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    AI Wave Survival Mod Information

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    • A Offline
      Artane_974
      last edited by

      I installed the mod in maps.

      I have the map for you and I can play it but I can't activate the survival mod. Can you help me please

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      • R Offline
        Rama @Artane_974
        last edited by

        @artane_974

        Can you be more specific? What steps have you done? The mod only works in the FAF Client, not Vanilla Supreme Commander. It also will work on any map.

        Steps for Setting Up:

        1. When creating a game in FAF, enable the mod AI Wave Survival.
        2. Choose any map you want to play on.
        3. Once in hosting lobby, set at least two different Teams.
          -HQ Player can be any kind of AI (Uveso, M28, etc.). The included "AI_WaveSurvival" AI is just a placeholder. This AI builds nothing, but speeds up SIM speeds when used. It also does not over-ride the mods attack scripts, which other AIs may do.
        4. In Map Options, you can set the HQ Player. This is the player that will spawn the HQ and have control of the waves.
          -If you do not set an HQ Player manually, the mod will choose a RANDOM player from the smaller team to be the HQ player. Example, if you host a 3v2 game and don't manually set HQ Player, a random player from the two-player team would become HQ player.
          -If you are playing 1v1, make sure to set the HQ player manually, or you may end up spawning with the HQ and having control of the waves instead of your opponent.
        5. You DO NOT need to set a 2nd Spawn or Alt Spawn points. These are optional. If you do enable the optional spawns, you will need AIs/Players in the spots for those spawn points to work.
        6. In Map Options, configure the mod however you want. Naval waves are off by default. You can enable/disable pretty much anything the mod spawns. I've set the default mod settings to be a challenge for most players around an 800 level ranking.
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        • S Offline
          Slykar
          last edited by Slykar

          UPDATE 04.02.2024
          Hello Everyone,

          as my lobbies gets full within 10 Min and we have a lot of cool mates to play it almost daily, i wanted to share my settings so everyone may enjoy the madness.

          If you like to see what you will face, i added my all time favorit match.
          https://replay.faforever.com/20802514

          If i missed something or it is incorrectly listed, please inform me.

          Map: Griffin v7 - only what is NOT default

          Slykar Settings:

          Share conditions - Fullshare
          Victory condition - Sandbox
          Reveal Civillian - no
          Prebuilt Units - on
          Score - on
          HQ Spawn Slot - 16
          HQ HP 2,5 Mio
          HQ ALT Spawn - 14
          HQ ALT HP 0,15 Mio
          HQ Schild XXXXX - AAA-Tier
          HQ PD XXXXX - A-Tier

          2nd HQ Spawn - Slot 15
          2nd HQ Schild XXXXX - C-Tier
          2nd HQ PD XXXXX - C-Tier
          1a. 2nd Spawn Land % - 0%
          1b. - 0%
          2a. - 30%
          2b. - 0%
          3a. - 100%
          3b. - 0%

          SALVATION PLAYERS - Off

          WAVE SETUP

          Build Time - 8 Min
          Delay between Waves - 2,5 Min
          Hold Time - (Rating full Lobby (10): +-5000 = 40 Min+, +-7500 35 Min+, +-10.000 30 Min+)
          Wave Tech Progression - 65% slower

          6a. - 20
          6b. - Amp
          6d (1). - 2x 1.75x 1.5x 1.25x 1x
          6d (2) - 80%
          7a. - 40
          7c. - 5x 4x 3x 2x 1x
          7d. - 20%
          8a. - 10
          8b. - 1x ------ 2x (Reverse 2x 1.75x 1.5x 1.25x 1x)
          8c. - 20%

          SPEED / HP SETTINGS:

          Boost Damage - 0x

          AIR DROPS:

          Airdrops on / off - every 2 - 3 Min
          Airdrops per Wave - 30
          Airdrop Wave multip. - 2x 1.75x 1.5x 1.25x 1x
          Airdrop Unit Types - all
          Airdrops Rambos - 30%
          Airdrop EXP - off
          Airdrop Spawn - Center only

          EXTRA WAVE / RESPONSE

          2a. - off
          2b. - 0,5x
          3a. - 0,50%
          4b. - on

          ENDGAME SETTINGS:

          1a. - Land, Air, Navy
          1b. - 0 Min
          2a. - 3 Units
          2b. - 10 Units
          2c. - 2 Min
          3c. - Scathis
          4a - 2
          4b. - 5%
          4c. - 2 Units +
          4e - off
          4g. - 0,50x
          5b. - 5x

          ECO SETTINGS:

          ECO 1 - 25
          ECO 2a - off
          ECO 4a - 240 Sec

          Nuke Strike Settings:

          Nuke Strike on / Off - Offensive
          Nuke Start Time - 0,60%
          Nuke Frequenzy - 5 - 6 Min
          Nuke per Strike - Regular
          Increase Nukes per Strike - +2

          Build Restrictions:

          100 Hives
          AI Unit Cap 2000

          In Lobby:

          Add 8 Mods

          Optional - 1,5 Build Range
          Optional - 50% Air Craash Damage
          Must have - AI Wave Survival created by AKarmy01 & Rama
          Optional - All Factions Quantum Gate
          Must have - Anti Nuke 50 Cost
          Must have - Hive Engineering Stations for all
          Must have - No Friendly Fire (Because of AOE PDs)
          Optional - 10% Particales

          Add 3x AI_Wavesurvial to slot 14, 15, 16

          Close but spawn Mex for Slot, 5, 9, 3

          Slot 3 is Optional but you must never start as 13. it will be too slow. 11 is doable.

          Dont let 200 CPU player play. If someone is slow but others not, ask him to close programms.

          CPU around 150 shouldnt slow down the game at all or -1 / -2 worst case. (Kill faster and reclaim more)

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          • R Offline
            Rama
            last edited by

            Just updated Guide at start with images. Hope this helps people with understanding how to configure and host the mod successfully.

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            • R Offline
              Rama
              last edited by Rama

              Small Updated:
              -Added two options for Support Bases
              SB2: Support Bases Multiplier:
              -Lets you increase or decrease the amount of Support Bases that spawn! No fewer than 3 Support Bases will ever spawn. Bases scale by player count, Bases = (1 + (Player Count / 2)) * Multiplier. Multiplier goes up to 4x. In an 8 player game, that would spawn 20 Bases, with each base spawning more defenses throughout the match. This may cause slowdowns and even obstruct waves, so keep that in mind (@Slykar )!
              EDIT: Limited Max Support Bases to 16.
              SB3: Nuke Retaliation:
              -You can now disable Nukes as a retaliation for killing support bases, if you prefer to play without the worry of nuclear strikes. Note: A nuclear strike will never occur on the first Support Base destroyed.

              A few other Changes:
              -Games should end sooner when won during the EndGame stage.
              -Retaliations are guaranteed to occur once enough Support Bases are destroyed.
              -Fixed a bug where first Support Base being destroyed wasn't being detected in small team games.

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              • S Offline
                Slykar
                last edited by Slykar

                Hello Rama,

                I think SMD of support bases do not work.
                100% not spawning / working for bases in water on Griffin v7.

                Guardian too strong, AAA too weak.:

                I once had 70 or 80 Sera Carriers firing at a Guardian TMD on the edge of the HQ base and not 1 missile made it. i don't think it's supposed to be impossible on purpose.

                Since TMD SMD and shields are together, I had to scale them down to AAA to do sea attacks and now the shields feel kinda weak. The HQ defenses were destroyed in my game after 8 min buildtime and 30 out of 35 min hold time.

                AI ASF target Sats.

                AI ASF patrol around the building that is attacked by sats

                i dont remember but i think support bases always dmg HQ? Atleast i think it should be that way, because there is no point in destroying them if not. i rather do 6x 130k + schild dmg to the HQ instead of a short shield breakdown / Wave breakdown or a few t4 units.

                maybe its worth balancing the loss / gains for support bases.

                in nearly all cases its impossible to get the reclaim, as ACU Hunters destroy submerged SACU and Engi get destroyed by air.

                With your supportbase Spawn Buff, i think its worth to at a button to determine how much Dmg a destroyed Support base deals to the HQ. Just like alternative Spawns

                Doom Stage, EndGame Arty, Arty response - i suggest it spawns a few schilds too. i saw you buffed the Scathis HP, you evil genius but its not enough 😄

                Your Boss units hovering over Para and Mavor is always fun to see. If you like, you can also add it for normal t4 units for the HQ as they can catch Mavor shells or Nukes 🙂

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                • R Offline
                  Rama @Slykar
                  last edited by

                  @slykar

                  1. Not all Support Bases spawn SMD. It is a 50% chance they will receive one.

                  2. Fair point, I've added a new S-Tier that has Guardian Shields/TMD and Advanced SMD. AAA-Tier are now Guardian Shields/SMD and Vanilla TMD. I might need to tone down the Guardian TMD or add a weaker version that is a bit better than vanilla.

                  3. I take it you had no other Air units? Yeah, then ASF target sats. I'd added an exclusion to their target list. Should ignore now.

                  4. There was always a small chance Support Bases wouldn't damage the HQ. I was already considering removing that. Killing Support Bases should always trigger HQ Damage now.

                  5. The Artillery Response already does spawn in shields, though they are the weaker Advanced Shields. I didn't have EndGame Artillery spawn shields, since more shields spawn in at start of the EndGame, and it seemed too punishing for most teams.
                    -Actually, I just found an error I added to the Artillery Response, delaying the artillery for 10 minutes instead of 6. I was wondering why it felt like forever for them to spawn.

                  6. Boss units don't like EndGamers 😊

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                  • R Rama referenced this topic on
                  • R Offline
                    Rama
                    last edited by

                    Changes:
                    -Added a new Defense Tier option for HQ and Second Spawn.
                    -Killing Support Bases will now always damage HQ. Before, there was a small random chance they would not.

                    New Option, meant for Versus Survival where the HQ Player has human allies. Will prevent HQ Allies from building Mass Fabs, RAS Subcoms, and the special T4 weapons. This is to prevent HQ Allies from just ecoing instead of helping Waves break through defenses. Found under the BUILD restrictions section of mod.

                    BUILD: HQ Allies Restrictions:
                    -Sets if players allied with HQ can build Mass Fabs, RAS Subcoms, and the special T4 Weapons included with AI Wave Survival.

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                    • R Offline
                      Rama
                      last edited by Rama

                      Bug/Options Fixes:
                      Fixed an error when setting Support Bases to spawn "Center N to S."
                      Updated "Hold to Win" settings to be more clear.

                      Edit:
                      Bug Fix/Changes:
                      Fixed Alternate Spawns not spawning defenses on naval maps. Added a single Guardian TMD to Alternate Spawns.

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                      • R Offline
                        Rama
                        last edited by

                        Noticed from replays, some players still having difficulty properly configuring the mod, so:
                        -Added more Error Warnings to alert players if something is configured wrong.
                        -Added a brief description, to direct players to correct settings in Map Options.
                        -Removed some of the message spam at the start of the game.

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                        • R Offline
                          Rama
                          last edited by

                          Fixed a bug I accidentally introduced where game wouldn't end after killing HQ, unless Hold to Win was on.
                          Added a map-check for spawning units to prevent units/buildings from spawning off-map (when spawns are very close to a map edge). New script should also speed up SIM when spawning in huge waves.

                          A slight change to the navy spawner. Please let me know if you see any navy spawning on land. Might have to change it back.

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                          • R Offline
                            Rama
                            last edited by

                            To make Support Bases more necessary to attack, and add a bit more random chaos to the game, Support Bases will now deploy Rifts that will spawn more units! This is an optional setting, and number of units each Rift Orb spawns can be set in settings. Rifts will spawn more units depending on team strength, becoming more on an issue.

                            For each Support Base that is alive, the Base will fire an EMP nuke that will deploy a Rift Orb. The Orbs have area shields and weapons, and will begin to spawn in land units. EMP Nukes will launch throughout the game, and any Rifts that are destroyed will eventually be redeployed. Eliminating Support Bases will reduce the number of Rift Orbs that can be deployed. Expect the situation to become much worse if the Support Bases aren't eliminated before Endgame.

                            SB5: Rift Orbs:
                            Enables Support Bases to deploy Rift Orbs, which will spawn additional units to attack players. Rift Orbs are deployed on EMP Nukes vulnerable to SMD. Every Support Base can support one Rift Orb. Rifts that are destroyed will eventually be redeployed. Any undeployed Rift Orbs are launched at Endgame. Rifts spawn more units based on team strength and building Endgamers.

                            Other Changes:
                            -All Dooms now have torpedoes and Doom Fatboy got a slight buff.
                            -OC Damage vs Dooms, Support Bases, and Rift Orbs has been increased to 2.5x.
                            -The Seraphim Lightning Tank and the Aeon T3 Mobile Artillery have both been made Hover units, to make Amphibious only waves a little more interesting.

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                            • R Offline
                              Rama
                              last edited by

                              v247
                              Bug Fix:
                              -Issued a quick fix for a bug causing an infinite loop (Where gameplay freezes, but chat and UI are still working) when Rift Orbs are enabled. Please let me know if the issue occurs while using the latest version.

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                              • R Offline
                                Rama
                                last edited by

                                v248
                                Bug Fix:
                                -Issue causing crash has been resolved. There was a risk of getting trapped in an infinite loop on maps where HQ starting position was very close to the map edge. Should no longer occur.

                                Changes:
                                Sera T4 Tac launcher has gotten a large buff:
                                -Full map range
                                -Faster missiles
                                -Launcher cheaper to build (but not missiles)
                                -Increased damage and storms have longer lives

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                                • R Offline
                                  Rama
                                  last edited by

                                  @stec
                                  You requested the settings for the game the other night.

                                  For the map "Stulta Aqua Pugna"
                                  -Map Settings not mention leave as Default.

                                  HQ Settings:
                                  HQ Spawn Spot: Player 1
                                  HQ Shields/SMD/TMD Defnces: HQ S2-Tier Defenses
                                  HQ Point Defenses: HQ Guardian PD S-Tier
                                  Salvation Player
                                  Salvation Player Slot: Half of Team
                                  Wave Setup
                                  1a: 6 minutes Build Time
                                  1b: 2 wave Air Delay
                                  1c: 3 wave Navy Delay
                                  3a: 30 min Hold till Final
                                  4: 40% Slower Tech Progression
                                  6a: 8 units Land
                                  6b: Land Special - Amphibious
                                  6c: 2 > 1.75 > 1.5> 1.25 > 1 Land Multi
                                  6d: 50% Land T4
                                  7a: 9 units Air
                                  7b: Air Special - Torps Bombers
                                  7c: 2 > 1.75 > 1.5> 1.25 > 1 Air Multi
                                  7d: 50% Air T4
                                  8a: 3 units Navy
                                  8b: 2 > 1.75 > 1.5> 1.25 > 1 Navy Multi
                                  8c: 50% Navy T4
                                  AirDrops
                                  Airdrops On/Off: Transports Every 3 to 5 Mins
                                  Airdrops per Wave: 3 Transports
                                  Airdrops Multi: 1 > 1 > 1.5> 2 > 3 Multi
                                  Airdrops Start Time: 0.30% Airdrop Holdtime Start
                                  Airdrops Unit Types - Amphibious/Hover
                                  Airdrops Rambo: 60% Rambo Drop
                                  Airdrops Experimental: 40% T4 Airdrop
                                  Airdrop Spawn Location: Spawn West Side
                                  Extra Waves/Response
                                  2a: AntiAir Response Multi 0.5x
                                  2b: Extra ASF Multi 1.25x
                                  3a: 0.90% Holdtime till ACU Hunters
                                  4a: 4 min Paragon Punishment
                                  SB2: Base Count 1.5x
                                  SB3: Nuke Retaliation - Off
                                  SB4: Power Stall - 5 Mins
                                  SB5: 5 units per Rift
                                  EndGame Settings
                                  1a: Endless Land+Air+Navy
                                  2a: 3 units Land Boss
                                  2b: 0 units Land Boss
                                  2c: 2 min Respawn Bosses
                                  3b: 8 min till Artillery
                                  4c: 1 +/- Units per Doom Wave
                                  4e: 4 Doom Maximum Wave Size
                                  EcoBoost
                                  ECO1: 40 EcoBoost
                                  ECO2a: 150 EcoBoost
                                  ECO2b: 5 min Endgame EcoBoost
                                  Nukes
                                  Strike Start Time: 0.95% Holdtime till Nukes
                                  Strike Frequency: Nukes Every 7 to 10 Mins

                                  And the 13 Mods that were On:
                                  1.5x t2 Artillery Range, 75% Cost
                                  ACU Boost 1.5x
                                  AI Wave Survival
                                  50% Air Crash Damage
                                  All Factions Quantum Gate
                                  BlackOps FAF: ACUs
                                  AntiNuke 50% Cost
                                  Half Commander Upgrade Costs
                                  Hardened T1 Point Defense
                                  Hive Energy Stations
                                  No Friendly Fire
                                  Wreck Reclaim 67%
                                  1.5x Build Range

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                                  • R Offline
                                    Rama
                                    last edited by

                                    Noticed from watching replays, new players didn't know to set land waves to amphibious units if playing maps lacking land crossings. Added a check to set land waves to amphibious if more than half of enemies cannot be pathed to. This check can be disabled in settings, if hosts do not want their wave settings over-ridden.

                                    Also, all Black-OPs ACUs have their teleporters disabled now.

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                                    • R Offline
                                      Rama
                                      last edited by

                                      New T4 Naval Unit!

                                      Abyss: Depth Charge Platform
                                      -A mobile sonar platform, equipped with depth charges that heavily damage any units on the seabed, long range cruise missiles, a protective shield bubble for the fleet, and anti-torpedoes. Can be submerged, but will cause shield to be disabled and limit the cruise missiles to targeting ships only.

                                      Seraphim T4 Storm Missiles
                                      Another buff. Now storm tacs intercepted by TMD will spawn 1 to 2 storms where they were shot down, so that the missile isn't a total loss. Storms have also been improved with an area of effect weapon.

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                                      • R Offline
                                        Rama
                                        last edited by

                                        Some balance changes:

                                        Abyss:
                                        -Bugs preventing weapons from firing while submerged fixed.
                                        -Torpedo defense doubled.
                                        -Shield made 50% larger to help provide better fleet protection. Health increased to 12k.
                                        -Cruise Missiles will now track targets.

                                        Seraphim T4 Storm Missile Launcher:
                                        -Can be built on water.
                                        -Has an additional Laanse Tactical Missile Launcher, with tracking missiles that will put out a constant stream of fire versus enemies. Range is 180.
                                        -Storm Missiles have been made cheaper and faster to build, so can be used more often.

                                        Aeon, Cybran, and UEF T4 PD:
                                        -All have had small decreases in build time and mass costs.

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                                        • UtopianU Offline
                                          Utopian
                                          last edited by

                                          Really cool mod and well executed, but I think the default settings are borderline impossible to win against, at least with a 2-man team, like we tried. I think those need a bit of tuning, since new players have no idea how an ideal setup would look like.

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                                          • R Offline
                                            Rama @Utopian
                                            last edited by

                                            Doom Wave Changes:
                                            -On some maps, Dooms could get stuck at spawn and never attack players. Stuck Dooms will now be detected, removed, and respawned. If the Doom Wave is only the size of one, this will accidentally spawn the next wave as well.
                                            -Attack scripts have been reworked to be more aggressive. Dooms will not stand around so much after reaching their objectives.
                                            -Dooms have all been given long range cruise missiles. These missiles track, and can strike all surface units, even submerged. Can be stopped by TMD.
                                            -Fatboy Dooms always seemed a bit weak compared to its peers. The Fatboy has been given a health boost and has the most lethal new cruise missile system.

                                            Support Bases:
                                            Bug where Bases would spawn HARMS on land has been corrected.

                                            @Utopian
                                            Thanks for the feedback! The 800 rating was a guesstimate, and from before I added Rifts and other changes that increased the challenge. Rifts add such a random difficulty, it is hard to even say how much more difficult it makes the mod.

                                            I'd greatly appreciate suggestions on changing the defaults for new players. I tend to test play with players who almost exclusively play survival, so their ranks do not accurately reflect their ability.

                                            I did watch a replay of yours to see how it went. Some things I noticed:
                                            -10 km map. Smaller maps are generally harder, as waves reach players sooner. Also had fewer starting mexes than most maps we like to play for survival. What map people play has a huge impact on difficulty.
                                            -It was 2 humans and 3 bots versus the HQ. The bots count as players and therefore increase the wave size calculation. While I use bots in testing, they make terrible survival allies. They don't build proper defenses or respond correctly to artillery and T4 units. And they build structures, like T3 artillery, that can trigger retaliation scripts.
                                            -Being new players to the mod, you started building the special defensive units included in the mod a little too late. That and the AI allies actively obstructed you by taking up some of the best areas for PD and defensive buildings.
                                            -I did balance the survival play while using other mods that make things easier. 50% AirCrash Damage, 50% AntiNukes, and 1.5x ACU Boost, which make a big difference in difficulty.

                                            What aspects of the survival did you feel were the most difficult for players new to the mod?

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