New Endgame Feature:
Doom waves are an alternative EndGame option, using extremely powerful T5 units. Destroying a wave will damage the HQ by whatever percentage set by the player. Doom Waves will respawn after 1 minute, and waves will continue until HQ or players are destroyed. There are multiple settings, so players may fine-tune the final difficulty.
4a: DOOM EndGame Wave:
-Sets the size of the initial Doom Wave. Setting to "Off" will disable the waves completely.
4b: DOOM HQ Damage:
-Sets the % health the HQ will lose every time a Doom Wave is defeated. Can be set anywhere between zero and 100%.
4c: DOOM Wave +/-:
-Causes waves to increase or decrease in size when respawning. Start with a large Doom Wave, and then have it grow weaker as the HQ is damaged. Or have it grow stronger!
4d: DOOM Health Boost:
If the Dooms just aren't tough enough for you, feel free to boost their base health by up to 1000%. Dooms also receive health, damage, and speed boosts from the standard BOOST settings.
4e: DOOM Crawlers On/Off:
-Enable/Disable Doom Megas and Doom Fatboys from spawning in Doom Waves.
4f: DOOM Walkers On/Off:
-Enable/Disable Doom Colossus and Doom Ythotha from spawning in Doom Waves.
Also added a new setting for ACU Hunters, per a request. And made them immune to Colossus claws.
ACU Hunters Wave Multi:
-Adjust the amount of hunters that will spawn, if you like your SACUs to die. Can also reduce wave size.
@Retributer
Yeah, I've been planning out the Doom Waves for a while. Felt there needed to be an alternative way to win other than spamming arty or Hold to Win. Now feels like a proper EndGame. I still need to balance, so feedback is appreciated. Also added in the ACU Hunter Wave Muti, since you liked fighting those guys.
@swaaye
Good to hear you haven't had any more issues after redownloading mods. The situation you described, with the game frozen and the UI still functional, usually happens when the script gets caught in an infinite loop. Sometimes an error can trigger that.