AI Wave Survival Mod Information
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No problem ! Maybe give the SACU a move order, as they are enough of a threat to be able to just walk into enemy defenses.
Speaking of SACUs, do you think you could add them in late-game waves ? Maybe somewhere after the first T4s start spawning, their HP pool could help other units get close to the defenders' bases. Like, give them a small chance to spawn instead of a T3 so there are a few coming with each wave. Maybe even give them better loadouts as tech level increases, so you start with vanilla SACUs and end up with mostly Rambos and Combattants.As usual, I can't wait for the next update ! Thanks for your work !
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Small Update:
-Endgame Air Boss health nerfed.
-ACU Hunter Health nerfed, torpedo range reduced.
-Bug Fix: Salvation Player warning text won't show if configured correctly.
-BrewLAN walls restricted.
-Added support for Commander Survival Kit (won't spawn Fire Support units in waves). -
Redid the experimental spawn rates, greatly reducing them, and changing progression a little. Should be able to host larger waves with few T4's spawning now. The T4 Spawn Rates can always be increased under the Experimental/Boss Frequency settings.
Added 4 new T4 defense units for players. They are in need of play testing and balancing.
UEF - An artillery unit that fire napalm canisters, doing damage over a large area for a period of time. Dooms suffer 1.5x damage to the Napalm canisters. No energy draw.
Cybran - A powerful stun cannon, capable of even stunning T4's and Dooms (though Dooms must get close). Energy hungry.
Aeon - Oblivion cannon, direct fight, high damage and long range. Very power hungry.
Seraphim - A T4 tac launcher, deploying two energy beings on impact that attack everything in range for 20 seconds, including air. Reduced damage against Dooms (1/3rd damage). -
I am having a little problem with a victory condition occurring when the first Doom wave is destroyed. At least, that seems to be what causes the end. Disabling Doom wave keeps the game going. I have endless normal and boss waves enabled, and Doom HQ damage set to 0. 3-4 Dooms per wave.
By the way we have had some additional problems with the game going into that freeze condition with the UI and chat still responsive. I think it might be related to waves spawning in. It seems like if fewer units are in play, it doesn't happen.
And also, there has been an appearance of a strange bug seemingly related to pathfinding. Air units will fly like 20x higher than usual and take minutes to come down to attack. There will also be an invisible vertical map barrier that land units can not cross. Very strange. And a game restart usually fixes it even with identical settings. Maybe it's related to the recent FAF patches.
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I saw the new T4 turrets two days ago, only tested the Oblivion so far, looks good
I have no idea if it's balanced or not, but looks like for once I'll have to give orders to my defense (I don't want its slow firing rate to be wasted on T3 units). I noticed you also made the CoffeeEnt bigger, which makes sense, stacking them around a mex was insanely powerful !
Gonna try this out later today and tell you how it went ! -
I haven't had any of those bugs in play testing. All current testing has been done with no unit packs (except BrewLAN, on occasion), and using the AI included in AI Wave Survival. The last FAF patch broke multiple AI's and BlackOps Unleashed.
What mods are you currently using? BlackOps Unleashed will cause an infinite loop (frozen gameplay but functional UI) because of bugs caused by the latest update. And what size waves are you using? I've tested with up to 200 units per wave, with waves every 2 minutes without issues.
The pathfinding bug seems very strange. Is it map specific? Only time I encountered that was on a map with an actual invisible wall (map terrain marked as lava, making it impassable). And Retributer had an issue with Dooms spawning incorrectly, but I was never able to recreate the bug.
My best guess is it is a mod conflict, introducing errors that are breaking scripts. But I would have to know what mods you are currently using. And checking your game Log for errors and posting here would be a big help.
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My network has been acting up so I couldn't try out these new turrets until earlier today
Still went with Colossal Oblivions, they're good at what they're made for, it's kind of like a Tempest canon on land, that's nice
I also built a few Cybran T4s but couldn't get an enemy close enough to see what it did ; I will say however that their size makes it impossible to align them with other buildings, thus using adjacency. Make them half a tile (or one tile?) bigger or smaller, I hope they'll still look good like this. I noticed the same problem with the T4 AA, though I don't need adjacency on these ones, it's purely aesthetic.
I still can't tell you how balanced they are, though I wouldn't worry too much about that since all the balance is changed with your mod. They don't look overpowered as far as I can tell.
Gonna look into the other turrets more, they look fun to use! -
Added a new wave option, Air Drops! Lot of flexibility with these. Can set unit types carried, multipliers, where they spawn from, and even if they will drop in T4 units (Monkey Lords and Ythotha).
Here are all the options:
-AIRDROPS-
DROPS: Airdrops On/Off:
Sets if Air Drops are on and how frequent they occur. Transports are affected by the Wave Tech Delay (delays/speeds up tech progression) setting and Start Waves T2 setting (skips T1).
DROPS: Airdrops per Wave:
Sets how many transports spawn per wave.
DROPS: Airdrops Wave Multiply:
Will increase or decrease the size of waves as game progresses.
DROPS: Airdrops Start Time:
Sets the time after Holdtime begins that Transports will start.
DROPS: Airdrops End Time:
Sets the time after Endgame begins that Transports will stop. Endless means transports never stop spawning.
DROPS: Airdrops Unit Types:
Sets the time after Holdtime begins that Transports will start.
DROPS: Airdrops Experimentals:
Sets if Transports will drop T4 units. Transports only carry one T4 unit at a time. Sets the frequency of the occurrence.
DROPS: Airdrops Spawn Location:
Sets where Transports will spawn in from.Also, buffed the Seraphim T4 Tac.
-Missiles cheaper and faster to build.
-Faster moving, higher health, longer range, and more damage on impact.
-Spawns two Energy Beings on impact instead of only one. -
Yeah, I was aware of the Cybran stun not being able to take advantage of adjacency. I was going to correct, but because Cybran T4 can stun Dooms, it seems like an accidental balance I haven't decided if I should correct or not. I'll see about fixing the AA, makes it harder to fit in small bases. And I'd like to add SACU's to air drops, but the attack script I made for Rambo Coms stopped working on the last FAF update, for unknown reasons, which is why they would just stand there.
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Forgot to mention in a previous update:
Allies:
Can now be set to spawn Only Land, Only Air, or a mix of the two.-- Extra Waves --
2b: Extra ASF:
Added an alternative Anti-Air response, which spawn in extra ASF to attack player air units. A selectable multiplier affects the base spawn rate of one ASF per 2 Gunships/Bombers, one ASF per 4 ASF, and five ASF per T4 Air. Spawns with regular air waves. Can be used in unison with Nomanders or on its own. -
Oh, yeah, I noticed the ASF waves and wondered how long they had been there
5 ASF per T4 seems underwhelming (Awassa and CZAR can easily take that down on their own), otherwise I like it! Dropinentals are nice too, they can be very hard to kill if spawned early (I haven't tried making them drop T4 yet but that sounds very dangerous) -
Cybran Stun Cannon:
-Fixed error causing T4 Stun to not fire.
-Bots now can be stunned.
-Changed T4 Stun to a different projectile, high burst damage.
-Removed Doom Stun, also ACU Hunters are immune to stun.Added T3 Point Defense for all factions!
Cybran - 65 range, 268 dps, fires in small bursts, 1.9k cost.
Sera - 60 range, 275 dps, fires dual beams, 2k cost.
Aeon - 75 range, 200 dps, high damage, slow rate of fire, 2.2k cost.@Retributer
I'll probably increase the base ASF vs T4, originally planned as a supplement to Nomanders. -
10 ASF for every T4 should be fine, not sure tbh since they're gonna spawn with each wave, but that'd force the player to make ASFs of their own
Also, if I got it right you're making them spawn with a move order, so they just make a beeline towards the players' bases and crash into their defenses. Is it possible to give them a patrol order instead?Good call for the T3 turrets, since I'm playing Aeon lately I needed something between the Oblivion and the T4 (we're using the All Faction Quantum Gate mod but I like to stick to one faction most of the time).
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New Options! (I know that is what you all wanted...)
HQ Alternate Spawn:
An alternative spawn point for HQ. Will spawn half of Land/Air Waves from the alternate spawn point. Will also spawn half of Dooms, ACU Hunters, Endgame Bosses, and Nomanders. Cannot be destroyed.
2nd Spawn Alternate:
Spawns half of Land/Air waves that would normally spawn from 2nd Spawn. Disabled is 2nd Spawn is destroyed.Reason for adding 2 new spawn options? So that the mod can support Hold the Middle maps, where waves come from up to four directions. The Alternative HQ Spawn also allows splitting the spawning of Endgame Units between two points, increasing difficulty.
DROPS: Airdrops RAMBOS:
You can now enable the option to have Transports drop in Rambo SACUs. How fun is that?
NUKE: Increase Nukes Per Strike:
Increases nuke count every strike. An easier and more sane alternative to Nuclear Overwhelm.Changes:
-Aeon T3PD:
It was just too good. 1000 damage -> 800 Damage, 250 DPS -> 200 DPS, 2 AoE -> 1 Aoe, Slight increase in inaccuracy, 10% cost increase.
-ExtraASF:
Changed 5 per T4 Air to 9 per T4 Air.
-Artillery Response:
May spawn advanced shields. Easier to trigger response.
-Guardian AA for HQ:
Buff to fire rate.
-Universal PD for HQ:
Buff to range.
-Dooms:
Deploy a squad of RAMBOs on death.
-EcoBoost Energy:
Reduced by 25%, so 75 energy per 1 mass given.
-CoffeeEntes T4 AA
Pull 300 power.
-NUKE: Strike Frequency Option:
Greatly increased number of frequency options.
-Error Messages:
Added Warning Messages that should show if Alternate/2nd Spawn is not configured correctly, as these errors will stop units from spawning. -
So with Total Mayhem enabled with this mod, the AI Spams out T1 Experimentals even with Experimentals turned off. This just completely destroys my base cuz its like 90% of the enemy compositon.
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I haven't really played much with Total Mayhem, so haven't balanced the mod for it. It is chaos the few games I've tried.
Right now, the experimental modifiers only affects T4 tech. I'd have to add in some new scripts to support limiting T1 through T3 experimentals. I'll look into this week. I think there are a few other mods that also add lower lever experimentals that would benefit from a custom script.
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@rama Thank you.
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Well, I wasn't planning to get it done so soon, but your post got me thinking I might actually play Total Mayhem more if I could adjust those pesky T1/T2/T3 Experimentals.
The new option should work with any Unit Packs that introduce very powerful T1/T2/T3 Units, as it separates the regular units from the heavy units by Mass Costs.
So, added some new options under Wave Settings:
10: Special Option for Unit Packs:
-Enables the ability to adjust the spawn rate of T1/T2/T3 Experimentals in Unit Packs. Or can be left off and the units will spawn at random.
10a: Land T1/T2/T3 Experimental Frequency:
-Sets the Spawn Rate for Land units. The default percentage of 100 translates to 25% in game, with increments of 2.5% chance. The Experimental spawn rate increases as game progresses.
10b: Air T1/T2/T3 Experimental Frequency:
-Sets the Spawn Rate for Air units. The default percentage of 100 translates to 25% in game, with increments of 2.5% chance. The Experimental spawn rate increases as game progresses.
10c: Navy T1/T2/T3 Experimental Frequency:
-Sets the Spawn Rate for Navy units. The default percentage of 100 translates to 25% in game, with increments of 2.5% chance. The Experimental spawn rate increases as game progresses.I also got to learn what the error "too many upvalues (limit=32)" in LUA means!
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Sounds fun! I also noticed you made some changes to auxiliary gens, I like being able to set where they spawn
I'm not exactly sure what destroying them does though, I get that it stuns everything for a few seconds, and there's still the energy stall, but what's the resupply about? I haven't done it much since I play very defensively until the timer ends but I remember it's possible to get early reinforcements by destroying the gens before the endgame begins, but the message is displayed with each gen destroyed, even if it doesn't do anythingI also noticed that the HQ doesn't send Monkeylords anymore, is that supposed to happen? The only ones I get are the ones sent by Dropinentals
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The Support Bases (former Auxiliary Gens) are meant to reward players for taking the offensive.
Destroying a support base will:
-Rewards team with resources. Grants 500 mass and 37500 energy, each second, for 14 seconds (7000 mass). Increases by 4 seconds (2000 mass) for every Support Base destroyed.
-Very high chance of temporarily stunning entire wave. Dooms, ACU Hunters, and RAMBOS immune to stun.
-High chance to damage HQ for 5% or 7% of total health.
-33% chance of spawning T4 Allies for team.There is also a 60% chance one of the following retaliations will be triggered:
-Nuclear Strike: A small nuclear strike. Nukes will NEVER occur on the first Support Base destroyed.
-Boss Wave: Spawns YOLO strength counter bosses.
-Artillery Barrage: Calls in a 4 minute artillery barrage.Airdrops are always triggered as a retaliation for every support base destroyed. All retaliations increase in strength for every support base destroyed.
On destroying all Support Bases:
-Will damage HQ for 10% health.
-Stuns wave for 30 to 45 seconds.
-Grants resources.
-Crashes HQ's power.
-Spawns mapwide storms that damage anything in range.Support Bases are still a work in progress. Might add a few more random events and will be adjusting others, before adding in options for players to fully customize. Bases are a little too difficult to attack with ground units at the moment, and the rewards might not be worth the mass costs and risks.
As for the Monkey Lords not spawning, now that you mention it, I haven't seen any in a while. Looks like I accidentally disabled them when I excluded "counterintelligence" from the unit tables. I'll fix that next release. Thanks for the feedback!