This is a guide for AI Wave Survival, a mod that turns any map into a survival map. The mod can spawn waves of land, air, and navy units. It works with unit packs, such as BlackOps, Total Mayhem, and should work with most others. Features boss units, special units for defenders, and endgame events.
IMPORTANT: The mod often DESYNCS immediately after starting. This is a FALSE DESYNC and can be ignored. It should not affect the gameplay. Players redownloading all mods used by host usually clears up any desyncs and reduces chances of freezes and crashes.
To Play Survival: Set at least one AI/Human to "HQ Spawn Spot". More than one AI/Human can be on the HQ team. Set Humans/AI to another team or teams (can have multiple teams for Verses Survival matches). Make sure in Map Options that Civilians are set to “Default” or the mod won’t work. Recommended that AI Unit Cap be set to 2000.
To Play Survival Versus: Under WIN/LOSE/VERSUS SETTINGS, set "Versus Survival On/Off" option to On. This mode requires at least 3 Teams (One HQ Team and two or more other teams/FFA). Eliminating all other non-HQ Teams will cause HQ to suicide and declare last Team winner.
NOTE: Setting "Versus Survival On/Off" to Off requires killing HQ to win.
Notes:
- Mod has an included AI, titled AI_WaveSurvival. This AI will build nothing; do not use if you want HQ AI to base build. The AI also will not interfere with wave attack scripts, providing the best survival experience, and will give the best SIM speed of any AI.
- Mod has been primarily tested with Uveso AI, which is the recommended AI to use if Base Building is on. Using a different AI can result in different Wave Behavior. For example, M27 AI often holds waves back until it has overwhelming forces.
- HQ Spawn is set under "HQ Spawn Spot". Can be either AI or Human player. HQ Player can have AI/Human Allies that will die if HQ is destroyed.
- By setting the HQ Spawn Position, teams can be any combination of players.
- A 2nd Spawn Point can be set under "2nd Spawn Spot (Optional)". Allows for waves from more than one spawn location. 2nd spawn needs an AI/Player in spot to work. Player can be killed off on spawn, under Base Building settings. Destroying building at 2nd Spawn will disable spawn point.
- Mod supports up to 4 Spawn Points. Two for HQ and two for 2nd Spawn, allowing for waves to come from up to 4 directions.
- Some maps may have scripts that can interfere with the mod.
For example, the Helms Deep map does not spawn the HQ where the Player Slot designates.Helms Deep map bug found, with easy solution. Example: If HQ player is set to Player 5 in Lobby, set HQ to Player 6 in Map Options. Same applies to 2nd Spawn, add +1 to Player Position in map options. Special Case: Player 12 in Lobby loops around and becomes Player 1 in Map Options. - Defeat conditions can be set independently for players fighting the HQ and players allied with the HQ. For example, one can set so teams fighting the HQ must be completely destroyed, while allied players can be Assassinated.
----How to Configure a Survival Game----
Step 1: Decide Where You Want HQ and Other Spawns
Step 2: Setting an HQ Player:
Step 3: Setting a 2nd Spawn Player (Optional):
----How to Configure Multiple Spawns----
Step 1:
Step 2:
----How to Configure Versus Survival----
Step 1: Requires 2 or More Teams AND an HQ Team
Step 2: Set HQ Spawn, other Spawns Optional
Step 3: Eliminate HQ Required or Not
MOD OPTIONS:
UEF RACE On/Off, CYBRAN RACE On/Off, AEON RACE On/Off, SERAPHIM RACE On/Off, NOMADS RACE On/Off:
- Sets what races will spawn in waves. Any combination of races can be set. Nomads is supported, but as Nomads is no longer being updated, some bugs/crashes have been reported when using.
-HQ SETTINGS-
HQ Spawn Spot:
Sets which Player spawns with HQ. Setting spawn spot is required for games with more than 2 teams, and highly recommended for all games for best performance. "Random" will choose a random player on SMALLEST team (Random only supports two teams). Can be AI or Human Player.
HQ Health (millions):
Set the MainBuilding HP (millions).
HQ Alternate Spawn (Optional):
Will spawn half of Land/Air/Bosses/Dooms/ACU Hunter Waves from alternate spawn. Destroying will disable Alternate, damage HQ, and trigger a random retaliation. If no Base Building wanted, use the AI option AI_WaveSurvival, which will build nothing.
HQ Alternate Health:
-Sets health of the Alternate Spawn. Can be set Invulnerable.
HQ Shields/SMD/TMD Defenses:
Sets what tier Shields, SMD, and TMD spawn around HQ. S2-Tier are all Guardians. S1-Tier are Guardian Shields/TMD and Advanced SMD. AAA-Tier are Guardian Shields/SMD and Vanilla TMD. AA-Tier are Advanced Shields and Guardian SMD/TMD. A-Tier are Advanced Shields/SMD and Guardian TMD. B-Tier are Advanced Shields/SMD and Vanilla TMD. C-Tier are Vanilla Shields/SMD/TMD.
NOTE: Advanced Shields are 2/3rd's the strength of Guardians and can spawn on water. Advanced SMD hold many fewer anti-nukes than Guardian SMD and build slower.
HQ Point Defenses:
-Sets what tier PD/AA spawn around HQ. S-Tier are all Guardians. A-Tier are Universal PD. B-Tier are Vanilla T3 PD. C-Tier are Vanilla T2 PD.
HQ/2ndSpawn Base Building On/Off:
Sets if AI/Human HQ Player can build base and units or not. Disabling removes some of the random challenge and also can speed up sim speed. Will kill HQ Player's ACU on start, or 2nd Spawn Player. Doesn't affect other players.
-2ND SPAWN SETTINGS-
(2nd Spawn is OPTIONAL)
2nd Spawn Spot (Optional):
Allows waves to spawn from a secondary spawn point; slot must have an AI/Human to function (Player can be force killed under 'HQ/2ndSpawn Base Building On/Off' Option). Does not increase wave sizes, but splits total units between the points. If destroyed, spawn reverts to HQ. Does not affect End Game bosses, which only spawn from HQ.
2nd Spawn Health (millions):
Set the 2nd Spawn HP (millions).
2nd Spawn Alternate (Optional):
Will spawn half of Land/Air Waves from alternate spawn. Destroying will disable Alternate, damage HQ, and trigger a random retaliation. Disabled if 2nd Spawn is destroyed. If no Base Building wanted at spot, use the AI option AI_WaveSurvival, which will build nothing.
2nd Spawn Alternate Health:
-Sets health of the Alternate Spawn. Can be set Invulnerable. Will be disabled, even in invulnerable, if 2nd Spawn is destroyed.
2nd Spawn Shields/SMD Defenses:
Sets what tier Shields, SMD, and TMD spawn around 2nd Spawn. SS-Tier are all Guardians. S-Tier are Guardian Shields/TMD and Advanced SMD. AAA-Tier are Guardian Shields/SMD and Vanilla TMD. AA-Tier are Advanced Shields and Guardian SMD/TMD. A-Tier are Advanced Shields/SMD and Guardian TMD. B-Tier are Advanced Shields/SMD and Vanilla TMD. C-Tier are Vanilla Shields/SMD/TMD.
NOTE: Advanced Shields are 2/3rd's the strength of Guardians and can spawn on water. Advanced SMD hold many fewer anti-nukes than Guardian SMD and build slower.
2nd Spawn Point Defenses:
Sets what tier PD/AA spawn around 2nd Spawn. S-Tier are all Guardians. A-Tier are Universal PD. B-Tier are Vanilla T3 PD. C-Tier are Vanilla T2 PD.
1a. 2nd Spawn Land Percent:
Allows land waves to spawn from a secondary spawn point. Does not increase wave sizes, but splits total units between the points.
1b. Recover Land to HQ Spawn:
If 2nd Spawn Building is destroyed, will set what % of Land Units spawned by 2nd Spawn will respawn at HQ.
2a. Secondary Air Spawn Percent:
Allows air waves to spawn from a secondary spawn point. Does not increase wave sizes, but splits total units between the points.
2b. Recover Air to HQ Spawn:
If 2nd Spawn Building is destroyed, will set what % of Air Units spawned by 2nd Spawn will respawn at HQ.
3a. Secondary Navy Spawn Percent:
Allows navy waves to spawn from a secondary spawn point. Does not increase wave sizes, but splits total units between the points.
3b. Recover Navy to HQ Spawn:
If 2nd Spawn Building is destroyed, will set what % of Navy Units spawned by 2nd Spawn will respawn at HQ.
-SALVATION PLAYER-
Salvation Player Slot:
Salvation Player can save team through sacrifice. The death/suicide of their ACU will trigger entire wave to self-destruct. Can be set to Random. A message at start will show team who is Salvation Player.
Salvation Destruction:
Sets what units will die when Salvation is triggered. Can be set to kill all, spare Dooms, or spare Dooms and T4 units.
-WIN/LOSE/VERSUS SETTINGS-
Hold to Win On/Off:
Set Win Condition. Kill HQ to Win or set Survival Time after ENDGAME starts and Hold to Win. If set to Off, MUST kill HQ to win.
Hold to Win Torp Bombers:
If Hold to Win is on, enables an extremely powerful ACU Hunting Torp Bomber. No more hiding in water to win! Torp Bombers only spawn within set time and if Commanders and SACUs are detected in water. Number of bombers that spawn depend on total Commanders in water, and spawn repeats every 2 minutes.
Defeat Conditions:
Sets what conditions teams fighting the HQ can be defeated.
-Assassinate All ACUs Defeat: Special defeat condition, if all ACU's fighting HQ are destroyed, then all players die.
-Supremacy Defeat/Assassinate Defeat/Annihilation Defeat: Same as default game, and applies to individual players. Does not apply to any players allied with HQ Player.
HQ Allies Defeat Conditions:
Additional Defeat conditions for players allied with HQ. Only affects HQ Allies. Destroying HQ will always eliminate all HQ Allies. The Defeat Conditions are the same as the normal conditions in Supreme Commander, Assassination/Supremacy/Annihilation.
-HQ Allies Kill All ACUs Defeat: Special defeat setting, must kill all Allied ACU's to eliminate HQ allied players.
Versus Survival On/Off:
'Versus Survival On' option will destroy HQ and any HQ Allies seconds after one team/player vanquishes all other opposition. 'Versus Survival Off' requires HQ being destroyed to win game. This option requires HQ Team plus 2 or more teams (3+ Teams Total) or HQ will suicide on start.
-NOTE: Leave Versus Survival OFF if playing survival with only HQ Team and Survivors Team
Versus Suicide Timer:
Useful if HQ Player is a Human Player. Only affects spawned units. Will kill units after the set amount of time after they spawn. Air suicides in 1x Minutes, Land/Navy in 1.5x Minutes, Bosses in 2x Minutes. Special Bosses spawned to counter Yolonas do not suicide. Forces Human HQ Players to attack or can be used to clear stuck units. If units are transferred to an allied player, will prevent suicide.
-NOTE: Meant for Versus Survival with a Human HQ Player, but can be used with AI.
-WAVE SETUP-
Wave Style:
-Even Attack Waves: Runs a script that forces spawned units to attack all players, fairly equally. Waves will attack even rear players, storming through other players’ bases to reach. Plays like a regular survival.
-Dynamic Attack Waves: Waves dynamically target players and defenses. Stronger players will see an increased percentage of units headed their way.
-AI/Human Controlled: Disables attack scripts and lets AI/Humans control waves as they sees fit. Different AI’s will use units how they are programmed. Usually AI’s will horde units until they have overwhelming force. This option can be used to give “reinforcements” to AI players, making them more aggressive and dangerous. M27 AI is especially challenging with the mod and small numbers of reinforcements.
-Human with AI Assist: For Human HQ players that want some help. Spawned units will receive initial attack orders, but no further orders after reaching their target. If waves are redirected by player, they will obey the player's orders. Any new units built by Human players will not be redirected by scripts. AI's can also use this script, which usually make them more aggressive than when having full control.
1a: Build Time (mins):
Set the Waves Start Time(mins).
1b: Air Delay Spawn Time:
Adds more time to when Air begins to spawn. Delays tech level (Starts at T1). Will start at T2 if Tech 2 Wave Start is on.
1c: Naval Delay Spawn Time:
Adds more time to when Navy begins to spawn. Delays tech level (Starts as T1). Will start at T2 if Tech 2 Wave Start is on.
2: Delay between Waves (mins):
Sets delay between Waves (mins). Very big waves need longer delay or may not spawn.
3a: Hold Until (mins):
Time till Endgame (mins).
3b: Single Wave Break:
Creates a break in waves at 70% of HoldTime. Allows for preparing for endgame or a counter attack.
4: Wave Tech Progression:
Waves T1/T2/T3 Progression. 0.8 = 20% Faster, 0.9 = 10% Faster, 1.1 = 10% Slower, 1.2 = 20% Slower, etc.
5: Start Waves at Tech 2:
Sets if Land/Air/Naval waves start at Tech2. Good for 20km maps or faster starts.
6a: LAND UNITS Per Player:
Number of Land Units Per Player.
6b: LAND Amphibious/AntiAir On/Off:
Sets if AntiAir units or Amphibious/Hover units will spawn in land waves. No AntiAir = Removes all AA. Amphibious = Only units that can cross water.
6c: LAND Wave Size Multiply:
Will increase or decrease the size of waves as game progresses. Can start with huge lower tech waves or have waves increase in size as game progresses.
6d: LAND Experimental/Boss Frequency:
Will increase or decrease spawn rate of Land Experimentals and Mini Bosses.
7a: AIR UNITS Per Player:
Number of Air Units Per Player.
7b: AIR ASF & Torp Bombers On/Off:
Sets if Air Superior Fighters and Torp Bombers spawn. Off = No ASF or Torp Bombers.
7c: AIR Wave Size Multiply:
Will increase or decrease the size of waves as game progresses. Can start with huge lower tech waves or have waves increase in size as game progresses. Syncs with Air Delay (if on), so first value applies to start of Air waves.
7d: AIR Experimental/Boss Frequency:
Will increase or decrease spawn rate of Air Experimentals and Mini Bosses.
8a: NAVY UNITS Per Player:
Number of Air Units Per Player.
8b: NAVY Wave Size Multiply:
Will increase or decrease the size of waves as game progresses. Can start with huge lower tech waves or have waves increase in size as game progresses. Syncs with Navy Delay (if on), so first value applies to start of Navy waves.
8c: NAVY Experimental Frequency:
Will increase or decrease spawn rate of Navy Experimentals.
9: Land/Air/Navy Experimentals On/Off:
Sets if Experimentals will spawn in Land/Air/Naval waves.
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.
-SPEED/HP SETTINGS-
BOOST: HP Bonus:
HP Bonus increseas per second of game time. Bonus is further multipled as game progresses Beginning/Middle/Final/Endless. Land/Air x0.5/1/1.5/2, Navy x1/1.5/2/2.5 EXAMPLE: HP Bonus = 1, HoldTime = 30mins, Land Units Bonus = 0.5hp/s 1st 10mins, 1hp/s 2nd 10mins, 1.5hp/s 3rd 10mins, 2hp/s in Endless
BOOST: Incremental Speed:
Increase Unit's Speed every Wave. Example: 0.05 = 5% Bonus. Land receives 100% bonus, Air/Navy receives 50%, EndBoss receives 30%
BOOST: Single SpeedBoost:
Increases enemy speed once. Example: 0.05 = 5% Bonus. Land receives 100% bonus, Air/Navy receives 50%, EndBoss receives 30%
BOOST: Damage Amplification:
Will activate a Damage Boost for all units, once Teams start producing enough mass, 250 Mass * Number_of_Players (HQ and HQ Allies do not count). Damage Boost increases based on Team mass production (default is 1 point Damage per 100 mass produced). Paragons greatly increase damage output, for each Paragon built. Boss Units gain 4x the Damage Boost.
-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 RAMBOS:
Sets if Transports will drop SACU Rambo units.
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.
-EXTRA WAVES/RESPONSE-
1: Minor Boss Units On/Off:
Sets if Minor Land or Air Boss units spawn. Extra options add even more minor boss units that increase based on game enders. Extra Boss units WILL SPAWN even if Land/Air waves off.
2a: AntiAir Response Wave:
Sets if Mini-CZARs (NOMANDERS) will spawn in response to Air Power. Size of waves can be adjusted.
2b: Extra ASF:
Sets if extra ASF will spawn and attack enemy air. Works independent of Anti-Air Response Wave (NOMANDERS). Spawns with air waves. Defaults are 1 ASF every two Gunships/Bombers, 1 ASF every four ASF, and 5 ASF every T4 Air.
3: ACU Hunters:
Spawns dedicated ACU and SACU hunters. Modified BRICKS, they are fast, High DPS, and explosive. Effective in water and on land. The more SACUs, the more Hunters.
4a: Paragon Punishment:
Starting a Paragon immediately triggers nukes (unless Paragon Nuke is Off), and then increases boss health and nukes per strike every X minutes. Setting to Off disables the script, including early nuke strikes.
4b: Paragon Nuke:
Sets if starting a Paragon will immediately trigger nukes. Paragon Punishment option must be On. Offensive Nukes option must be on.
5: Yolona+Artillery Response:
Sets if HQ will retaliate against Yolonas and T3/T4 Artillery.
SB1: Spawn Support Bases:
Spawns Support Bases between HQ Player and enemy players. Bases spawn defensive structures every 4.5 mins until destroyed. Killing a Base will trigger random events, both good and bad. Destroying all secondary structures will spawn reinforcements (if on) and power stall the HQ Player.
SB2: Support Bases Multiplier:
Adjust to have more or fewer support bases! Bases are based on the number of players, rounded up, Bases = 1 + (Player Count / 2) * Modifier. Minimum count is 3 bases, and Maximum Count is 16 bases, regardless.
SB3: Nuke Retaliation:
Sets if Nuclear Strikes will be one of the retaliation scripts. Note: A nuclear strike will never be triggered by the destruction of the first Support Base.
SB4: HQ Player Power Stall:
Sets the duration for how long the HQ Player will Power Stall if all Secondary Buildings are destroyed. Power Stalling will disable all shields and any weapons that need power. If the HQ Player builds a Paragon, they will not power stall.
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.
-ENDGAME SETTINGS-
1a: Endless Land/Air/Navy Waves:
Regular waves and Minor Bosses continue till HQ destroyed.
1b: Endless Delay (Mins):
Adds addition time to Delay Between Waves once past Hold Time and if Endless Waves are on. (Does not affect Final Boss Waves)
2a: BOSS LAND Units:
Adjust size of Land Boss Wave. Turn on Endless Boss Waves for repeat waves.
2b: BOSS AIR Units:
Adjust size of Air Boss Wave. Turn on Endless Boss Waves for repeat waves.
2c: BOSS Endless Final Wave:
Boss wave will continue till HQ destroyed. Off = Boss Wave won't repeat.
3a: ARTILLERY Endgame On/Off:
Turns Endgame Artillery On/Off
3b: ARTILLERY Endgame Spawn Time:
Spawns x Mins after Hold Time
3c: ARTILLERY EndGame Type:
Choose what type of artillery spawns for endgame. The Guardian Artillery has T3 level damage and T4 level range; it is an alternative to artillery such as the Mavor for use on 20km+ maps.
4a: DOOM EndGame Wave:
A wave of T5 units that, when defeated damage the HQ health. Sets the size of the initial Doom Wave. Setting to "Off" will disable the waves completely. Waves respawn after 1 minute.
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 Minimum Wave Size:
Set a minimum wave size. The smallest the waves will get!
4e: DOOM Maximum Wave Size:
Set a maximum wave size. The largest the waves will get!
4f: 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.
4g: DOOM Storm Spawn:
Adjusts number of random electric storms around the map whenever a Doom Wave is defeated. There is a 60% chance storms will spawn after every wave. Default storm spawn numbers are 15 on 20+km maps, 8 on 10km maps, and 5 on 5km maps.
4h: DOOM Crawlers On/Off:
Enable/Disable Doom Megas and Doom Fatboys from spawning in Doom Waves.
4i: DOOM Walkers On/Off:
Enable/Disable Doom Colossus and Doom Ythotha from spawning in Doom Waves.
5a: Allied Reinforcements:
Spawns allied forces for player. Must destroy Secondary Objectives or survive to end of Hold Time to spawn. Allies are randomly distributed among players.
5b: Allied Force Multiplier:
Multiplies the number of Allies that spawn for the teams fighting the HQ. Allies are randomly distributed among players.
-ECO BOOST SETTINGS-
ECO 1: Starting ACU EcoBoost, 0 = Off:
Sets Mass and Energy of all ACU not allied with HQ. Starts 20 seconds after game begins. Will override RAS, unless off. 0 = Off
NOTE: Mass = Value * 1, Energy = Value * 100
ECO 2a: Endgame EcoBoost, 0 = Off:
Sets Mass and Energy of Human ACU for Endgame. Activates the set time before Endgame stage. Works even if Starting ACU EcoBoost is Off. 0 = Off
NOTE: Works independent of Starting ACU EcoBoost
ECO 2b: Endgame EcoBoost Start Time:
Sets how many Minutes before end of Hold Time that Endgame EcoBoost Starts.
ECO 3: HQ Allies EcoBoost, 0 = Off:
Grants an EcoBoost to any Allies of the HQ Player. Only affects Allied ACUs, not the HQ Player's ACU. 0 = Off
ECO 4a: Wreck Removal:
Sets how long wrecks stick around for reclaim, in seconds. Setting to 1 sec clears wrecks almost immediately. Good if you want to play with No Air Crash mod.
ECO 4b: Wreck Reclaim Rate:
Sets how quickly wrecks are reclaimed. Make it harder or easier to reclaim!
ECO 5a: HQ Mass Production:
Mass Generated by HQ for AI. HQ produces 10000 after Hold Time ends.
ECO 5b: HQ Energy Production:
Energy Generated by HQ for AI. HQ produces 1000000 after Hold Time ends.
-NUKE STRIKE SETTINGS-
NUKE: Strikes On/Off:
Turns scripted Nukes off. Offensive target player bases. Defensive target units too close to HQ. AI may still build nukes.
NUKE: Strikes Start Time:
When Nuke Strikes Start, as a Percentage of Hold Time. Default is 0.85, which is 85%.
NUKE: Strike Frequency:
Delays the random time of potential strikes. Lowest value is once every 5 to 6 minutes.
NUKE: Nukes Per Strike:
Increases the random amount of nukes fired from various events. Recommend 1-2 SMD per player per level selected.
NUKE: Increase Nukes Per Strike:
Will increase the nuke count after every strike.
NUKE: Nuclear Overwhelm:
Works independant of other scripts in NUKE STRIKES. Increases the number of nukes fired per every PAIR (2) of players for every X minutes of time after Waves start. You WILL eventually be overwhelmed.
-BUILD RESTRICTIONS-
BUILD: Max Hives Per Player:
Set the Max Number of Hives for each Player.
BUILD: Paragon On/Off:
Sets if Paragon is available at start of game, at midgame (70% of HoldTime), or completely disabled.
BUILD: Yolona On/Off:
Sets if Yolona is available at start of game, at midgame (70% of HoldTime), or completely disabled.
BUILD: T4AA + EMP Tacs On/Off:
Sets if T4AA and/or EMP Tacs will become available later in the game. T4AA is available at 50% HoldTime, EMP Tacs at 60% HoldTime.
BUILD: Buildable Arty/Nukes/Sat:
Sets if/when T3/T4 Artillery, T3 Nukes, UEF Sat, and Strategic Subs/Battelship are buildable. Good for Survival Versus to delay rushing Nukes and Artillery.
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.
-SPECIAL SETTINGS-
Land Crazy Mode:
Restrict Land Waves to only spawn a single Tech Level!
Air Crazy Mode:
Restrict Air Waves to only spawn a single Tech Level!
Navy Crazy Mode:
Restrict Navy Waves to only spawn a single Tech Level!
Dawn Survival Map:
-An adaptation of Dawn, to work as a survival map for AI Wave Survival. Can also be configured to be a Survival Versus with two teams of 6.
Griffin Survival Map:
-An adaptation of Griffin, to work as a survival map for AI Wave Survival. Can also be configured to be a Survival Versus with three teams of 3.