New version (v166) of my map and mod is out.
See the bottom of this post for changes to the latest version.
DDDX_RPG_Survival is the map
Survival Mayhem&BO balance is the mod.
WARNING - NEW MOD REQUIRED, BUT ONLY AS A SOFT REQUIREMENT (needs to be downloaded on the disk by all players). Extreme wars (could not get approval from Team Asurbaelvect).
First a quick intro for those who do not know it - it's a heavily modded survival, so that it provides Total Mayhem, Blackops, and custom units in waves, minibosses (for both attackers and defenders) as well as a random end boss fight (can be 1 of 10 variants), a player 7 spot that, if chosen, is allied with the attackers and plays against the defending team, various mission goals throughout the game, and a very strong evolving upgradeable hero type role for whomever picks Player_1 as their spot in the lobby (but only player 1 can play a hero)..
The map/mod requires Total Mayhem, Blackops:Unleashed, Blackops:ACUs, and Extreme wars mods to function - it is NOT a standalone mod and cannot function without those, but relies heavily on units and models inside those mods, and serves also to promote these awesome mods (with approval of Uveso).
Extreme wars does NOT need to be enabled for the match, only downloaded onto the HDD.
Here's what that looks like:
Comparison between UEF+ SERA lvl 1 and lvl 5 heroes. Tiny lvl 1's next to massive lvl 5's On the right side, the lvl 1 hero only has 1 Defense orb orbiting it, while a fully upgraded lvl 5 sera hero has 4 (with those upgrades, but can have more). The orbs circle constantly and partially absorbe some weapons fire on the Alpha heroes
Difference in upgrades for starting hero and final hero level. Here we have the weapons slots for UEF heroes, and all 3 slots for SERA heroes shown. As you can see, there is quite the difference between the 5 levels.
Micro missions like destroying this massive anti teleport tower to activate teleporting across the map
There are several missions, like land and naval gateways that spawn enemy units, or bases that host specialized teleports that teleport enemy SACUs behind your defense lines, nuke or arty bases, naval bases or air bases that need to be destroyed, and many more, picked randomly (and also based on difficulty, or selectable in map settings in the lobby).
Base area for the hero this is mostly decorative, to give our hero a starting location and a respawn point if it dies. However it does have a site-to-site teleport building, for faster traversing of terrain.
A nice view of starting defences (can be turned on/off in map settings). Also, a 3.rd value of this setting will give you periodic extra reinforcements.
Forward outpost that gets crushed at the start of the game, mostly decoration but can be a problem if there's a player 7 and he is allowed to reclaim the wrecks early on.
Teleport building, only works for hero units. Takes 25 seconds to charge up.
As for heroes, they come with a very buffed Overcharge, various drones (based on picked upgrades), a unique ability button (per faction, usually long cooldown), special auras that buff your team or nerf the enemy (each faction has 2, upgradeable via enhancements), buildable epic base buildings and unique experimentals (but only a very limited number), as well as an array of weapons and upgrades for you to pick (usually between a shorter range weapon, longer range and AoE/specialised).
They also have special abilities, like Aeon's Eternal life, that does not let you die for a short while after getting killed, mind controling enemies as Cybran heroes, spawning team-friendly Othuy energy beings as Sera heroes, getting extra regen while standing still as UEF heroes...and many, many more
NOW FOR CHANGES IN VERSION 166
(straight from the file Changes.txt inside the mod)
Fixed allied bosses not spawning
Fixed allied bosses and reinforcements still spawning if the Rift was destroyed
Buffed reinforcements numbers, and Extra defences turrets
Reworked all missions to make them a bit easier on defenders and more random. Buffed them to compensate.
Added Sats and Spider mission to mission rooster, randomly selected between tele sacus
Gave all mission types descriptions so people know what they're up against.
Made script less prone to breaking due to lazy players not cleaning the map of units.
Increased CZAR numbers in waves, reduced Carriers.
Removed Harbringers from attacking waves (they reclaimed wrecks instead of attacking)
Reworked zombies meshes + gave them attacking animations for bites.
Fixed zombie mind control not working.
Fixed Gateways not getting killed.
Created and added Centipede, SpiderLord to attacking waves
Created Overlord and added to certain special waves
Removed mini Czars from allied Pride boss
Nerfed mini Czars hp, dmg, crash dmg
Nerfed Carrier spawn chance in waves, slowed down its speed.
Nerfed transports numbers if trans mission is chosen.
Nerfed Dominator turret DPS, death damage.
Air Omega secondary form cannot be mind controled anymore.
Created Bonuses for heroes + all acompanying units and buildings, can be turned OFF in map settings
Fixed UEF t2 hero not being able to OC submerged units.
Nerfed Air hero death damages.
Fixed hero Sky tracker infinite build bug.
Made Cybran attached turrets on hero unselectable
Allowed Aeon Alpha to make limited numbers of Annihilators at higher lvls
Nerfed all Sera hero basic regen and max hp.
Buffed UEF HP gain when using special ability, nerfed the same for Aeon.
Fixed broken drone behaviour for heroes.
Enlarged naval area on the left, added more resources there to encourage expansion in water
Further flattened some water terrain
Reduced HP of some mission objective buildings, and some bosses, on lower difficulties (DEATH Ripper the most)
Added mines in water - few if standard, lots if Extra defences option is chosen
Created Agamemnon Cybran minelaying turret (creates Silba minelayer)
Created Silba minelayer ship that deploys underwater mines
Fixed Aeon tier 3 hero laser upgrades fucking up ranges
Nerfed some early high-end air attackers to make air easier to play against
Nerfed Raw Omega HP, should be a bit easier to handle
Added animation for naval hero teleports
Fixed MML spawning where they shouldn't
Reduced chances for long range Avalanche beetlebots in attacking waves - switched them to short range ones
Increased numbers of Monkeylords to promote short-range front base land combat
Nerfed defences for Air basses a bit, if that mission is selected
Added many more XL mass extractors, but reduced their chance of spawning from 2/3 to 50%
Allowed construction of Citadel and Gargantuan XL air experimentals - this sould help with anti air
Created an extreme range heavy turret for Aeon - Annihilator
Created an XL exp laser turret for Cybran - Dominator
Created a heavy AA turret for Seraphim
Added torps to Sera AA cruiser, buffed its hp and increased cost a bit, made it surface after build
Created a buffed Horizon experimental - available to hero only
Reworked buildable AA unit options for heroes, to include new AA turrets and units based on factions
Fixed double hero respawn if hero was gifted to other player
Nerfed Sera Heroes base regen and/or HP a bit
Fixed naval and AA ranges bug for Aeon hero lvl 3 and 4
Nerfed Interceptor base dmg a bit, nerfed death AoE by 50%
Fixed Carriers being purchaseable from Gateways with some mods
Added info if a Legendary unit is being constructed/completed
Added launch and land animation to Cybran legendary
Added idle and EMP animation for Sera Legendary
Made Paragon produce default income when built - no longer nerfed in resources.
PLEASE WRITE HERE ANY FEEDBACK, FOUND BUGS OR IMBALANCES of the map waves, bosses or heroes
Your feedback is much appreciated.
I will update this thread as new changes come out.