It has been ongoing since last weekend. It was working yesterday, at least in the evening.
Latest posts made by swaaye
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RE: logging in - more spinning dots of death
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RE: AI Wave Survival Mod Information
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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RE: AI Wave Survival Mod Information
@rama said in AI Wave Survival Mod Information:
Can you check your game log for any errors? Also, have you hit F11 to check if it is a network issue?
I haven't tested the mod with all of the mods you listed, so it may also be a mod conflict.
Mods I Haven't Tried or Tested With:
Jaggeds Infrastructure Pack v2
Nuclear Repulsor Shields
Reclaim Turret
SupCom T4 Edition - Resource GeneratorsI usually test with the following mods:
ACU Boost 1.5x
AI-Uveso
50% Air Crash Damage (and the alternatives 25%, 75%, 150%)
All Faction Quantum Gate
BlackOps FAF: ACUs
BlackOps FAF: Unleashed
AntiNuke 50% Cost
Hive Engy Stations for All
Wreck Reclaim 50% (and the alternatives 33%, 67%)You could try hosting with the above mod list and see if the issue persist. But best would be to check the log for possible errors causing the game to stall. I'll try a run with the mods you used and see if I get any issues.
We decided to wipe all our FA & FAF data files (programdata, appdata, mydocs) and redownload everything. We tried a few games with your mods and some games with a mix of yours/our usual mods. We haven't had another freeze yet. Maybe it was some kind of file corruption or version mismatch.
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RE: AI Wave Survival Mod Information
A friend and I have been playing with this mod for the past few weeks. We love the onslaught. But there is a problem. We have yet to be able to finish a game because we keep getting game freezes after about 30 minutes of play. It's something we've never seen before this Survival Mod. By freeze I mean the game simulation just stops but the UI still functions.
I've been thinking it might be related to other mods and unit count. So I dropped unit count down, removed AI allies, and we have just one enemy AI. No help.
For mods we usually run:
NoShake
AI-Uveso
Jaggeds Infrastructure Pack v2
No Air Crash Damage
Nuclear Repulsor Shields
Reclaim Turret
SupCom T4 Edition - Resource Generators
Total MayhemI tried removing Jagged's, used M27 instead of Uveso, and removed the Resource Generators mod. Still freezes up eventually.
The survival mod is running mostly default settings aside from disabling Naval unit spawning (they were appearing in ponds heh). I also cranked the hit points of the enemy base up to 25 million. Though we have yet to really be able to reach it before a freeze.
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RE: AI-Uveso (v113) - AI mod for FAForever
@uveso I looked at the problem with the civilians not attacking the AI again and it does seem to be specific to the Uveso AI. I disabled all other mods and tried a couple maps with civilians. Purely default FAF with just Sorian AI has the civilians attacking everyone correctly. Adding the Uveso AI mod and Uveso AI does not get attacked.
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RE: AI-Uveso (v113) - AI mod for FAForever
Has anyone noticed that the civilians won't attack the Uveso AI? I think this is new behavior though I don't know what may have caused it.
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RE: Total Mayhem 1.37 for all game versions
Thanks Uveso. We did a purge of FAF and FA files and reinstalled everything and it's working now.
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RE: Total Mayhem 1.37 for all game versions
Hi. Since you said you haven't seen problems with Total Mayhem or Orbital Wars, I suspect the desync is caused by a combination of our other favorite mods and those two big mods. However the smaller mods worked fine for us as long as we don't use Total Mayhem or Orbital Wars.
Nuclear Repulsor Shields
AI-Uveso
No Air Crash Damage
Jaggeds Infrastructure Pack V2
NoShakelogs-
(Total Mayhem)
https://pastebin.com/HacmLPVC(Orbital Wars)
https://pastebin.com/UFB8bJH7(Total Mayhem + Total Mayhem Lite)
https://pastebin.com/i92cEdGQI will try to experiment with combinations of the mods when we play next. Probably tomorrow.
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Recent patches, desync, Total Mayhem & Orbital Wars
About a month ago a patch came out that caused both Total Mayhem and Orbital Wars to cause desyncs in multiplayer with AI. I think there has been another FAF patch since but it hasn't remedied this issue. These desyncs never occurred before.
I imagine there are other gameplay mods that are causing desyncs now too if those two are.
Any thoughts on this?