Hello Rama,
i cant host your mod.
every game with the version past 17th march (v272) has desync.
Hello Rama,
i cant host your mod.
every game with the version past 17th march (v272) has desync.
Wow, thank you so much for that!
i noticed on my f-island map that ACU hunters and some bosses cant enter deep water and therefore cant reach any player. i turned the setting off but i dont know if it should be that way.
on one side we player can calculate where "land" units wont reach us but on the side, it doesnt feel right to turn acu hunter offline and look at sitting ducks with 1,3 mio HP.
i dont have a recommendation for that issue. Hover bricks would be a bit silly. same with GC and chicken
it could also be the map itself. i will try it today.
i wont be able to host for 30 days after today.
No i didnt. i have these crashs for months but since i stopped to use air crash / smd cost reduction i do not have it anymore. as far as i can remember.
Spawn center E to W - doesnt it lead to bases outside of the map? But only East and west?
Update2
i had 5 mods on.
AI WAVE
10% Particle
All Fraction Q-G
1,5 Build Range
2x Res from developer
and tried to activate -50% air dmg and -50% anti nuke cost but some ppl didnt have it. So it showed - "not on"
i started with 2 observers and the game crashed.
I rehosted and all 7 mods were marked as on. so maybe the try to activate these mods turned them on in my ini file while i was hosting and lead to the crash?
with 2x support bases, i had about 7 or 8 on 40x40 map and spotted a rift nuke coming from the map outside.
1 was in the south and one orb was in the west. (Dark side of the map)
Little Update.
with 2x support bases, i saw more. additonaly.
AI WAVE
10% Particle
All Fraction Q-G
1,5 Build Range
2x Res from developer
i will try with smd and air -50% mod now. one at a time.
Hello Rama,
could you add SMD on carrier or t3 cruisers / destroyers, you added? We have trouble to build smd before the next nuke wave, if we lose them. And we play fart islands which has a few small islands without space to get smd at all.
additionaly i think the support base spawn is bugged. since v275 i had only 1 support base but 10 player and 1+player/2 on. since v278 i had 2 bases.
lastly i had the bug where my lobby freezes after i have observers and start the game. It is either no friendly fire or your -50% air crash dmg mod which doesnt work well with my other mods.
AI WAVE
10% Particle
All Fraction Q-G
1,5 Build Range
2x Res from developer
v270 tested with 4 player. no problems
Hello Rama,
i hosted a few games 10.02.2024 and a few ppl had desync in the game even before waves spawned. i think something is broken or does a preset-setting conflicts with mod updates? (one of the game had 1800r and 1900r player)
@adastranoob
Mhh if it got one already idk if it should be there again.
i wanted to submit it but i dont use discord.
I can only recommend to highlight it more because i have like a 50 ppl playerbase if i host my map with the mod and even get pm-ed to host or write back as soon as i host again. And my lobbies are usually full within 5 min.
its just too much hassle for most ppl to go throw the mod settings but it is highly enjoyable for 80% that visit my games and they keep coming back after 50 runs.
Hello Rama,
thank you for making our lives difficult. I really appreciate it!
What do you think about submitting your mod to the FAF News Feed or asking a FAF Youtuber for a little tutorial?
How about changing the Rift Orb to the Sera Rift-Gate from the campain?
game_21779765.log
game_21779512.log
2 More logs of crashes because i had once observers
Hello Rama,
i just had a game where we spammed about 40 EMP Launcher and destroyed 2nd HQ and a few support bases easily.
it cost 4k mass per launcher but how much per missile?
15k dmg per missile on buildings could be a bit overpowered if the mass cost is low.
1 EMP Missile = 15k Dmg (Dmg per Mass = ? / Build time?)
1 Nuke = 35k (cost about 15k = 2,33 Dmg per Mass and 5 or 6 min build time = 58,33 DPS on buildings)
Additionaly i think the range is too high. maybe reduce it to t3 arty range?
Hello Rama,
could it be, that UEF Engi Station-Drones count as high level Air units, that spawn extra ASFs?
if someone builds UEF Engi Station they get usually 50-100 ASF per Wave which doesnt makes sense. Only if they count like a T4 Unit and spawn 9 ASF per Engi Station. Or your Settings set a fixes %-Spawn of ASF if any Air units exists. Does it lower Gunships and Bomber then?
Hello,
im having the same problem again too.
i usually host AI Wave Survival on 16 player map. 3 closed 3 bots and 10 player.
As soon i have 2+ Obs to kick and i launch the game, it frezzes and i MUST use crtl + alt + delete to reboot or manuell rebooting the PC via power button. it is absolutly annoying and destroys the complete trust in my hosting abilites and ppl avoid my lobbies from time to time....
Hello Rama,
I think SMD of support bases do not work.
100% not spawning / working for bases in water on Griffin v7.
Guardian too strong, AAA too weak.:
I once had 70 or 80 Sera Carriers firing at a Guardian TMD on the edge of the HQ base and not 1 missile made it. i don't think it's supposed to be impossible on purpose.
Since TMD SMD and shields are together, I had to scale them down to AAA to do sea attacks and now the shields feel kinda weak. The HQ defenses were destroyed in my game after 8 min buildtime and 30 out of 35 min hold time.
AI ASF target Sats.
AI ASF patrol around the building that is attacked by sats
i dont remember but i think support bases always dmg HQ? Atleast i think it should be that way, because there is no point in destroying them if not. i rather do 6x 130k + schild dmg to the HQ instead of a short shield breakdown / Wave breakdown or a few t4 units.
maybe its worth balancing the loss / gains for support bases.
in nearly all cases its impossible to get the reclaim, as ACU Hunters destroy submerged SACU and Engi get destroyed by air.
With your supportbase Spawn Buff, i think its worth to at a button to determine how much Dmg a destroyed Support base deals to the HQ. Just like alternative Spawns
Doom Stage, EndGame Arty, Arty response - i suggest it spawns a few schilds too. i saw you buffed the Scathis HP, you evil genius but its not enough
Your Boss units hovering over Para and Mavor is always fun to see. If you like, you can also add it for normal t4 units for the HQ as they can catch Mavor shells or Nukes
UPDATE 04.02.2024
Hello Everyone,
as my lobbies gets full within 10 Min and we have a lot of cool mates to play it almost daily, i wanted to share my settings so everyone may enjoy the madness.
If you like to see what you will face, i added my all time favorit match.
https://replay.faforever.com/20802514
If i missed something or it is incorrectly listed, please inform me.
Map: Griffin v7 - only what is NOT default
Slykar Settings:
Share conditions - Fullshare
Victory condition - Sandbox
Reveal Civillian - no
Prebuilt Units - on
Score - on
HQ Spawn Slot - 16
HQ HP 2,5 Mio
HQ ALT Spawn - 14
HQ ALT HP 0,15 Mio
HQ Schild XXXXX - AAA-Tier
HQ PD XXXXX - A-Tier
2nd HQ Spawn - Slot 15
2nd HQ Schild XXXXX - C-Tier
2nd HQ PD XXXXX - C-Tier
1a. 2nd Spawn Land % - 0%
1b. - 0%
2a. - 30%
2b. - 0%
3a. - 100%
3b. - 0%
SALVATION PLAYERS - Off
WAVE SETUP
Build Time - 8 Min
Delay between Waves - 2,5 Min
Hold Time - (Rating full Lobby (10): +-5000 = 40 Min+, +-7500 35 Min+, +-10.000 30 Min+)
Wave Tech Progression - 65% slower
6a. - 20
6b. - Amp
6d (1). - 2x 1.75x 1.5x 1.25x 1x
6d (2) - 80%
7a. - 40
7c. - 5x 4x 3x 2x 1x
7d. - 20%
8a. - 10
8b. - 1x ------ 2x (Reverse 2x 1.75x 1.5x 1.25x 1x)
8c. - 20%
SPEED / HP SETTINGS:
Boost Damage - 0x
AIR DROPS:
Airdrops on / off - every 2 - 3 Min
Airdrops per Wave - 30
Airdrop Wave multip. - 2x 1.75x 1.5x 1.25x 1x
Airdrop Unit Types - all
Airdrops Rambos - 30%
Airdrop EXP - off
Airdrop Spawn - Center only
EXTRA WAVE / RESPONSE
2a. - off
2b. - 0,5x
3a. - 0,50%
4b. - on
ENDGAME SETTINGS:
1a. - Land, Air, Navy
1b. - 0 Min
2a. - 3 Units
2b. - 10 Units
2c. - 2 Min
3c. - Scathis
4a - 2
4b. - 5%
4c. - 2 Units +
4e - off
4g. - 0,50x
5b. - 5x
ECO SETTINGS:
ECO 1 - 25
ECO 2a - off
ECO 4a - 240 Sec
Nuke Strike Settings:
Nuke Strike on / Off - Offensive
Nuke Start Time - 0,60%
Nuke Frequenzy - 5 - 6 Min
Nuke per Strike - Regular
Increase Nukes per Strike - +2
Build Restrictions:
100 Hives
AI Unit Cap 2000
In Lobby:
Add 8 Mods
Optional - 1,5 Build Range
Optional - 50% Air Craash Damage
Must have - AI Wave Survival created by AKarmy01 & Rama
Optional - All Factions Quantum Gate
Must have - Anti Nuke 50 Cost
Must have - Hive Engineering Stations for all
Must have - No Friendly Fire (Because of AOE PDs)
Optional - 10% Particales
Add 3x AI_Wavesurvial to slot 14, 15, 16
Close but spawn Mex for Slot, 5, 9, 3
Slot 3 is Optional but you must never start as 13. it will be too slow. 11 is doable.
Dont let 200 CPU player play. If someone is slow but others not, ask him to close programms.
CPU around 150 shouldnt slow down the game at all or -1 / -2 worst case. (Kill faster and reclaim more)
Did you adjust settings to have large ASF Response waves now, when you host?
Navy appears to still be spawning off map. Though this was only around 30 ships, not really enough to cause much issue. I'll have to figure out my error. Looked to only be affecting the X axis and not the Z.
i will check it.
v234
Hi Rama,
on v230 we won on Griffin after 1 week of loses.
what we noticed:
If you want to check the game...
1 Hour 56 Min
02.09.2023
with 10 Player
All T4 and I believe Doom units can cross water. They don't need hovering, Amp is enough. You could change the water depth so that Amp units can't cross the water. That should work for slot 13. I don't know, if it will look good.
Navy for slot 13 - depending on settings, yes, it is impossible to hold. with my settings it's easy to defend as the old slot 13, as the navy is very weak early and scales hard (3 navy per player x2 in Late, I'll increase it once I find a way to hold the beach and the island is less pressured).
In any case, it's easy to counter if you have sub spam. Personally, I like that slot 13 dies in the T3 phase if the island doesn't help him with the navy.
Additionally, I recommend moving slot 13 further up so that only the 4 mex expansions are lost to the navy.
Today we did only 2 games.
We won with 4 player. and my standard settings. 100k HP HQ after it deployed scathis - we have been through hell
what i noticed:
Hello Rama,
thanks again for all your hard work. It's always a joy to test your updates!
I implemented everything you taught me and we enter the Endgame Stage after 30 min holdtime
Unfortunately I don't have only good news for the v6 map. Some things worked well, others didn't.
You can find all the details in the screenshot. Additionally, I would like to point out that the red text is an absolute game changer, as losing one base rapidly increases the attack strength on all other bases, making it first impossible overall and frustrating for affected players to have a slot with no chance of survival.
Edit: For the Pink text, i want to add:
I dont think the TML is a big deal. either he invests 200-500k mass into TML on THAT slot which is insane and he earned it, or he destroys 2nd HQ and can use Aeon Missile Ships and Battleships (and all player with access to water also).