 Abyss anti torpedo defense can destroy hardened torpedos in one hit.
Other Changes:
- T3PD for Aeon, Cybran, and Sera all received small buffs.
- T4AA now has a reload bar so players know it is working.
- Engineer stations will no longer spawn for HQ.
- Various messages have been added to chat to help keep players informed.
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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- no friendly Fire (3.0) by UNKOWN = desync before buildtime was over. im not going to use that mod again.
But it worked with 2 observers in.
i will try with smd and air -50% mod now. one at a time.
- no friendly Fire (3.0) by UNKOWN = desync before buildtime was over. im not going to use that mod again.
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Update2
i had 5 mods on.
AI WAVE
10% Particle
All Fraction Q-G
1,5 Build Range
2x Res from developerand 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)
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Did you try the observer fix I mentioned? Try to kick observers before launch. If you kick an observer and they aren't removed from the lobby, that means host will crash on launch. Turning on "Allow Observers" appears to allow game to launch without host crashing, if there is a stuck observer in lobby.
Sounds like support based are spawning in the blacked out regions of the map. You can prevent that from happening by setting Support Bases to only spawn Center E to W.
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No i didnt. i have these crashs for months but since i stopped to use air crash / smd cost reduction i do not have it anymore. as far as i can remember.
Spawn center E to W - doesnt it lead to bases outside of the map? But only East and west?
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v279
- Added a mobile amphibious SMD unit for all factions. Can carry 4 anti-nukes, and has a smaller coverage area than regular SMD. Can be built by any T3 factory. Slow, mediocre health, and can be hit by torpedoes when on water. Should help with rear players helping provide SMD coverage to front or allowing front defenses to be moved.
- All bosses (land + air) will now have the ability to attack land, air, and submerged units. They will gain additional firepower as player's become stronger. Bosses should be easier to spot now because of the unique icons from the additional attached weapons.
- The rare bug of nukes launching at the NW corner should be fixed.
@Slykar
It spawns across the center of a map running East to West, avoiding spawning in the top and bottom thirds. I added it for maps like Dual Gap that have large sections of North and South blocked off. There is also a setting for spawning in the center running North/South. Guess I should see how to detect blocked sections so Support Bases don't spawn out of bounds.Did add a mobile SMD unit and also made a separate Aquatic SMD mod that will allow regular SMD to be built on water. The new Aquatic SMD mod and the new mobile SMD unit both work with my lower cost AntiNuke mods. Should allow for more flexible play.
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Wow, thank you so much for that!
i noticed on my f-island map that ACU hunters and some bosses cant enter deep water and therefore cant reach any player. i turned the setting off but i dont know if it should be that way.
on one side we player can calculate where "land" units wont reach us but on the side, it doesnt feel right to turn acu hunter offline and look at sitting ducks with 1,3 mio HP.
i dont have a recommendation for that issue. Hover bricks would be a bit silly. same with GC and chicken
it could also be the map itself. i will try it today.
i wont be able to host for 30 days after today.
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It is the map. It has major pathability issues. Only China, Japan, and the US can be reached by amphibious units. With the exception of hover units, all other land masses are unreachable. Overall, a poorly designed map for any type of AI play.