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    DDDX

    @DDDX

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    Best posts made by DDDX

    DDDX RPG survival (map and mod)

    Greetings.
    UPDATE 05.11.2022.
    New version (v166) 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).

    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:DEF2.jpg

    Comparison between UEF+ SERA lvl 1 and lvl 5 heroes. Tiny lvl 1's next to massive lvl 5'sSize comparison lvl 1-5 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.SLOTS.jpg 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
    ANTITELE.gif 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 ewe.jpg 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.
    DEF1.jpg

    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.
    mid.jpg

    Teleport building, only works for hero units. Takes 25 seconds to charge up.
    bfce30bd-57d6-4baa-9e4f-3d40826f863a-image.png

    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 166
    (straight from the file Changes.txt inside the mod)
    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.

    posted in Modding & Tools •
    RE: DDDX RPG survival (map and mod)

    v166 is out.

    Tons of bug fixes, brought on by FAF updating (tsk, tsk),
    Reworked missions to make them feel less like a chore, and also giving you more flexibility in selection/turning off, while still having the randomness element (should make my map easier to play without OP mods)
    New missions, new enemy units for those missions
    A new "Bonus" system for the hero that lets you tweak your play style even more (should aid in Alpha hero usefulness/survivability/team contribution extremely, specially on later waves). Here's what that looks like - 7 platforms, each giving you a certain buff to your hero.
    IMG-20220504-WA0001.jpeg
    You get a limited number of bonus Selectors to use on platforms of your choice.

    As always, the entire list of changes is located inside the "Changes.txt" file in the Balance mod.
    Here's a copy-paste of the latest:

    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 behavior for heroes.

    posted in Modding & Tools •
    RE: DDDX RPG survival (map and mod)

    v162 is out. A small patch, Icons and visuals for various missions , and bugfixes + balances. Details are in the Changes.txt inside the balance mod

    CHANGES IN VERSION 162

    Patch 162

    Map:
    Added Mission icons
    Fixed some missions triggering even though you've selected to have no missions

    Mod:
    Further optimised code to increase stability, mostly on Carriers
    Reduced Carriers numbers in waves
    Halved their drones, from 8 to 4, but buffed drones hp and damage to compensate
    Nerfed Cybran heroes Rail gun damages by 20%
    Further nerfed Aeon heroes OC damage, buffed starting AA weapons
    Fixed not having Sky trackers buildable from drone enhancements for lvl 2 and 3 Aeon hero
    Nerfed Aeon hero lvl 3-4-5 lasers damage, buffed lvl 2 laser dmg
    Further nerfed Aeon hero Overcharges
    Buffed Aeon heroes starting AA missiles


    posted in Modding & Tools •
    RE: DDDX RPG survival (map and mod)

    well...v158 is out and uploaded, still has some bugs to iron out (not to mention a complete workaround so that it does not use some of the meshes...).

    I tried it with ExMex and all worked fine. Also tried 2 All faction mods (there's a lot of them) and it worked.

    here's a list of changes in v158:

    *Fixed rocks HP
    *Nerfed air crash dmg for several high end experimentals
    *Switched some starting defense buildings to option for extra defences so that they are not in the way of buildings
    *Flattened Palace base terrain
    *Fixed Jaggernaut projectile remaining on that unit (there are several more, Blackops team is working on that)
    *Made Royal turrets and allied Paragon unreclaimable, to prevent early mass income by reclaim

    *Buffed Aeon hero lvl 1 laser dmg
    *Fixed Aeon hero lvl 2 - turrets not being rebuildable after destruction by the hero
    *buffed all starting level heroes HP slightly ( a firebeetle can still take out some of them without upgrades, play safe)

    So far all seems to be working, some units are too strong still.
    One known bug is that the Paragon nuking script executes regardless of if the defenders made a Paragon - and it should not. 22.000 damage navy nukes around min 32+, targeting various t3 buildings. Will fix in v159 so that it only triggers when Para is built, like it's supposed to



    TODO in future patches:

    *Make the starting dialogue, battle, and mid base optional in settings, so you do not have to go through it every time if you do not feel like it,
    *Reworking and buffing end game Bosses, to add them partial destructibility, more abilities, effects, different behavior based on hp remaining, more and varied minions,
    *Check compatibility with some more extreme mods like 30% particles, AllFactions, and the likes,
    *Add more random missions (in the future - Nuke sub event, Carrier swarm event, warp rifting all over the map (like in GaryTheGoat's Survival_stranded)
    *Clean up script by making most LOGs and Warnings optional, to speed up SIM
    *REWORK all used models that borrow from other mods, so that they...don't. (warned by the Creative team about this).

    posted in Modding & Tools •
    RE: DDDX RPG survival (map and mod)

    Version 159 coming in as soon as the FAF Development team patches the antitele towers issue with INSIGNIFICANTUNIT category.
    Should be today, maybe tomorrow. Soon, anyways.

    Below is a detailed list a list of changes for v159, also in the CHANGES file inside the mod.

    Most important changes is that the mod is reworked to not contain any Blackops assets (for the rest i've gotten permission from mod makers).

    WARNING: because of that, the map/mod now need extra mods (but only downloaded, no need to enable them)

    • Xtreme Wars
    • Harryvk21s Naval Pack

    if you experience desyncs at the start of the game, it's probably because you have not downloaded those 2. Make sure upon hosting that all players have these mods, and the desync and missing meshes for units should be no more

    Next, added a Legendary class of units. They are essentially tier 5 - very strong, but only one can be made by the entire team. So do not waste resources making more, you will just lose them.
    aeonL1.JPG Aeon have a massive shield with a larger area than the Aurora, and insane power requirement (adjecancy does reduce it)!
    cyL1.JPG Cybran have a very powerful megabot that also cloaks allies around it
    seraL.JPG Sera have a regeneration field turret that also provides some defensive capabilities

    UEF has a modified Novax that automatically builds sattelites as long as it's alive. No need for a picture.
    Only the chosen faction can make a Legendary unit of its race, even if you have engineers of other factions (so, only Aeon can make Aeon Legendary, only Sera can make a Sera Legendary...). Let me know if the "only one" rule can be exploited/broken.

    Zombies. New main mission, has a 30% chance to trigger
    zomb.JPG Above: an idyllic picture of a peaceful zombified village. FU**ING KILL IT WITH FIRE ASAP!!!!!

    Next, reworked the teleporting SACUs so that they actually teleport. This means that they can be stopped using antiteleport towers. And right you are to do so, for the SACUs grow in numbers, strength, and even bring experimentals over time to teleport in the middle of your base!

    New AA optionsSo that the Aeon and their Sky trackers are not the only go-to solution.aang.JPG AANG stands for Anti Air Non Guided. They are very fast, fire and forget, antiboss-class anti air rockets of extreme range, but can only be built on hydrocarbon deposits. Good vs CZARS, bad vs bombers, because of god awfull turret turning and no guidance of missiles.
    cruiser.JPG Heavy AA cruiser for Sera, submersible.

    Uef have had the Horizon experimental buffed in ragne and damage to be better suited for anti air, and Aeon...they're good 🙂

    Here's a list of all major changes:

    Map:

    • Made the starting dialogue, battle, and mid base optional in settings -can be reduced or turned off completely
    • Added reinforcement waves as an option under "Extra defences".
    • Added a 4.th main mission type - Zombies. Triggers in place of the Gateway mission, if randomly chosen (2/7th chance to get picked).
      --WARNING! ZOMBIE HABITATS WILL LAG THE GAME SIGNIFICANTLY IF LEFT UNKILLED FOR A LONG TIME!!!!!!
    • Reworked the teleSACU script so that they actually teleport in our bases - can be countered with antitele towers finally. Increased the area where they spawn, gave them enhancements over time, and even experimentals that teleport in near endgame unless you make antitele towers.
    • Opened path to Allied Paragon so it can be reached by foot and repaired to give us a Palace shield -if difficulty is 30+
    • Cleared up terrain around transport paths to allow for making distant AA outposts to take transports out before they have a chance to land - or even some Gateways!
    • Raised mountains around some farther mexes to prevent them from getting hit by arty in yet unopened parts of the map.
      Increased props around the starting area and the map in general (for visual appeal), added more mexes and hydros to the edges of the map - to make transport paths areas more appealing for colonisation.
    • Added more Mexes in the far south to reward expansion there
    • Fixed Naval factories event not triggering unit spawn if it was chosen as an active event
    • Fixed Paragon nuking triggering always, regardless if we made a Paragon -no more nuke subs nuking at min 25 🙂
    • Fixed Paragon nuking script giving nukes to dead subs, and locking subs in place, messing up SIM speed
    • Reduced Antitele structure HP to make it easier to kill and free up teleporting, reduced field range drastically, but increased antitele numbers around the map (field range is now 120, that's slightly less than an Avalanche beetlebot range)
    • Nerfed all mission transport HP, removed Fire and Doom beetles from cargo to prevent friendly fire
    • Reduced transport numbers if extra transport mission is selected (max 14 per side, with 6 players, more if pl 7 is in game)
    • Made all allied and enemy minibosses have varied hp based on difficulty

    Mod:

    • Added Legendary units and build restrictions for them - only one allowed per entire team!
    • Added new anti-air options (t3 AA cruiser for Sera, buffed Horizon exp damage and range for UEF, hydrocarbon Antiboss rocket instalation for Cybran )
    • Nerfed Raw Omega air damage
      Removed a bunch of warnings for drones and events to speed up sim speed
    • Nerfed Aeon Alpha lvl 1 hp, buffed lvl 3 slightly
    • Fixed Aeon Alpha lvl 3 getting free nukes with nuke enhancement
    • Fixed Aeon Alpha lvl 2 and 3 not being able to make Sky Tracker with air enhancements
    • Fixed Aeon lvl 3-4-5 naval weapons range bug
    • Gave rapid fire anti fighter missiles (Shaddower missile) to Aeon hero lvls 4 and 5 with some enhancements.
    • Nerfed Cybran hero lvl 3-4-5 long range weapon (less damage, slower fire), fixed Rail gun pitch
    • Buffed all lvl 1 Alphas mass production to allow for faster starting upgrades and less time wasted on getting them.
    • Gave Silencer turret weapon enhancements
    • Nerfed Duke and Count (mini CZARS) land damage, HP, air crash damage, and slowed down spawn rate by +10 seconds
    • Nerfed Carrier shield - +20 sec for shield to recharge, - 10.000 hp to Carrier hull. Fixed the unkillable Carrier bug.
    • Reduced Carrier movement speed, reduced Interceptor turret damage, crash damage
    • Reduced the mind control chance of nanite projectiles for Cybran heroes.
    • Added a bunch of missing icons and unit descriptions.
    • Fixed issues with Aeon hero Stinkfly drones not getting upgrades when hero gets enhancements for them.
      ...and a bunch more...
    posted in Modding & Tools •
    RE: DDDX RPG survival (map and mod)

    @rezy-noob yup, did. Needs to be upoloaded to the Vault, though - waiting on FAF to reverse some changes that broke some mods first

    posted in Modding & Tools •
    RE: DDDX RPG survival (map and mod)

    v160 uploaded to the Vault. Minor fixes and balances, with one notable exception - created teleport buildings for heroes to quickly reach other parts of the map.

    For more details check the starting post or the Changes.txt file inside the Balance mod

    posted in Modding & Tools •
    RE: DDDX RPG survival (map and mod)

    @groove yeah, I know. It's due to some minibosses not being their own unit, with their own weapons and target restrictions, but just buffed versions of regular units. I will remake all the minibosses, and Omega final bosses, so that they both get unique atributes, and have customized weapons that will exempt high level units such as bosses from their abilities, such as has happened here.

    Reworking bosses & buffing Omegas is on my todo list for future patches 🙂

    posted in Modding & Tools •

    Latest posts made by DDDX

    RE: DDDX RPG survival (map and mod)

    play top vs bottom, and don't get slot 7 (that's allied to the enemy).
    read the map description once you host it, in your lobby.

    posted in Modding & Tools •
    RE: Total Mayhem 1.37 for all game versions

    @dekker254 I regularly play with Blackops:Unleashed, Blackops:ACUs, and TotalMayhem, and never have any issue with icons.
    Not to mention that no other supporting mod is neccesarry.

    As for ExCatalyst, you are not taking its range into account, which is extreme. If anything, it scould cost MORE, for what it gives.

    posted in Modding & Tools •
    RE: DDDX RPG survival (map and mod)

    @groove yeah, I know. It's due to some minibosses not being their own unit, with their own weapons and target restrictions, but just buffed versions of regular units. I will remake all the minibosses, and Omega final bosses, so that they both get unique atributes, and have customized weapons that will exempt high level units such as bosses from their abilities, such as has happened here.

    Reworking bosses & buffing Omegas is on my todo list for future patches 🙂

    posted in Modding & Tools •
    RE: How to make Extra Armies do more stuff? (Patrol, Attack, etc.)

    there's one other option.
    Place units on the map under a special group, then use:

    local HeavyAir = ScenarioUtils.CreateArmyGroupAsPlatoon('ARMY_SURVIVAL_ENEMY', 'GROUP_01', 'AttackFormation') HeavyAir:AggressiveMoveToLocation(ScenarioUtils.MarkerToPosition("SURVIVAL_CENTER_1"))

    This puts them in a platoon by default. You can time when they spawn via script, you decide where they spawn via placement on the map, and you can even add a wait+repeat so that they do this again and again (or only a certain number of times, or only while a certain building exists...)

    posted in Mapping •
    RE: DDDX RPG survival (map and mod)

    v166 is out.

    Tons of bug fixes, brought on by FAF updating (tsk, tsk),
    Reworked missions to make them feel less like a chore, and also giving you more flexibility in selection/turning off, while still having the randomness element (should make my map easier to play without OP mods)
    New missions, new enemy units for those missions
    A new "Bonus" system for the hero that lets you tweak your play style even more (should aid in Alpha hero usefulness/survivability/team contribution extremely, specially on later waves). Here's what that looks like - 7 platforms, each giving you a certain buff to your hero.
    IMG-20220504-WA0001.jpeg
    You get a limited number of bonus Selectors to use on platforms of your choice.

    As always, the entire list of changes is located inside the "Changes.txt" file in the Balance mod.
    Here's a copy-paste of the latest:

    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 behavior for heroes.

    posted in Modding & Tools •
    RE: DDDX RPG survival (map and mod)

    @ardentia this sounds like an error in the starting initialisation of the main script.
    Should be easy to spot in the error log.

    Start the game, press F8 (if I remember correctly, to get the error log, I do it so automatically by now 🙂
    Press the check boxes to filter out only warnings, you don't need the rest.

    Search fir the warning that concerns "DDDX rpg survival script.lua"
    It will probably concern the OnInitiate, OnStart, or SurvivalTick parts of that script - you can see what the reason was, from that, which part causes trouble and breaks the script.

    You can also paste that warning when you find it, here, or DM me (this forum has that function).

    posted in Modding & Tools •
    RE: DDDX RPG survival (map and mod)

    @erkdog most crashes have been narrowed down to one issue - the game spawning too many different entities/effects, which eats up RAM.
    Once the RAM usage reaches 2 GB, the game crashes. It's a 32 bit aplication so it cannot be helped.

    The workaround is

    1. set TEXTURES in video settings to NOT high (medium is fine). rest of the video settings can be high.

    2. (optional) don't use aggressive mods like 10% particles. Overall, more than 4-5 mods in any game will give you trouble, and some host with 10+...that's just asking for trouble. The more mods you put in, the more likely something snaps.

    3. (optional) decrease difficulty = less stuff on the map, less strain on the SIM speed. If it's too easy - well you can always play with just 1 starting ACU, can't you? Besides, on easy the bosses will still come at you. They will be a bit weaker, but...RIP 🙂 People are used to playing survivals on max diff...well mine is designed to be a challenge on default for experienced teamworking players, and damn near impossible on 40+ difficulty.

    posted in Modding & Tools •
    RE: DDDX RPG survival (map and mod)

    dude...you are missing the biggest mod of them all. And the one that uses the most units in waves. Total mayhem.

    posted in Modding & Tools •
    RE: DDDX RPG survival (map and mod)

    You need to see the log. If waves stop spawning that means you are missing some mods - they look for a unit that is not there.
    Or some similar error inside the main script (DDDX_RPG_survival_script.lua file)

    And no, player 7 was never intended to control attacking units. How would that work exactly? You could just wait a bit then send in all of them at once, that would be extremely difficult to counter.

    posted in Modding & Tools •
    RE: DDDX RPG survival (map and mod)

    sorry mate, could not recreate it.
    Used same 3 mods, one player at pos 2, no problems there.
    You should see the log and find out why the main script file failed

    it will be under a "WARNING: failed to load DDDX_RPG_Survival_script.lua" (look for something like that and see where it went wrong, or better yet send me in a message

    posted in Modding & Tools •