DDDX RPG survival (map and mod)
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For the life of me, I can't get this map to work correctly. Please someone help me. I start the map in FaF, only mods are blackops, total mayhem and the BO balance mod. I have extreme wars installed but not loaded. Teams are set to top and bottom. When I start the game, none of the RP starts. The map is fully zoomed out, i see all of the AI and they just start fighting each other. Nothing else happens. What am I doing wrong? This sounds like such a cool map!
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@ardentia this sounds like an error in the starting initialisation of the main script.
Should be easy to spot in the error log.Start the game, press F8 (if I remember correctly, to get the error log, I do it so automatically by now
Press the check boxes to filter out only warnings, you don't need the rest.Search fir the warning that concerns "DDDX rpg survival script.lua"
It will probably concern the OnInitiate, OnStart, or SurvivalTick parts of that script - you can see what the reason was, from that, which part causes trouble and breaks the script.You can also paste that warning when you find it, here, or DM me (this forum has that function).
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v166 is out.
Tons of bug fixes, brought on by FAF updating (tsk, tsk),
Reworked missions to make them feel less like a chore, and also giving you more flexibility in selection/turning off, while still having the randomness element (should make my map easier to play without OP mods)
New missions, new enemy units for those missions
A new "Bonus" system for the hero that lets you tweak your play style even more (should aid in Alpha hero usefulness/survivability/team contribution extremely, specially on later waves). Here's what that looks like - 7 platforms, each giving you a certain buff to your hero.
You get a limited number of bonus Selectors to use on platforms of your choice.As always, the entire list of changes is located inside the "Changes.txt" file in the Balance mod.
Here's a copy-paste of the latest:Patch 166
Map:
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)Mod:
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 behavior for heroes. -
Hello! The last boss is attracted by the boss colossus and everything explodes
https://snipboard.io/uBhxWN.jpg -
@groove yeah, I know. It's due to some minibosses not being their own unit, with their own weapons and target restrictions, but just buffed versions of regular units. I will remake all the minibosses, and Omega final bosses, so that they both get unique atributes, and have customized weapons that will exempt high level units such as bosses from their abilities, such as has happened here.
Reworking bosses & buffing Omegas is on my todo list for future patches
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awesome stuff mate!
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@DDDX Hey man my brother and I have been trying to play together but can't seem to get on the same team, tried selecting the same team like normal/using the team option in the settings before the match to be together still hasn't worked. Any idea?
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play top vs bottom, and don't get slot 7 (that's allied to the enemy).
read the map description once you host it, in your lobby. -
@DDDX Currently it seems that the hero does not level up in version 167 from the faf map vault
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i cant get this map to work at all when the game loads nothing happens and the timer never ticks down
this is the last little section of the log file seems to show some warning not sure if thats the issue or not
warning: player 1 is false
warning: Error running OnCreate script in Entity uec1901 at 2f50c608: Invalid bone name "Attachpoint".
stack traceback:
[C]: in functionCreateRotator' ...data\faforever\gamedata\lua.nx2\lua\defaultunits.lua(977): in function <...data\faforever\gamedata\lua.nx2\lua\defaultunits.lua:968> [C]: in function
CreateUnitHPR'
...dddx_rpg_survival.v0167\dddx_rpg_survival_script.lua(6562): in functionSurvival_InitGame' ...dddx_rpg_survival.v0167\dddx_rpg_survival_script.lua(6305): in function <...dddx_rpg_survival.v0167\dddx_rpg_survival_script.lua:6287> [C]: in function
pcall'
...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua(378): in functionBeginSessionMapSetup' ...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua(294): in function <...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua:287> ...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua(567): in function <...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua:566> ...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua(710): in function
BeginSession'
warning: Unable to find file /maps/x1ca_coop_005.v0020/x1ca_coop_005_strings.lua
warning: stack traceback:
warning: [C]: in functiondoscript' warning: [C]: ? warning: ...ata\faforever\gamedata\lua.nx2\lua\system\import.lua(61): in function <...ata\faforever\gamedata\lua.nx2\lua\system\import.lua:41> warning: ...ata\faforever\gamedata\lua.nx2\lua\system\import.lua(155): in function
import'
warning: ...ata\faforever\gamedata\lua.nx2\lua\system\import.lua(131): in functionimport' warning: ...ce\maps\dddx_rpg_survival.v0167\src\frp\alphanpc.lua(6): in function
newInstance'
warning: ...dddx_rpg_survival.v0167\dddx_rpg_survival_script.lua(6565): in functionSurvival_InitGame' warning: ...dddx_rpg_survival.v0167\dddx_rpg_survival_script.lua(6305): in function <...dddx_rpg_survival.v0167\dddx_rpg_survival_script.lua:6287> warning: [C]: in function
pcall'
warning: ...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua(378): in functionBeginSessionMapSetup' warning: ...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua(294): in function <...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua:287> warning: ...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua(567): in function <...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua:566> warning: ...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua(710): in function
BeginSession'
warning: ...ata\faforever\gamedata\lua.nx2\lua\system\import.lua(155): Error importing '/maps/x1ca_coop_005.v0020/x1ca_coop_005_strings.lua'
warning: stack traceback:
warning: [C]: ?
warning: ...ata\faforever\gamedata\lua.nx2\lua\system\import.lua(77): in function <...ata\faforever\gamedata\lua.nx2\lua\system\import.lua:41>
warning: ...ata\faforever\gamedata\lua.nx2\lua\system\import.lua(155): in functionimport' warning: ...ata\faforever\gamedata\lua.nx2\lua\system\import.lua(131): in function
import'
warning: ...ce\maps\dddx_rpg_survival.v0167\src\frp\alphanpc.lua(6): in functionnewInstance' warning: ...dddx_rpg_survival.v0167\dddx_rpg_survival_script.lua(6565): in function
Survival_InitGame'
warning: ...dddx_rpg_survival.v0167\dddx_rpg_survival_script.lua(6305): in function <...dddx_rpg_survival.v0167\dddx_rpg_survival_script.lua:6287>
warning: [C]: in functionpcall' warning: ...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua(378): in function
BeginSessionMapSetup'
warning: ...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua(294): in function <...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua:287>
warning: ...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua(567): in function <...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua:566>
warning: ...ogramdata\faforever\gamedata\lua.nx2\lua\siminit.lua(710): in functionBeginSession' info: ----- Survival MOD: Initializing game start sequence... info: Mapscript: Yes, Survival Mayhem & BO balance is installed (identified by UID) info: Debug: SetPlayableArea before round : 110, 550 830, 842 info: Debug: SetPlayableArea after round : 108, 548 828, 840 info: Camera:SyncPlayableRect info: - x0: 108 info: - x1: 828 info: - y0: 548 info: - y1: 840 info: Request: info: - Name: WorldCamera info: - Region: table: 13D349B0 info: - x0: 108 info: - x1: 828 info: - y0: 548 info: - y1: 840 info: - Type: CAMERA_SYNC_PLAYABLE_RECT info: * Total Mayhem: [siminit.lua, line:584] - Running from: @c:\programdata\faforever\gamedata\lua.nx2\lua\siminit.lua. info: * Total Mayhem: [siminit.lua, line:585] - Checking directory /mods/ for TotalMayhem... info: * Total Mayhem: [siminit.lua, line:592] - Found directory: /mods/totalmayhem/mod_info.lua. info: * Total Mayhem: [siminit.lua, line:597] - Check OK. Found 1 TotalMayhem directory. info: * Total Mayhem: [siminit.lua, line:601] - Checking files and filesize for TotalMayhem... info: * Total Mayhem: [siminit.lua, line:628] - Check OK! files: 2178, bytecount: 749995008. info: Hooked /lua/ui/game/gamemain.lua with /mods/supremeeconomy/hook/lua/ui/game/gamemain.lua info: Hooked /lua/ui/game/gamecommon.lua with /mods/totalmayhem/hook/lua/ui/game/gamecommon.lua info: Total Mayhem: [gamecommon.lua, line:324] - Gameversion is 3652 or newer. No need to insert the unit icons by our own function. debug: Preloading 1405 batch textures debug: Preloading 967 d3d textures debug: Preloading 110 models debug: Preloading 532 animations info: Hooked /lua/ui/controls/worldview.lua with /mods/buildrangepreview/hook/lua/ui/controls/worldview.lua info: Hooked /lua/ui/game/unitview.lua with /mods/totalmayhem/hook/lua/ui/game/unitview.lua info: Hooked /lua/ui/help/unitdescription.lua with /mods/blackopsfaf-unleashed/hook/lua/ui/help/unitdescription.lua info: Hooked /lua/ui/help/unitdescription.lua with /mods/blackopsfaf-acus/hook/lua/ui/help/unitdescription.lua info: Hooked /lua/ui/help/unitdescription.lua with /mods/survival mayhem&bo balance/hook/lua/ui/help/unitdescription.lua info: Hooked /lua/armordefinition.lua with /mods/blackopsfaf-unleashed/hook/lua/armordefinition.lua info: Total Mayhem: [unitview.lua, line:1067] - Gameversion is 3652 or newer. No need to insert the unit icons by our own function. info: creating medium fidelity terrain info: creating low fidelity water info: creating medium fidelity terrain info: creating low fidelity water info: /savereplay warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. warning: GetResource: Invalid name "" info: Can't find texture "" -- trying fallback. info: Exe GitSHA: 198e00f warning: Error running lua script: ...dddx_rpg_survival.v0167\dddx_rpg_survival_script.lua(10003): attempt to call method
SetCustomName' (a nil value)
stack traceback:
...dddx_rpg_survival.v0167\dddx_rpg_survival_script.lua(10003): in function <...dddx_rpg_survival.v0167\dddx_rpg_survival_script.lua:9851>
debug: Current gametime: 00:00:00
info: Exe GitSHA: 198e00f
info: Exe GitSHA: 198e00f
info: Exe GitSHA: 198e00f
info: Exe GitSHA: 198e00f
info: Exe GitSHA: 198e00f
info: Exe GitSHA: 198e00f
info: Exe GitSHA: 198e00f
info: Exe GitSHA: 198e00f
info: Keybindings CreateUI
debug: Current gametime: 00:00:30
info: Keybindings CloseUI
info: Keybindings Count changed from 0 to 184
info: Hooked /lua/simcallbacks.lua with /mods/blackopsfaf-unleashed/hook/lua/simcallbacks.lua
info: GPGNET: setting nat handler to 0x00000000
info: CNetTCPBuf::Read(): recv() failed: WSAEINTR
info: Run time: 0h01m37s -
V170 is out.
v168-9 were fixes to things that got broken with FAF patching, whereas v170 dealt with minor bugs and balancing things out, as well as making my map unattractive for higher (38+) difficulties, or Paragoning.
Seriously folks, just remove OP mods like ExMex or low cost upgrades, and play this thing on normal (or even reduced) difficulty - you get the same challenge + much faster SIM speed due to less units.I still need to fix hero bonuses misbehaving, for now avoid that option (default is OFF), you may use the new hero buff option to help new players handle the hero + I added a buff if build time is above 6min, to help mitigate lack of farming for hero.
From the Changes.txt inside the mod folder:
Patch 170
Map:
Fixed nuke launch script
Increased nuke launch at late game, and more with bigger diff
Scaled bosses, mission objectives, Universal Colosus...even more, with bigger diff, to discourage extreme diff
(this includes tele SACUs, Extra minibosses, transport dropship veterancy, and a lot more)
Cleared out navy spawn area if naval Omega boss is chosen
Allied Pride miniboss should no longer make reinforcements - finally...
Buffed several missions/bosses/units if Paragon gets built
Reduced veterancy level to 0 for default difficulty (was 1 earlier, should make things a bit easier)
Leveled terrain around bases to adjust for new terrain-building interaction
Tweaked SACU teleport script (added Othuys on later spawns, as well as veterancy for higher diff)
Added another wave of mini Bosses spawning late game, if that mission is selected, increased hp for higher diffMod:
Fixed shields not respawning on units that are attached to other units, after they go down
Buffed all lvl 1 heroes if build time is longer than 6min, to help them evolve to next level
Nerfed Dominator exp turret death damage (50% range and dmg)
Buffed Spiderlord, Centipede, UC health
Nerfed Yolo damage back to 200 000 from 300 000
Buffed "bubbles" mission if it's chosen - increased Duke and Count HP, shields
Buffed "Arachnophobia" mission wia added veterancy for higher diff settings
Fixed Aeon "Inquisitor's rain" enhancement not dropping down projectiles with Overload
Fixed tractor beams not working on Aeon heroes
Fixed tractor beams not killing units they pull
Fixed UEF hero sats not nuking on suicide
Fixed Cybran hero EMP missile not EMPing enemy
Fixed Balrog upgrades on UEF hero lvl 4 and 5 crashing game when Balrog starts being built
Increased Sera hero Orbs hp, shields
Buffed Helios bomber bomb HP so it doesn't get wrecked by AA so easily
Patch 168 - 169
Map:
Added map option for hero to be a bit stronger (via better bonuses on veterancy + buff to hp and regen).
Fixed opening battle not clearing everything out/not killing defending commander in front (hopefully)
Leveled terrain under some buildings that made them crooked with new terrain behaviour.
Slightly nerfed naval waves, most notably via less subs, buffed air in waves slightly. - should make navy positions easier to playMod:
Fixed heroes not evolving to next lvl on veterancy gain. --this was a major f**k-up
Fixed Cy anti teleport and Aeon t3 transport cloaking units when they shouldn't.
Fixed Goliath bosses crashing up the game.
Added new option in map to buff hero slightly (cca 10-15%) to help new players with progression (default is OFF). --this is separate from hero bonuses - those i still need to fix, avoid using that option!!!
Many minor hot fixes of things that got broken with patching FAF. -
v171 is out.
Main purpose was to fix error in previous patch that made main waves break when Paragon gets built.
(yeah, making a Paragon in my map brings you all sorts of trouble down your neck...)Patch 171 - as usual, look into Changes.txt file inside the mod folder of my mod:
Map:
Fixed main waves stopping if Paragon gets built
Tweaked naval nukes for when Paragon gets built
Fixed Sats side mission not triggering when all missions are selected
Removed allied reinforcements (units) for diff over 38, if it was selected under Extra Defences -
Recently, when I hosted this card twice, the self-destruct script did not work twice in a row.
Yes, this does not always happen, but considering how much time it takes to fill the lobby, this is a problem.
I would like to be able to turn this off
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@newbiennoob so why don't you?
It's in map settings, under "Mute starting chit-chat" or however i called it
Completely turns off the starting battle sequence. Just disable it in the Lobby of your game when you host. -
Dear DDDX.... Lets some mid-age bugs report:
- Eon Hero cant get Stage III. Just stay on Stage II on veteran 5
- Cybran Hero teleport not work at any stage.
- 1st stage of Cybran on base gun or "Muzzle" upg almost cant hit small(usually t1 and t2 land) units, because he take big approval for any shot that need it, even target move only in one direction.
- Cybran Hero(ship, Stage 4) can be pinned to GC-boss. And stick to GC hand living while other enemy didnt kill him. But when hero kill in this manner, he didnt respawn.
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@myxanoid new Version uploaded to the Vault.
Fixes some of the issues. As for the Cybran lvl1 targeting, it's due to retargeting and shooting of weapons on Overcharging. I will try and find a workaround for that, for now, simply try overcharging in the same direction as your main turret is facing - should resolve the issue temporarily.Data from the "Changes.txt" file inside the mod:
Patch 172Map:
Fixed clean-up of unused stuff in South that remained when lower difficulties are chosen
Leveled terrain under some turrets
Created 2 GLOBAL anti teleport towers - kill those first to enable teleporting across the map, then the smaller, local ones guarding various areas.
Reduced max build time to 6 minMod:
Fixed Aeon lvl 2 hero not evolving to next lvl at full veterancy
Buffed lvl 1 and 2 Aeon hero lasers dmg slightly
Fixed lvl 1 Cybran hero torpedos not working
Reworked Cybran hero special ability & accompanying enhancement (Siren's song), removed the previous teleport-based ability.
Created Armored Command Assassin unit, added to some mission waves
Further buffed certain high-end units and mission based on the number of Paragons the Defenders managed to build
Fixed Fire beetles and DOOM beetles not suiciding when close to target
Improved target acquisition & behaviour of zombified units and of Interceptors (Carrier drones)
Buffed Zombie Habitats HP by cca 30%, reduced mass value by cca 20% of all Zombies and Habitats
Buffed Legendary units (Novax sat more dmg, Supershield more hp to shield, Sloth 100k more hp, Regen turret more self regen)
Increased TotalA sub shield size slightly
Nerfed Artemis sat damage
Reduced big rock mass cost to prevent hero farming veterancy off them, but gave them x2 mass in wrecks when destroyed, to compensate