Greetings.
UPDATE 07.04.2024.
New version (v172) of my map and mod is out.
See the bottom of this post for changes to the latest version.
DDDX_RPG_Survival is the map
Survival Mayhem&BO balance is the mod.
WARNING - NEW MOD REQUIRED, BUT ONLY AS A SOFT REQUIREMENT (needs to be downloaded on the disk by all players). Extreme wars (could not get approval from Team Asurbaelvect). It is advised you play without that mod enabled, though (makes units too strong).
First a quick intro for those who do not know it - it's a heavily modded survival, so that it provides Total Mayhem, Blackops, and custom units in waves, minibosses (for both attackers and defenders) as well as a random end boss fight (can be 1 of 10 variants), a player 7 spot that, if chosen, is allied with the attackers and plays against the defending team, various mission goals throughout the game, and a very strong evolving upgradeable hero type role for whomever picks Player_1 as their spot in the lobby (but only player 1 can play a hero)..
The map/mod requires Total Mayhem, Blackops:Unleashed, Blackops:ACUs, and Extreme wars mods to function - it is NOT a standalone mod and cannot function without those, but relies heavily on units and models inside those mods, and serves also to promote these awesome mods (with approval of Uveso).
Extreme wars does NOT need to be enabled for the match, only downloaded onto the HDD.
Here's what that looks like:
Comparison between UEF+ SERA lvl 1 and lvl 5 heroes. Tiny lvl 1's next to massive lvl 5's On the right side, the lvl 1 hero only has 1 Defense orb orbiting it, while a fully upgraded lvl 5 sera hero has 4 (with those upgrades, but can have more). The orbs circle constantly and partially absorbe some weapons fire on the Alpha heroes
Difference in upgrades for starting hero and final hero level. Here we have the weapons slots for UEF heroes, and all 3 slots for SERA heroes shown. As you can see, there is quite the difference between the 5 levels.
Micro missions like destroying this massive anti teleport tower to activate teleporting across the map
There are several missions, like land and naval gateways that spawn enemy units, or bases that host specialized teleports that teleport enemy SACUs behind your defense lines, nuke or arty bases, naval bases or air bases that need to be destroyed, and many more, picked randomly (and also based on difficulty, or selectable in map settings in the lobby).
Base area for the hero this is mostly decorative, to give our hero a starting location and a respawn point if it dies. However it does have a site-to-site teleport building, for faster traversing of terrain.
A nice view of starting defences (can be turned on/off in map settings). Also, a 3.rd value of this setting will give you periodic extra reinforcements.
Forward outpost that gets crushed at the start of the game, mostly decoration but can be a problem if there's a player 7 and he is allowed to reclaim the wrecks early on.
Teleport building, only works for hero units. Takes 25 seconds to charge up.
As for heroes, they come with a very buffed Overcharge, various drones (based on picked upgrades), a unique ability button (per faction, usually long cooldown), special auras that buff your team or nerf the enemy (each faction has 2, upgradeable via enhancements), buildable epic base buildings and unique experimentals (but only a very limited number), as well as an array of weapons and upgrades for you to pick (usually between a shorter range weapon, longer range and AoE/specialised).
They also have special abilities, like Aeon's Eternal life, that does not let you die for a short while after getting killed, mind controling enemies as Cybran heroes, spawning team-friendly Othuy energy beings as Sera heroes, getting extra regen while standing still as UEF heroes...and many, many more
NOW FOR CHANGES IN VERSION 172
(straight from the file Changes.txt 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
Patch 171
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
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
Leveled terrain around bases to adjust for new terrain-building interaction
Tweaked SACU teleport script (added Othuys on later spawns, as well as everancy 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.
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.
Mod:
Fixed heroes not evolving to next lvl on veterancy gain.
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).
Many minor hot fixes of things that got broken with patching FAF.
Patch 167
Map:
Buffed certain defence turrets for starting enemy bases on the map.
Fixed bug that transferred some of the hero's starting buildings over to the enemy with Airbase Side mission.
Finally fixed allied Pride spawning Dukes and Counts when it shouldn't.
Added extra enemy unit spawn if Paragon gets built.
Buffed teleSACU script in late game to also teleport in experimentals.
Fixed Extra minibosses side mission missing icon.
Mod:
Legendary units - slightly reduced costs, buffed regen on Cybran and Sera Legendary unit to make them more attractive to build.
Increased antitele tower hp +20k, anti tele range from 120 to 150
Dominator - energy drain +200, damage -1000, cost increased 10%
Carrier - Interceptors reworked to function propperly, added +1 Interceptor to Carriers.
Interceptor - dmg 800 (from 700)
Reworked all zombie meshes and gave them biting animations.
Reduced Zombies cost to slow down hero leveling from farming them.
Increased HP and mobility on Silba minelayer ship.
Increased Agamemnon antinavy turret hp to 38k (from 35k).
Slight nerf to all t3 arty buildings accuracy and damage area.
Reduced veterancy gains in regen and hp for Sera heroes.
Gave all heroes a short lasting but strong buff to regen upon evolving to the next level.
Reduced dmg from Black hole gained via Sera Bonus, reduced dmg range and increased time to detonate to allow Sera Alpha to get away from the blast.
Increased Sera hero Orbs hp, regen, damage.
Fixed mission icons for Alpha enhancements.
Made Sera hero portals grant bonus regen for 30s after use.
Patch 166
Map:
Fixed allied bosses not spawning
Fixed allied bosses and reinforcements still spawning if the Rift was destroyed
Buffed reinforcements numbers, and Extra defences turrets
Reworked all missions to make them a bit easier on defenders and more random. Buffed them to compensate.
Added Sats and Spider mission to mission rooster, randomly selected between tele sacus
Gave all mission types descriptions so people know what they're up against.
Made script less prone to breaking due to lazy players not cleaning the map of units.
Increased CZAR numbers in waves, reduced Carriers.
Removed Harbringers from attacking waves (they reclaimed wrecks instead of attacking)
Mod:
Reworked zombies meshes + gave them attacking animations for bites.
Fixed zombie mind control not working.
Fixed Gateways not getting killed.
Created and added Centipede, SpiderLord to attacking waves
Created Overlord and added to certain special waves
Removed mini Czars from allied Pride boss
Nerfed mini Czars hp, dmg, crash dmg
Nerfed Carrier spawn chance in waves, slowed down its speed.
Nerfed transports numbers if trans mission is chosen.
Nerfed Dominator turret DPS, death damage.
Air Omega secondary form cannot be mind controled anymore.
Created Bonuses for heroes + all acompanying units and buildings, can be turned OFF in map settings
Fixed UEF t2 hero not being able to OC submerged units.
Nerfed Air hero death damages.
Fixed hero Sky tracker infinite build bug.
Made Cybran attached turrets on hero unselectable
Allowed Aeon Alpha to make limited numbers of Annihilators at higher lvls
Nerfed all Sera hero basic regen and max hp.
Buffed UEF HP gain when using special ability, nerfed the same for Aeon.
Fixed broken drone behaviour for heroes.
Patch 165
Map:
Enlarged naval area on the left, added more resources there to encourage expansion in water
Further flattened some water terrain
Reduced HP of some mission objective buildings, and some bosses, on lower difficulties (DEATH Ripper the most)
Added mines in water - few if standard, lots if Extra defences option is chosen
Mod:
Created Agamemnon Cybran minelaying turret (creates Silba minelayer)
Created Silba minelayer ship that deploys underwater mines
Fixed Aeon tier 3 hero laser upgrades fucking up ranges
Nerfed some early high-end air attackers to make air easier to play against
Nerfed Raw Omega HP, should be a bit easier to handle
Added animation for naval hero teleports
Patch 164
Map:
Fixed MML spawning where they shouldn't
Reduced chances for long range Avalanche beetlebots in attacking waves - switched them to short range ones
Increased numbers of Monkeylords to promote short-range front base land combat
Nerfed defences for Air basses a bit, if that mission is selected
Added many more XL mass extractors, but reduced their chance of spawning from 2/3 to 50%
Allowed construction of Citadel and Gargantuan XL air experimentals - this sould help with anti air
Mod:
Created an extreme range heavy turret for Aeon - Annihilator
Created an XL exp laser turret for Cybran - Dominator
Created a heavy AA turret for Seraphim
Added torps to Sera AA cruiser, buffed its hp and increased cost a bit, made it surface after build
Created a buffed Horizon experimental - available to hero only
Reworked buildable AA unit options for heroes, to include new AA turrets and units based on factions
Fixed double hero respawn if hero was gifted to other player
Nerfed Sera Heroes base regen and/or HP a bit
Fixed naval and AA ranges bug for Aeon hero lvl 3 and 4
Nerfed Interceptor base dmg a bit, nerfed death AoE by 50%
Fixed Carriers being purchaseable from Gateways with some mods
Added info if a Legendary unit is being constructed/completed
Added launch and land animation to Cybran legendary
Added idle and EMP animation for Sera Legendary
Made Paragon produce default income when built - no longer nerfed in resources.
PLEASE WRITE HERE ANY FEEDBACK, FOUND BUGS OR IMBALANCES of the map waves, bosses or heroes
Your feedback is much appreciated.
I will update this thread as new changes come out.