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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!

    DDDX RPG survival (map and mod)

    Scheduled Pinned Locked Moved Modding & Tools
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    • DDDXD Offline
      DDDX
      last edited by

      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.

      1 Reply Last reply Reply Quote 0
      • R Offline
        Rocket7642
        last edited by

        @DDDX Currently it seems that the hero does not level up in version 167 from the faf map vault

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        • C Offline
          CaptainChunck
          last edited by

          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 function CreateRotator' ...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 function Survival_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 function BeginSessionMapSetup' ...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 function doscript' 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 function import' 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 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 function pcall'
          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 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 function import' 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 function newInstance' 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 function pcall' 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 function BeginSession' 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

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          • DDDXD Offline
            DDDX
            last edited by

            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 diff

            Mod:

            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 play

            Mod:

            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.

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            • DDDXD Offline
              DDDX
              last edited by DDDX

              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

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              • N Offline
                NewbienNoob
                last edited by

                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
                213213213.PNG

                DDDXD 1 Reply Last reply Reply Quote 0
                • DDDXD Offline
                  DDDX @NewbienNoob
                  last edited by

                  @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.

                  1 Reply Last reply Reply Quote 1
                  • M Offline
                    Myxanoid
                    last edited by Myxanoid

                    Dear DDDX.... Lets some mid-age bugs report:

                    1. Eon Hero cant get Stage III. Just stay on Stage II on veteran 5
                    2. Cybran Hero teleport not work at any stage.
                    3. 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.
                    4. 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.
                    DDDXD 1 Reply Last reply Reply Quote 0
                    • DDDXD Offline
                      DDDX @Myxanoid
                      last edited by

                      @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 172

                      Map:

                      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 min

                      Mod:

                      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

                      1 Reply Last reply Reply Quote 1
                      • DDDXD Offline
                        DDDX
                        last edited by DDDX

                        UPDATE 18.7. 2025:
                        Version 175 of map and mod is out.
                        Some bug fixes, namely the antiteleport bug, and a buff to hero units (will be OP for veteran players 😕 but easier for noobs).
                        New unit type, underground burrowing worms, from CDRMV's mod "Commander survival kit: Units" -A BIG THANK YOU!!! Check out all his other mods, (and that mod out when it comes out, it has a bunch of new and well done unique units).

                        From the file "Changes.txt" inside the mod folder:

                        Map:

                        • placed Worm pits with 15% spawn chance that spawn cyber worms unless killed. Good mass source from wrecks.
                        • Modified map to accomodate Worm pit locations.

                        Mod:

                        • Created cyber worms and their Worm pit and added into map, from Commander Survival Kit mod, with permission from the maker, ty for that btw.
                        • All heroes (except Sera) buffed in hp and regen
                        • All hero ability gives more sustain when activated
                        • Universal Colossus dmg buffed (tractor beams have targeting restriction vs bosses/epic units/legendaries, PLS REPORT IF THEY SUCK IN OUR BOSSES!!)
                        • Death ripper buff if defenders make paragon(s) (+50k hp, +200 regen per Paragon built)
                        • Fixed late game minibosses hp on low level diff being off by 1 decimal
                        • Improved Interceptor (Carrier minion) target behaviour, buffed speed, hp, dmg
                        • Buffed Carrier range +10, build power +20
                        • Allied minibosses nerfed HP
                        • Fixed allied Pride miniboss minions spawning when it should not. (not really, medium units still spawn, but small ones don't, will fix in v176).
                        C 1 Reply Last reply Reply Quote 0
                        • C Offline
                          CDRMV @DDDX
                          last edited by CDRMV

                          @DDDX
                          Just an correction:
                          The Cyber Worms you mention are included in the Unit Pack:
                          Commander Survival Kit: Units (CSK Units)
                          There are Not included in the Sim Mod: Commander Survival Kit with the two Managers.
                          CSK Units is still in Development and available on my GitHub Repository for Early Access at the Moment.

                          DDDXD 1 Reply Last reply Reply Quote 0
                          • DDDXD Offline
                            DDDX @CDRMV
                            last edited by

                            @CDRMV corrected. And TY again.

                            1 Reply Last reply Reply Quote 0
                            • N Offline
                              Nomander Balance Team
                              last edited by

                              Some bugs:

                              • Yolona should be updated to use the RackSalvoReloadTime instead of WeaponRepackTimeout. The FAF version uses this method so you can look there for specifics. This makes it more responsive (don't restart reload every time you issue a new firing order) and makes the vfx in FAF's script work.
                                • FYI, there's a new ModWeapon table for merging into weapons by using a MergeLabel field, so you don't have to deal with arrays in the Weapon table (and the issues that can happen because of that).
                              • Salvation's energy drain rate needs to be increased so that it doesn't get stuck idle when it has max fire rate adjacency.
                              • The Cybran T4 PD's skirt offset is incorrect, so the unit is not centered, which makes it impossible to build next to other buildings/itself since the footprint creeps outside the skirt and disallows placement.
                              • Apparently the hero slot must be filled or else the map doesn't start correctly (palace doesn't spawn if I remember correctly). Had to put an AI in there for it to work.
                              1 Reply Last reply Reply Quote 1
                              • DDDXD Offline
                                DDDX
                                last edited by DDDX

                                wow. Thank you very much.
                                Will be fixed in v178. I have some balancing to do anyways, the new addition of Worm pits trew the gameplay too far in the "defend the flank and rear" direction, and I don't like that nukes are a 100% given in every match, so you either have enough SMD's or you lose. Gonna make them random, and instead have more arties spawn if nukes weren't chosen.
                                Yolo and salvation seem straightforward enough, Dominator PD as well.
                                As for the hero, gonna check it out.

                                If you have any more suggestions or balance/bug fixes, please let me know.

                                1 Reply Last reply Reply Quote 0
                                • DDDXD Offline
                                  DDDX
                                  last edited by

                                  1 Reply Last reply Reply Quote 0
                                  • DDDXD Offline
                                    DDDX
                                    last edited by DDDX

                                    Howdy folks.
                                    Need some feedback from peaps playing my map.
                                    Am in the proces of making v178, and need some feedback/suggestions on heroes. Namely, on what happens when they spawn 1st time (evolve into next version), as well as what happens with the final lvl hero when it reaches max veterancy.

                                    So far, for v178, I have devised the following:
                                    Aeon hero line: stun its surroundings upon evolving into next version + summoning air reinforcements.
                                    For max veterancy on final hero, all allied RAS SACUs get their resource production doubled, all downed shields get refreshed, the hero gets those auto targeting homing Hornet missiles turned ON permanently, and it gets a tiny bit of HP and regen every 10 seconds, permanently.

                                    UEF hero line: destroys everything around them upon evolving.
                                    For max veterancy on final hero, all allied defensive structures get instant healed and receive a permanent regen buff, Goliath homing missiles get turned ON permanently, and hero gets 1.5k hp and a tiny bit of regen every 10 sec permanently.

                                    Sera hero line: EMP stun around the hero + summoning a swarm of Othuy rifts around the hero (no friendly fire), upon evolving to next version.
                                    Final lvl max veterancy: huge EMP blast (1/3rd of map), constant periodic teleporting of random experimental Sera units around the hero (leaves behind an Othuy energy being as well), no added new weapon but a buff that gicves a tiny amount of hp and tiny but the most of all factions regen, every 10 seconds permanently.

                                    Cybran hero line: releasing nanites into water (mind controling) with a massively increased success chance compared to regular nanites, with each evolving.
                                    Vet 5 on final level hero: periodical summoning of very strong air units (1.5min cooldown), small amount of hp and regen gained every 10 seconds:

                                    Now, obviously some are more worked through than others. Sera's stun works beautifully with its huge regen, invoulnerability ability button, massive destructive potential and small range.
                                    Aeon's works nicely with its role as anti air (hero being an air unit, and most mobile of all factions to put out fires) and as a support unit (Aurora supershield, Mother tortoise flying exp shield structure, Paragon).
                                    For UEF I think it's enough, just blasting everything around it while making defences sturdier, goes nicely with ExCatalists and Perses turrets.
                                    But Cybran...I am a bit lost here. I mean...giving air to a ship hero...ok...damn maybe I should just have it spawn a monster unit, once it reaches final level veterancy 5...something both standing in water spitting out torpedos, and standing outside of water blasting away at surface targets...

                                    Anyways I'm looking forward to your suggestions.

                                    BTW v178 should be a bit easier to play, with a bit more resources, less punishing on people who manage to make a Paragon, and a bit more random still, in late game. OFC, while heavily rewarding expansion, as usual 🙂

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                                    • DDDXD Offline
                                      DDDX
                                      last edited by

                                      UPDATE 3.10.2025: v178

                                      Patch 178, from Changes.txt file inside the mod folder:

                                      Map:

                                      • new option in Lobby, for spawning extra mass extractors, closer to base area. Should help with mass issues in low-skilled matches. 13 more mexes added, 50% spawn chance, should give 5-7 more capturable mass extractors.
                                      • added more mass extractors in the map, with same 33% spawn chance. Capture them for a mass boost.
                                      • added more regular mass extractors, mostly in water, to reward expansion there.
                                      • separated nuking from arty spawn near end game. Now either nukes, or arty, will trigger for late game, with extra buildings spawned, and a small (1/7) chance for both, but in smaller numbers (like it is now). Pure nukes or arty have a 3/7 chance each. Note that Corner base mission, or other events, can trigger nukes of their own. Scathis are less likely to appear than before.
                                      • increased time the map reacts to Paragon being built by defenders, 120 sec more time before extra nukes start to rain down on you.
                                      • decreased time the map opens up if Air bases side mission gets chosen.

                                      Mod:

                                      • nerfed PRIDE and CZAR minion spawn rate (Dukes and Counts) if "Bubble trouble" side mission is selected
                                      • also cut their air crash damages by half
                                      • fixed Tempest Blackops:Unleashed not dieing propperly.
                                      • HEROES - added effects and abilities that trigger 1x on hero evolving to next version.
                                      • also added unique abilities and events if you manage to get full veterancy with final level hero unit.
                                      • buffed all heroes mass and e ergy production & storage.
                                      • changed Yolona to use RackSalvoReloadTime instead of WeaponRepackTimeout
                                      • increased Salvation energy consumption to keep it from stalling.
                                      • reduced Sky Tracker AA turret tracking ability, to make it weaker vs very mobile targets.
                                      • buffed Royal turrets by +5k HP, should help with very early game.
                                      • buffed Royal palace slightly (shield, weapon, hp)

                                      1 Reply Last reply Reply Quote 1
                                      • N Offline
                                        Nomander Balance Team
                                        last edited by

                                        CatmanFS has some extremely powerful endgame Cybran-themed units in his Survival Endgame mod if you want some inspiration for the Cybran hero.

                                        Also besides the Dominator (which hasn't been fixed yet), the Aeon Sniper Turret also has an issue with its skirt, it can't be built in front of another annihilator. If you type dbg Grid (or dbg g) in the console you can see the building's footprint when you zoom in. The footprint shouldn't creep out of the skirt.

                                        I had a big issue with T3 experimental bombers (Havoc and Valiant) last game I played because they didn't have enough weapon range to be allowed to drop their bomb when flying around terrain at the very high 25 speed. You can increase the range so they can drop the bomb and then add a dummy weapon so that they don't auto attack wildly far away. Here is an example of the dummy weapon: FA Github

                                        Some thoughts on balance:

                                        • Dominator has way too much DPS for its price. You play high risk high reward with its low HP and volatile death but if you just assist shields that DPS and lower cost pays plenty.
                                        • Sniper turret has too little range and DPS. By the time you get it you're facing avalanches that have 200k HP (or 750k for the long range Mk2 variant), and they have barely less range than the sniper so you can only use snipers that way at the front. Any boss units that walk in would be better dealt with by the DPS towers like the Dominator.
                                        • Perses seems a bit underpowered for its cost now that I see the dominator (if you want DPS) and remember the Lambda's OP lambda field that deletes projectiles (if you want defense). Perses is 55k mass but the others are 32k and 35k respectively.
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                                          Erisol
                                          last edited by

                                          This map is a lot of fun, and quite the challenge. Thanks for all your work!

                                          However, we've run into a few bugs...

                                          1. The Aeon Level 2 hero doesn't seem to exist, so it never spawns after leveling up. We've had to work around it by cheating in a Level 3 instead.
                                          2. The UEF hero (level 2 I think) had trouble aiming one time; not sure if it was the weapon choice I made, but it was consistently aiming to the side of the target, making it hard to hit anything and preventing veterancy.

                                          Also... I'm not sure if this is possible given the veterancy mechanic, but it would be nice if the extra turret attachments, maybe some of the drones, and the limited defenses the hero can build counted toward leveling up. It seems plausible to me as they are 'extensions' of the hero. As it is though, it's frustrating that they 'steal' damage needed to level up.

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