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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: AI Wave Survival Mod Information

      v294

      Made setting up a game much easier, by being able to assign spawns straight from lobby! No need to assign spawns in Map Options anymore!

      3 Ways to Set Up a Game:
      Players can still specify who is HQ in Map Options, if they want a Human or different AI control the waves. Players can set up to 4 AI_WaveSurvival Bots in lobby, and they will be randomly assigned HQ's that spawn waves. No need to assign the spawns in Map Options.
      Players can specifically set where each HQ spawns in the lobby:

      • AI_Main HQ will spawn the Main HQ Objective.
      • AI_Alternate HQ will spawn the Main HQ's support HQ.
      • AI_2nd HQ will spawn the secondary HQ.
      • AI_Alternate 2nd HQ will spawn the secondary HQ's support HQ.

      Various fail safes have been tested, so if configured wrong, game will default back to random spawns being assigned to the bots, and you may get scolded by Brackman.

      Other Changes:

      • Endgame air bosses given a bit of a boost in DPS, spawn additional air units after taking too much damage.

      Weapon Rebalances:

      • Aeon T3PD range to 76 and fire rate to 3s -> 2.5s, same DPS.
      • Abyss depth charge range increased to 60.
      posted in Modding & Tools
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    • RE: M28AI Devlog (v303)

      Stumbled across a replay where the host set a survival game where waves are controlled by M28AI. This is, of course, suicidal! Figured I'd share with you if you want to see what your AI does to people with unlimited resources πŸ™‚

      https://replay.faforever.com/27133103

      The M28's ACU blows up at start because they have the default settings for AI Wave Survival on, which kills the ACU to prevent base building. The host didn't turn off the default Wave Control script, so M28 was constantly fighting with that (the wave script scans for idle units and sends them to charge into enemy bases). The Wave scripts can be turned off in the mod settings, so Humans or other AI can have full control of the waves.

      posted in AI development
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    • RE: Crash on Watching Replay if I Try Zooming In

      The LOG got over-written. I did try to recreate the crash but it ran without incident today. The system updated and shutdown after Windows Update last night, so this is a fresh restart and may have been a problem caused by Windows.

      To confirm, crashes did not happen on other replays, and not even all doobro's replays. These weird crashes only occurred on some of doobro's replays, even though he uses the same mod list in all his games. Restarting my computer wouldn't clear up the issue.

      I did have a Windows Update that stalled a few weeks back, and the issue appeared to show up after that update. I had Windows 11 run a verification, and it found and replaced some corrupted files. I am guessing the verification didn't fix everything, and the Windows Update last night may have corrected whatever was causing the unexplained crashes. At this point, i believe the crashes were caused by Windows.

      posted in Game Issues and Gameplay questions
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    • Crash on Watching Replay if I Try Zooming In

      This is a weird bug. Game will only crash if I zoom in. If kept zoomed out, game runs fine. This only happens on doodbro's replays, but not all of his. Seems to be caused by a mod issue.

      Example Replay:
      https://replay.faforever.com/27056754

      Mods being used:
      BlackOps FAF: EXUnits
      BlackOps FAF: Unleashed
      All Faction Quantum Gate
      Reclaim Tower
      Naval Costs 67%
      AI Wave Survival
      2x Build Range
      BlackOps FAF: ACUs
      BrewLAN
      BrewLAN Compatibility Mod
      Low BO Commander Upgrades Costs - Reuploaded
      T4 Energy Generators default Paragon" v04

      Usually, there are no errors in the log that could explain the crash. I managed to get this error by running the replay at 20x, then slowing it to 10x speed before zooming in and crashing.

      info: getaddrinfo(,ΔΆIσ•»© failed: E [ret=10093]

      posted in Game Issues and Gameplay questions
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    • RE: AI Wave Survival Mod Information

      v293

      • Land Spawn Checker greatly improved, should avoid even more unpassable terrain with far fewer stuck units.
      • Support Bases, Rifts, and Land Spawns will no longer spawn in unplayable sections (black bars) of the map, like on Dual Gap.
      • Fixed HQ Power Stall not dropping shields. Only affects shield generators, not units or the Main Buildings. Yolo Bosses may start spawning after HQ restores power, depending on team strength.
      • Yolo Bosses and Endgame Bosses now deploy a small platoon of units after taking too much damage.
      • Dooms' number of Rift Spawns that happen after taking too much damage now based on team strength.
      • Increased time mass is delivered after destroying a Support Base.
      • Warning when carriers are launching aircraft.
      • Some bug fixes, maybe some new bugs πŸ™‚

      Weapon Rebalances:

      • Aeon T3PD back to 75 range.
      • Aeon and UEF T4PD able to shoot at closer targets.
      • Storm Missiles now spawn 2-3 storms if intercepted.
      • Seraphim Heavy Cruiser reworked, with a powerful long range main AA cannon, and a shorter range cannon able to fire on both air and land units for enemies that get too close. Doubled TMD fire rate.
      posted in Modding & Tools
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    • RE: Get Playable Area of Map

      Oh my god...

      I didn't realize I needed to copy the entire function CDRMV provided. I thought it was a built-in function like GetMapSize().

      When it didn't work, I headed over to Github to look at more examples. Of course, they all used getPlayableArea(), which I copied.

      Then, it finally occurred to me CDRMV meant for me to copy the entire function. Except, I forgot I'd switch my syntax to getPlayableArea(). Only took an hour of troubleshooting to see it.

      posted in Modding & Tools
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    • RE: My game crashed within one minute after starting

      About:
      warning: SND: XACT3DApply failed.

      I get that warning in every log I check. Doesn't seem to cause me to crash.

      I don't know why, but custom icons have always caused problems for me every time I've tried to use them. Doesn't matter what icon pack, if I have one, random desyncs and crashes skyrocket with no warning or cause listed in the logs (especially in replays). If I remove the custom icons, the replays will run just fine. Perhaps get rid of the Calibers 4k Mass Extractor Icons and see if that helps.

      Supreme Score Board2 also caused random crashes and infinite loops, while I never had that problem with Supreme Score Board. I don't really trust UI mods to not cause unexplained crashes.

      posted in I need help
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    • RE: Faster Way to Check Terrain Pathability

      @jip

      Hi Jip, read through the provided links a few times. Is there a function I use to get information on leafs? Or a mod that would be a good example of how to use these functions that I could look at to better understand how to use?

      posted in Modding & Tools
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    • RE: Get Playable Area of Map

      Awesome! Much appreciated.

      posted in Modding & Tools
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    • Get Playable Area of Map

      Is there a function to get the playable area of a map? I've looked before, but never found one.

      Would like to keep Support Bases from spawning in non-playable sections of maps, where players can't reach them.

      posted in Modding & Tools
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    • RE: AI Wave Survival Mod Information

      v292

      • Fixed a bug with the Land Spawn if HQ was too close to a map edge.
      • Aeon T3PD DPS increased from 255 to 265
      • Dooms no longer can be stunned by other Dooms
      • Increased chance Doom Rifts will spawn RAMBOs
      posted in Modding & Tools
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    • Error running OnNotAdjacentTo

      This error sometimes floods the logs of replays I've checked. Is this being caused by a mod conflict? This error affects multiple units and does not show in all replays.

      warning: Error running OnNotAdjacentTo script in Entity xeb2306 at 2c2be308: ...ata\gamedata\lua.nx2\lua\sim\units\structureunit.lua(824): table index is nil
      stack traceback:
      ...ata\gamedata\lua.nx2\lua\sim\units\structureunit.lua(824): in function <...ata\gamedata\lua.nx2\lua\sim\units\structureunit.lua:816>

      Replay #26989064

      Mods Used:
      1% Particles
      2x Build Range
      No Friendly Fire + fix for log spam
      AI-Uveso
      Reclaim Turret
      Low Commander Upgrades Costs
      All factions
      AI Wave Survival
      All Faction Quantum Gate

      posted in Game Issues and Gameplay questions
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    • RE: AI Wave Survival Mod Information

      v291

      • Land Spawns will no longer spawn on unpassable terrain or on water if not Amphibious/Hover. Should open up more maps for play where units previous spawned in and got stuck/died.
      • Mobile SMD now carries 5 antinukes (previously was 4).
      • Bombers and Doom scripts adjusted to be a little more aggressive.
      • Bosses and ACU Hunters should spawn from all Spawn Locations now. Only Dooms limited to HQ/AltHQ Spawns.
      • Bug fixes causing a few errors.
      posted in Modding & Tools
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    • RE: Faster Way to Check Terrain Pathability

      Thank you for all the detailed responses.

      @jip
      I did have one question, what is a leaf? Is it one of the grids shown in the image you posted above?

      I'll have to get a better understanding of how the NavGenerator works. The script I wrote takes 6 seconds to run at start to generate up to 8 lists of 3000 positions, and I added breaks in it so it doesn't take over the CPU's time. Still would like to get a better grasp of NavGenerator, so I can keep Navy Units from spawning in small, isolated ponds on maps like Seton's Crutch.

      posted in Modding & Tools
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    • RE: Faster Way to Check Terrain Pathability

      I'm trying to generate a list of pathable spawn points for the mod AI Wave Survival.

      Sometimes, players use a map that has impassable terrain or water near where they set the HQ Spawn points. Currently, spawn points are chosen at random around the HQ to spawn in units, meaning units can get stuck or immediately die if they are a land unit that spawns on water. So, I am adding tables of approved spawn points that will alleviate the issue.

      Like I mentioned, the scripts run at the start of the game, so don't really affect performance much. Just seeing if I can optimize them a bit.

      Thanks!

      posted in Modding & Tools
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    • RE: Faster Way to Check Terrain Pathability

      Is GetTerrainLabel a faster process than the below code I've been using?

      startPos = Position testing path to
      AccurateTest = NavUtils.CanPathTo('Amphibious', startPos, {BposX, terrainAttitude, BposZ})
      if AccurateTest == true then
      AccurateTest = NavUtils.CanPathTo('Land', startPos, {BposX, terrainAttitude, BposZ})

      This script is only run once, at start of game when not much is going on, so it isn't a huge concern. Though, it does have to run for both Land and Amphibious, and may need to run for multiple locations. It does look like GetPathTo checks Terrain Layer first, and I may just be adding an unnecessary redundancy that actually adds unnecessary computations.

      posted in Modding & Tools
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    • Faster Way to Check Terrain Pathability

      I wrote a script that test thousands of map positions to see if they are pathable for either Amphibious or Land units, and adds those positions to appropriate lists. The script is a bit resource heavy.

      Is there a way to check quickly if:

      1. Terrain is Water
      2. Slope of terrain is passable

      Then I wouldn't be checking the pathability of positions that aren't going to work.

      I looked through the NavUtils.lua on Github, but did I miss these functions?

      posted in Modding & Tools
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    • RE: AI Wave Survival Mod Information

      v290 has been released. Should be much more stable and have fewer crashes than v289, especially with unit packs like Total Mayhem, BlackOps, and BrewLAN.

      New Setting Options:

      8d: NAVAL Response: Allows one to adjust the strength of the Naval Response that uses Cybran T2 and T3 amphibious ships. This response is disabled if Naval Waves are on.

      SB3: Nuke/Arty Retaliation: Lets one disable Nukes and Artillery Retaliations after killing a support base.

      SB4: Airdrops: One can set where Airdrops from Support Bases kills spawn from, or turn off entirely.

      Changes and Bug Fixes:

      • HQ will no longer get to 1HP and not die after defeating final Doom Wave.
      • Defeating HQ will not blow up team if HQ player is set (still happens if HQ is random)
      • Airdrops from Support Bases default spawn from HQ now.
      • Dooms will spawn a rift when at 50% health.
      • If deployed Rift Orbs are maxed, one will be re-deployed at random.
      • Support Bases and HQs will stop spawning defenses after 4/5 times.
      • Torp Bomber spam from Naval Response reduced by 25%, default Naval Response strength reduced about 10%.
      • Fixed Mobile SMD not firing.
      • Abyss has larger shield and a little cheaper to build.
      • Aeon T3PD faster fire rate, higher DPS, and larger splash.
      • Aeon T4PD only pulls 2400 energy/s now.
      • Storm Missiles cheaper and the Storm Launcher now holds 6 missiles.
      • Seraphim T3 Heavy Cruiser small health bump.
      • Various bug fixes
      • LOG spam cleaned up.
      • LOG recording of AI Wave Game Settings greatly improved. Records only edited settings, making it easy to check settings of prior games.
      posted in Modding & Tools
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    • Strange Error with Tac Missiles

      Working on a stability update for AI Wave Survival.

      Been getting the following warning in the logs:

      warning: Invalid args to yield(); tick count must be >=0
      stack traceback:
      [C]: in function `WaitTicks'
      ...\projectiles\components\tacticalmissilecomponent.lua(141): in function <...\projectiles\components\tacticalmissilecomponent.lua:38>

      The following units in the mod get this warning in testing:
      Abyss Depth Charge Platform (EDC0305)
      Seraphim T3 Heavy Cruiser (SHC0202)
      Seraphim Storm Launcher (PD4SP2108)

      The Doom units, which also fire Tac Missiles, do not get this error.

      The strange thing is the Doom units (projectile DoomCruiseMissile) and the Abyss Depth Charge unit (projectile AbyssMissileCruise) both use the same projectile script and blueprint, with just a difference in health and speed. They both reuse edited Tac Missile files for UES0304 (UEF T3 Strategic Sub).

      TMissileCruiseSubProjectile = import("/lua/terranprojectiles.lua").TMissileCruiseSubProjectile

      The Seraphim units reuse the Tac Missile files from XSS0202 (Seraphim T2 Cruiser):
      projectile StormAltMissile
      projectile StormTacMissile

      SLaanseTacticalMissile = import("/lua/seraphimprojectiles.lua").SLaanseTacticalMissile

      posted in Game Issues and Gameplay questions
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    • RE: AI Wave Survival Mod Information

      @slykar

      Was it a crash or did the game get stuck in an infinite loop, where the gameplay froze, but the UI still worked?

      I've had both happen very frequently since the last FAF patch, and haven't been able to find an obvious cause. Using unit mods also greatly increases the likelihood of a freeze, but once again, no clear indication of when it might happen.

      posted in Modding & Tools
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