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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!
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    Recent Best Controversial
    • RE: X2, X3, ... mexes like BAR

      so...maybe an unconventional workaround, resembling Starcraft 2's method?
      Fixed, neutral buildings, in strategic places around the map. Think an XL mex, indestructable, capturable, with an increased yield.
      You can still attack it, but instead of killing it it reverts back to neutral ownership. That way it remains forever as a point of interest, and rewards whomever has managed to claim and hold it.

      This can be seen in my survival, DDDX RPG survival, with my Survival mayhem & BO balance mod. They spawn nicely with a different, blue decal and a bigger mass deposit icon.
      There's even an option to spawn more of them, in lobby settings of the map 🙂

      posted in Suggestions
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    • RE: Redesign of all HQ and support factories

      ok but these are just animations and meshes.
      The real "fun" starts when you need to add functionality beyond what was originally programmed. I'm thinking the revamp of veterancy gain, from number of units killled to % of unit's mass worth killed. Now THAT's what I call work.
      And its result is what, 1 file slightly modified? Nothing to see. But so much work, and such awesome QOL improvement.

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

      UPDATE 3.10.2025: v178

      Patch 178, from Changes.txt file inside the mod folder:

      Map:

      • new option in Lobby, for spawning extra mass extractors, closer to base area. Should help with mass issues in low-skilled matches. 13 more mexes added, 50% spawn chance, should give 5-7 more capturable mass extractors.
      • added more mass extractors in the map, with same 33% spawn chance. Capture them for a mass boost.
      • added more regular mass extractors, mostly in water, to reward expansion there.
      • separated nuking from arty spawn near end game. Now either nukes, or arty, will trigger for late game, with extra buildings spawned, and a small (1/7) chance for both, but in smaller numbers (like it is now). Pure nukes or arty have a 3/7 chance each. Note that Corner base mission, or other events, can trigger nukes of their own. Scathis are less likely to appear than before.
      • increased time the map reacts to Paragon being built by defenders, 120 sec more time before extra nukes start to rain down on you.
      • decreased time the map opens up if Air bases side mission gets chosen.

      Mod:

      • nerfed PRIDE and CZAR minion spawn rate (Dukes and Counts) if "Bubble trouble" side mission is selected
      • also cut their air crash damages by half
      • fixed Tempest Blackops:Unleashed not dieing propperly.
      • HEROES - added effects and abilities that trigger 1x on hero evolving to next version.
      • also added unique abilities and events if you manage to get full veterancy with final level hero unit.
      • buffed all heroes mass and e ergy production & storage.
      • changed Yolona to use RackSalvoReloadTime instead of WeaponRepackTimeout
      • increased Salvation energy consumption to keep it from stalling.
      • reduced Sky Tracker AA turret tracking ability, to make it weaker vs very mobile targets.
      • buffed Royal turrets by +5k HP, should help with very early game.
      • buffed Royal palace slightly (shield, weapon, hp)

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

      Howdy folks.
      Need some feedback from peaps playing my map.
      Am in the proces of making v178, and need some feedback/suggestions on heroes. Namely, on what happens when they spawn 1st time (evolve into next version), as well as what happens with the final lvl hero when it reaches max veterancy.

      So far, for v178, I have devised the following:
      Aeon hero line: stun its surroundings upon evolving into next version + summoning air reinforcements.
      For max veterancy on final hero, all allied RAS SACUs get their resource production doubled, all downed shields get refreshed, the hero gets those auto targeting homing Hornet missiles turned ON permanently, and it gets a tiny bit of HP and regen every 10 seconds, permanently.

      UEF hero line: destroys everything around them upon evolving.
      For max veterancy on final hero, all allied defensive structures get instant healed and receive a permanent regen buff, Goliath homing missiles get turned ON permanently, and hero gets 1.5k hp and a tiny bit of regen every 10 sec permanently.

      Sera hero line: EMP stun around the hero + summoning a swarm of Othuy rifts around the hero (no friendly fire), upon evolving to next version.
      Final lvl max veterancy: huge EMP blast (1/3rd of map), constant periodic teleporting of random experimental Sera units around the hero (leaves behind an Othuy energy being as well), no added new weapon but a buff that gicves a tiny amount of hp and tiny but the most of all factions regen, every 10 seconds permanently.

      Cybran hero line: releasing nanites into water (mind controling) with a massively increased success chance compared to regular nanites, with each evolving.
      Vet 5 on final level hero: periodical summoning of very strong air units (1.5min cooldown), small amount of hp and regen gained every 10 seconds:

      Now, obviously some are more worked through than others. Sera's stun works beautifully with its huge regen, invoulnerability ability button, massive destructive potential and small range.
      Aeon's works nicely with its role as anti air (hero being an air unit, and most mobile of all factions to put out fires) and as a support unit (Aurora supershield, Mother tortoise flying exp shield structure, Paragon).
      For UEF I think it's enough, just blasting everything around it while making defences sturdier, goes nicely with ExCatalists and Perses turrets.
      But Cybran...I am a bit lost here. I mean...giving air to a ship hero...ok...damn maybe I should just have it spawn a monster unit, once it reaches final level veterancy 5...something both standing in water spitting out torpedos, and standing outside of water blasting away at surface targets...

      Anyways I'm looking forward to your suggestions.

      BTW v178 should be a bit easier to play, with a bit more resources, less punishing on people who manage to make a Paragon, and a bit more random still, in late game. OFC, while heavily rewarding expansion, as usual 🙂

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

      wow. Thank you very much.
      Will be fixed in v178. I have some balancing to do anyways, the new addition of Worm pits trew the gameplay too far in the "defend the flank and rear" direction, and I don't like that nukes are a 100% given in every match, so you either have enough SMD's or you lose. Gonna make them random, and instead have more arties spawn if nukes weren't chosen.
      Yolo and salvation seem straightforward enough, Dominator PD as well.
      As for the hero, gonna check it out.

      If you have any more suggestions or balance/bug fixes, please let me know.

      posted in Modding & Tools
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    • RE: Commander Survival Kit (A new SIM Mod)

      nice work. So...when do Tarantulas become melee? 🙂

      posted in Modding & Tools
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    • RE: Another Novax conversation

      @TankenAbard nobody said A Novax is a bad thing.
      How about 5 of them? Total waste of resources.

      posted in Balance Discussion
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    • RE: Petition to remove UEF from the game?

      are we just gonna ignore the op ranges the UEF has? Best ranged point defence turret, best ranged t2 bot, best ranged cruiser TML, best ranged arty, albeit t4, best ranged experimental....

      Range baby! That's UEF's jam. The fact you don't list it as a strength is why you lose when you play as UEF.

      posted in General Discussion
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    • RE: Total Mayhem 1.37 for all game versions

      Asked ChatGPT about it:

      One of the vertex_index_x values is greater than 65535

      💡 Why this happens:
      The exporter assumes the mesh has fewer than 65536 vertices (so all vertex indices fit in a 16-bit unsigned integer).

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

      nah, it's Total mayhem, so it's either 2.82, 2.80, or older. If it's even done with Blender at all 😞

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

      A question regarding the Avalanche Cybran superexperimental.
      BRMT3AVA_LOD0 to be exact.
      I am unable to edit this mesh file. I cannot even import then export it, untouched. Blender v2.80 and v2.82 tried (the second one I regularly use no problem).
      Does anyone know why? And how to go around it?

      It's a simple edit for a standalone unit within another mod - mine, not for TMayhem. Basically I need more bones added on strategic places to attach weapons as adds to it + I want to add 2 more turrets to the back of it and animate a tail opening animation when the unit goes low on hp, so that the turrets exit the tail to deploy and start shooting. It's for one of the end boss variants for my survival.

      Any info is appreciated.

      posted in Modding & Tools
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    • RE: Another Novax conversation

      @Nuggets and it tells me that if you are playing Setons and going 5 Novaxes on it, you must be playing vs AI.
      A t2 shield, with some boosting, takes care of a Novax laser. Which you need to have anyways to neutralize strat bombers 😕

      ...so why are you making Novaxes and not arty? Ok, you need 1 for scouting, great. What are other 4 for? Their insane DPS?

      posted in Balance Discussion
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    • RE: Call for a mod that boosts a certain team's mass income & buildpower

      There are already mods that boost the economy. x1.5, x3...
      It looks cfor category values of a unit, then boosts their production values.

      Also, there's a command that checks for allies, or enemies.
      Making a mod that combines both, then buffs only player 1 for example, and all players allied to him, should not be difficult.
      There are several ways of going about this, for example making a central building that buffs all your economy, and if destroyed, you lose that bonus, or a mod that does this in an area around itself.
      Though the easiest way is to give the enemy player more mexes. That way more mass will lead to more energy, to faster mass converters and RAS SACUs....

      posted in Modding & Tools
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    • RE: Another Novax conversation

      I see no problem with Novax. Absolutely none whatsoever.
      It's a scouting unit. It provides vision. The laser is...meh.
      If you are making 4-5 Novaxes to destroy your enemy, that enemy deserves to die. Because they weren't able to finish off an opponent who wasted resources on 4-5 Novax.
      I mean...what were YOU doing when the enemy made Novaxes? Were you AFK? Why don't you have at least 3 artilleries pounding away at the enemy by the time he has 5 Novaxes up? I'd much rather defend against 5 Novaxes than 3 arties....

      -- this is how you balance a unit. Now, if that was the Artemis satellite from Blackops...though, that thing costs A LOT to make, and it's like a Yolona or Paragon - why'd you allow the enemy to make one? NOW SUFFER!

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

      @CDRMV corrected. And TY again.

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

      UPDATE 18.7. 2025:
      Version 175 of map and mod is out.
      Some bug fixes, namely the antiteleport bug, and a buff to hero units (will be OP for veteran players 😕 but easier for noobs).
      New unit type, underground burrowing worms, from CDRMV's mod "Commander survival kit: Units" -A BIG THANK YOU!!! Check out all his other mods, (and that mod out when it comes out, it has a bunch of new and well done unique units).

      From the file "Changes.txt" inside the mod folder:

      Map:

      • placed Worm pits with 15% spawn chance that spawn cyber worms unless killed. Good mass source from wrecks.
      • Modified map to accomodate Worm pit locations.

      Mod:

      • Created cyber worms and their Worm pit and added into map, from Commander Survival Kit mod, with permission from the maker, ty for that btw.
      • All heroes (except Sera) buffed in hp and regen
      • All hero ability gives more sustain when activated
      • Universal Colossus dmg buffed (tractor beams have targeting restriction vs bosses/epic units/legendaries, PLS REPORT IF THEY SUCK IN OUR BOSSES!!)
      • Death ripper buff if defenders make paragon(s) (+50k hp, +200 regen per Paragon built)
      • Fixed late game minibosses hp on low level diff being off by 1 decimal
      • Improved Interceptor (Carrier minion) target behaviour, buffed speed, hp, dmg
      • Buffed Carrier range +10, build power +20
      • Allied minibosses nerfed HP
      • Fixed allied Pride miniboss minions spawning when it should not. (not really, medium units still spawn, but small ones don't, will fix in v176).
      posted in Modding & Tools
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    • RE: Commander Survival Kit (A new SIM Mod)

      @cdrmv hey man.
      Awesome work on those models. As for the undergroundground movement, I am very curious about it.
      Mind if we take this to messages? I ask because you have a do not disturb turned on.

      posted in Modding & Tools
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    • RE: SAM Overkill Control v0.3 (2015)

      @jip yeah i noticed that, results in a massive dps gain and much less projectiles wasted, specially torpedos

      posted in Modding & Tools
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    • RE: Modular Fatboy (2014)

      the what Fatboy?
      Ufff I gotta check this one out!

      posted in Modding & Tools
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