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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    AI Wave Survival Mod Information

    Scheduled Pinned Locked Moved Modding & Tools
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    • L Offline
      lavastorm @Rama
      last edited by lavastorm

      @rama how would I obtain that?
      We also figured that Brewlan was conflicting with one of the other unit mods but I'm not sure which one atm

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      • R Offline
        Rama
        last edited by

        v286

        Some balance changes:

        Makes Game Harder:

        • All bosses now spawn max veterancy. This prevents an occurrence where bosses would lose their health boosts if they vetted up, making them easy to kill.
        • Spawned defensive buildings and artillery are max veterancy.
        • Waves will gain veterancy based on mass income of team, maxing out at 10k mass.
        • Airdrops will drop randomly vetted units.
        • Rifts will increase veterancy level based on number of Rift Nukes intercepted.
        • Artillery now gain Damage Amplification damage boost, if the feature is on.
        • If HQ health is too low that killing a Support Base or Alternate HQ would kill HQ, instead damage will be deflected and cause half of wave to be destroyed at random.

        Makes Game Easier:

        • ACU Hunters have had torp damage reduced by more than half.
        • Storm Launchers energy costs reduced by half, mass costs and build time reduced by 10%. Storm Missiles have increased speed and acceleration. Storm Launcher's passive tac missiles have 2 hp, to be more effective against navy.
        • Abyss, reduced costs and build time by 10%. Increased shield strength from 25k to 26k, missile range from 150 to 160, shield bubble from 60 to 70, antitorp defense range from 50 to 60, and depth charges range from 40 to 50 and damage to 2k.
        • Guardian Shields increased shields from 55k to 60k and regen rate to 400hp/s.
        • Spawned reinforcements are fully vetted and have orbs attached for additional firepower.
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        • N Offline
          Nomander Balance Team
          last edited by Nomander

          The Yolona blueprint replacement breaks the visuals from the unit's script and makes the weapon unresponsive since it uses WeaponRepackTimeout instead of RackSalvoReloadTime.
          FAF's Yolona was changed to not have the weapon unpacking typical of other launchers since it doesn't need that to control its fire rate: https://github.com/FAForever/fa/pull/5758

          Edit: Using MuzzleChargeDelay instead of RackSalvoChargeTime can also make the launcher not respond like you would want it to, it'll fire in 5 seconds regardless of the launch order being cancelled.

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          • S Offline
            Slykar
            last edited by

            Hello Rama,

            thanks for you work. it keeps me playing FAF.

            v287 and current client version from 12.07.2024 -> Transporters are super slow, as you mentioned in chat,.

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            • L Offline
              lanthanplan
              last edited by

              Hello Rama,

              we just played on Seton's #22930939, you can see that around min 37 and min 57 the mobile SMDs did not work (once for choco and once for mansR). In the past I had it quite often, that the mobile SMDs did not work (even if you had both, mobile and stationary, next to each other), so I always go the UEF SMDs w/o any mobile. Also the UEF's SMDs are currently the only SMD buildings which can be constructed. I'm not sure what interacts here wrong.
              On some maps SMDs do not work at all, like on the Epic Water Pass where SMDs in the brown corners do not send anti-nukes #22890868
              Anyway: in general these are only minor issues, it's a great mod and it's so much fun to play.
              Thank you πŸ™‚

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              • R Offline
                Rama @lanthanplan
                last edited by

                @lanthanplan

                I checked the replays, and looked like the mobile SMD had issues when on sloped terrain. They did fire, but look to have fired their SMD into the ground. I've adjusted their Firing Tolerance in v288 of the mod, and did some testing on sloped terrain. Hopefully, that corrects the issue.

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                • N Offline
                  Nomander Balance Team
                  last edited by

                  Game won't start despite HQ spawn being set in replay #22959277, seems to be a map issue.
                  Error running lua script: ...er\mods\ai wave survival\hook\lua\ai\aibehaviors.lua(19115): attempt to call method `GetArmyIndex' (a nil value) stack traceback: ...er\mods\ai wave survival\hook\lua\ai\aibehaviors.lua(19115): in function `GetAIOrHumanEnemyBrain' ...er\mods\ai wave survival\hook\lua\ai\aibehaviors.lua(19354): in function <...er\mods\ai wave survival\hook\lua\ai\aibehaviors.lua:19324>

                  Also it's frustrating to lose to SMD having issues with nukes:

                  • would be nice to have front-targeted nukes fire first so front SMD can kill front nukes instead of rear-targeted nukes.
                  • change the SMD projectile to bypass terrain and have better turning so that it is more consistent.
                  • Maybe create some new weapon code to improve SMD targeting so they don't lock up the target for so long. There is already some code to do that in the FAF repo applied to TMD so I'd start there (DisableWhileReloading bp field).
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                  • L Offline
                    LightWire
                    last edited by LightWire

                    Hi Rama, I've been trying AI Wave Survival, and have enjoyed it a lot. Clearly a lot of thought and customization has gone into this mod. I have a question about adding another configurable option. Can adjusting the Rift orbs count be enabled as a setting? The goal would be to create a survival style where HQ is not very strong, but there are a lot of Rift orbs and Air drops raining down. The play style would be to survive all the rift orbs and fight to the HQ and surrounding support bases.

                    Potential Rift Orb Config Options:
                    Count, Frequency, First launch timing, Health, maybe target destination (maybe alternatives to random), how often SMD gets disabled when they are fired.

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                    • R Offline
                      Rama @LightWire
                      last edited by

                      @lightwire

                      I was planning on adding some type of option for a rift survival like that. Though, the options list has ballooned so much, I've stopped adding customizations and plan to try and trim the options list. Currently, rift count is tied to Support Base count, and increasing bases will increase total rift count, which can be used as a way to have more rifts until I add the rift survival mode.

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                      • S Offline
                        Slykar
                        last edited by Slykar

                        Hallo Rama,

                        in v289 i have a lot of game crashs, so do my teammates.

                        Like my last 2-3 games in a row. 25.09.2024

                        mod free games are fine.

                        i use 7 Mods:

                        • 1% Particle
                        • 1,5 Buildrate
                        • 25% Air Crash Dmg
                        • no Friendly fire
                          -AI Wave Survival
                        • all Faction Q-Gate
                        • Hive Engeneering for all

                        My Guts are telling me, that it is related to storm Missiles or the Sera Tech. Air unit with +

                        game_23376464.log

                        R 1 Reply Last reply Reply Quote 0
                        • R Offline
                          Rama @Slykar
                          last edited by

                          @slykar

                          Was it a crash or did the game get stuck in an infinite loop, where the gameplay froze, but the UI still worked?

                          I've had both happen very frequently since the last FAF patch, and haven't been able to find an obvious cause. Using unit mods also greatly increases the likelihood of a freeze, but once again, no clear indication of when it might happen.

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                          • S Offline
                            Slykar
                            last edited by Slykar

                            @Rama

                            It's an instant crash.

                            The game crashes and I see my desktop with a pop-up to close the crash report.

                            There are no indicators beforehand.

                            The log i posted was a crash for all ppl. no one could continue the game. I was first i think.

                            EDIT:
                            crash happend also for 3 of 8 ppl in a land / air map with default settings and 4 Mods.

                            LOW ACU
                            AI WAVE
                            +2

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                            • T Offline
                              TheNilonGG
                              last edited by

                              Hello @Rama , found fatal error because i edit settings insane land and less air after happend doom move my base
                              my mods this

                              Ai-wave
                              1% particles
                              2x Resources, storage.buildrate,buildrange
                              acu boost 1.5x
                              50% air crash damage
                              all faction quantum gate
                              BlackOps faf: acus
                              antinuke 50% cost
                              Experimental Shield Generator MK II
                              Hives 25 50 75 build rate
                              Hive engineering Stations for all
                              Low Bo commander upgrades costs
                              Low commander Upgrades costs
                              No friendly Fire + fix for log spam
                              Reclaim Tower
                              Wreck Reclaim 50%

                              No idea without desync mod... Tired already edit setting more fatal error air or land, have replays duo player vs 2 ai-wave map.
                              Crash times again (50:11s endgame units and one doom insane replays)

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                              • maggeM Offline
                                magge Moderator FAF Association Board
                                last edited by

                                You may have more luck to narrow down the issue, by sharing a game.log here, where the fatal error occurs @TheNilonGG

                                Join a FAFtastic Team | Join the FAForever Association

                                T 1 Reply Last reply Reply Quote 0
                                • T Offline
                                  TheNilonGG @magge
                                  last edited by

                                  @magge here this game.log game_23906880.log

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                                  • S Offline
                                    solsikke
                                    last edited by

                                    Hello, are bug reports for this mod still being accepted/reviewed? There is a recurring game crash I'd love to get some feedback on, which I believe (though can't be certain) to be tied to this mod

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                                    • N Offline
                                      Nomander Balance Team
                                      last edited by

                                      Some feedback (replay #26272500):

                                      • When I turn off drops and artillery responses they still happen because killing support bases triggers them (seemingly for the rest of the game too).
                                      • I would like a way to turn off yolo bosses, since I turned off yolona/paragon response but a teammate built a yolo to 20% but build it any further and this started sending yolo bosses our way, which is unfair.
                                      • People crash in this game.

                                      No replay since I played it a long time ago but HQ power stalling doesn't seem to work because the HQ shields would flicker off but turn back on shortly after for a long time.

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                                      • G Offline
                                        G4ever
                                        last edited by G4ever

                                        Hey Rama, sometimes we experience crashes, sometimes we don't, usually when we experience crashes we always have a desync in the beginning. I will attach log of one of our games, we had desync in the beginning but the game crashes later on at 53 min

                                        warning: Error running lua script: ...mobileunit.lua(228): in function `DestroyAllTrashBags'

                                        Probably game tried to run a cleanup script on unit, but because of the Desync, the data for that unit was corrupted or missing (nil) and the Lua sim crashed

                                        crash log.log

                                        replay: #26339389

                                        Mods Used:

                                        1. AEON T2 upgrade to T3
                                        2. AI Wave
                                        3. Commander Survival Kit
                                        4. Future Battlefield Pack
                                        5. Hard FFA
                                        6. Upgradable HC Plant
                                        7. Jaggeds Infrastructure Pack
                                        8. Nuclear Repulsor Shields
                                        9. Extreme T1 Shields

                                        Overall very nice mod so KUDOS TO YOU! πŸ™‚

                                        SaverS 1 Reply Last reply Reply Quote 1
                                        • R Offline
                                          Rama
                                          last edited by

                                          v290 has been released. Should be much more stable and have fewer crashes than v289, especially with unit packs like Total Mayhem, BlackOps, and BrewLAN.

                                          New Setting Options:

                                          8d: NAVAL Response: Allows one to adjust the strength of the Naval Response that uses Cybran T2 and T3 amphibious ships. This response is disabled if Naval Waves are on.

                                          SB3: Nuke/Arty Retaliation: Lets one disable Nukes and Artillery Retaliations after killing a support base.

                                          SB4: Airdrops: One can set where Airdrops from Support Bases kills spawn from, or turn off entirely.

                                          Changes and Bug Fixes:

                                          • HQ will no longer get to 1HP and not die after defeating final Doom Wave.
                                          • Defeating HQ will not blow up team if HQ player is set (still happens if HQ is random)
                                          • Airdrops from Support Bases default spawn from HQ now.
                                          • Dooms will spawn a rift when at 50% health.
                                          • If deployed Rift Orbs are maxed, one will be re-deployed at random.
                                          • Support Bases and HQs will stop spawning defenses after 4/5 times.
                                          • Torp Bomber spam from Naval Response reduced by 25%, default Naval Response strength reduced about 10%.
                                          • Fixed Mobile SMD not firing.
                                          • Abyss has larger shield and a little cheaper to build.
                                          • Aeon T3PD faster fire rate, higher DPS, and larger splash.
                                          • Aeon T4PD only pulls 2400 energy/s now.
                                          • Storm Missiles cheaper and the Storm Launcher now holds 6 missiles.
                                          • Seraphim T3 Heavy Cruiser small health bump.
                                          • Various bug fixes
                                          • LOG spam cleaned up.
                                          • LOG recording of AI Wave Game Settings greatly improved. Records only edited settings, making it easy to check settings of prior games.
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                                          • SaverS Offline
                                            Saver @G4ever
                                            last edited by

                                            @G4ever Hi, if the first mod in your list concerns the upgrade of the Aeon shield from T2 to T3, you can delete it. This feature has already been incorporated into the core game.

                                            auch mal fΓΌnf gerade sein lassen

                                            1 Reply Last reply Reply Quote 1

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