AI Wave Survival Mod Information
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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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v294
Made setting up a game much easier, by being able to assign spawns straight from lobby! No need to assign spawns in Map Options anymore!
3 Ways to Set Up a Game:
Players can still specify who is HQ in Map Options, if they want a Human or different AI control the waves. Players can set up to 4 AI_WaveSurvival Bots in lobby, and they will be randomly assigned HQ's that spawn waves. No need to assign the spawns in Map Options.
Players can specifically set where each HQ spawns in the lobby:- AI_Main HQ will spawn the Main HQ Objective.
- AI_Alternate HQ will spawn the Main HQ's support HQ.
- AI_2nd HQ will spawn the secondary HQ.
- AI_Alternate 2nd HQ will spawn the secondary HQ's support HQ.
Various fail safes have been tested, so if configured wrong, game will default back to random spawns being assigned to the bots, and you may get scolded by Brackman.
Other Changes:
- Endgame air bosses given a bit of a boost in DPS, spawn additional air units after taking too much damage.
Weapon Rebalances:
- Aeon T3PD range to 76 and fire rate to 3s -> 2.5s, same DPS.
- Abyss depth charge range increased to 60.
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v295
Fixed some configurations that could cause extra HQs to spawn.
Buffs:
Abyss Depth Charge Platform:
12k health -> 18k health
Shield 27k -> 28k
Shield Regeneration 208 -> 240
Recharge 30s -> 29s
Depth Charges and Torp Defenses 60 range -> 65 rangeSeraphim Storms Missiles:
Missiles 6HP -> 8HP
Storms Lifespan 30s -> 32sStolen Guardian Shields:
Shield Regeneration 400 -> 450
Recharge 40s -> 38sEnemy Guardian Shields got some small buffs.
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Yo, haven't checked your mod in years, I'm glad to see you've still been working on it!
I just tried a simple game with limited difficulty to get back to it, and saw the new Support Base Rift option (SB6). I really like the idea of having a temporary spawn appearing at a random location and making the game more difficult, while being relatively easy to deal with. However, on my two attempts, the first rift spawned near my base and because of the weapon it's using, there wasn't much I could do about it (playing with no base and no eco boost)
It would be nice if there was an exclusion zone around player spawns to prevent that, or if the rift itself didn't have any weapon (I'm fine with enemy waves spawning at my doorstep, the rift defense weapon is the issue)Anyway thanks for the updates, your mod is still awesome! I especially like the new AI settings you made to set HQ locations right from the game menu!
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Hey Rama, love your mod, but post 40 minute mark the game seems to freeze with 4 or more players into it. After looking into it, its more of a luck of the draw that it freezes. Its specifically when you have black ops or Total Mayhem installed (It attempts to attach spawns on locations that don't exist on those specialised experimental units, but it can't as the locations arent valid).
I sent you a work around fix for it in private chat.
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Yeah, Rift Orbs really aren't balanced for vanilla play. I had some plans sketched out for adding a Rift War section to the game, basically rifts opening up everywhere and different kinds of rifts. Could add a vanilla option for Rift Orbs that don't have T3PD equivalent built in.
Ah, I thought I fixed that bug. Will have to add in a NIL check.
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