AI Wave Survival Mod Information
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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
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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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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 (
DisableWhileReloadingbp field).
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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. -
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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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 +
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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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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
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Hello @Rama , found fatal error because i edit settings insane land and less air after happend doom move my base
my mods thisAi-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) -
You may have more luck to narrow down the issue, by sharing a game.log here, where the fatal error occurs @TheNilonGG
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@magge here this game.log game_23906880.log
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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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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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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
replay: #26339389
Mods Used:
- AEON T2 upgrade to T3
- AI Wave
- Commander Survival Kit
- Future Battlefield Pack
- Hard FFA
- Upgradable HC Plant
- Jaggeds Infrastructure Pack
- Nuclear Repulsor Shields
- Extreme T1 Shields
Overall very nice mod so KUDOS TO YOU!

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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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@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.
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@g4ever
Hi I take an Look into the attached Crash.log.log you have Post since I saw you Play with the Commander Survival Kit and Future Battlefield Pack Legends in this Match. The Error Messages related to the `DestroyAllTrashBags is caused by the Missing DeathImpact Weapon on these following Units UAA0002, URA0003 and URA0002, which are Drones from my Mod Future Battlefield Pack Legends. The Problem is the Log is full of Error Messages related to other Mods as Well. So next to of the Issue with the Drones the other Errors could have an Impact on the Desync too. I will going to Patch the Drones in Future Battlefield Pack Legends soon. The Fix will be released on GitHub First for Testing before I will Upload a new Patch Version on the FAF Modvault. So I will inform you If the Fix is uploaded on GitHub.
Best regards
CDRMV -
v291
- Land Spawns will no longer spawn on unpassable terrain or on water if not Amphibious/Hover. Should open up more maps for play where units previous spawned in and got stuck/died.
- Mobile SMD now carries 5 antinukes (previously was 4).
- Bombers and Doom scripts adjusted to be a little more aggressive.
- Bosses and ACU Hunters should spawn from all Spawn Locations now. Only Dooms limited to HQ/AltHQ Spawns.
- Bug fixes causing a few errors.
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v292
- Fixed a bug with the Land Spawn if HQ was too close to a map edge.
- Aeon T3PD DPS increased from 255 to 265
- Dooms no longer can be stunned by other Dooms
- Increased chance Doom Rifts will spawn RAMBOs
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v293
- Land Spawn Checker greatly improved, should avoid even more unpassable terrain with far fewer stuck units.
- Support Bases, Rifts, and Land Spawns will no longer spawn in unplayable sections (black bars) of the map, like on Dual Gap.
- Fixed HQ Power Stall not dropping shields. Only affects shield generators, not units or the Main Buildings. Yolo Bosses may start spawning after HQ restores power, depending on team strength.
- Yolo Bosses and Endgame Bosses now deploy a small platoon of units after taking too much damage.
- Dooms' number of Rift Spawns that happen after taking too much damage now based on team strength.
- Increased time mass is delivered after destroying a Support Base.
- Warning when carriers are launching aircraft.
- Some bug fixes, maybe some new bugs

Weapon Rebalances:
- Aeon T3PD back to 75 range.
- Aeon and UEF T4PD able to shoot at closer targets.
- Storm Missiles now spawn 2-3 storms if intercepted.
- Seraphim Heavy Cruiser reworked, with a powerful long range main AA cannon, and a shorter range cannon able to fire on both air and land units for enemies that get too close. Doubled TMD fire rate.
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