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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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    • RE: AI Wave Survival - Air Nightmare Slykar

      Current Record:
      Mods and Setting from above

      6 Min Build time
      33 Min Hold time

      Beat it with 9-10 Player, below 33 Min Hold time Setting, share your replay and tell how many tries πŸ™‚

      posted in General Discussion
      S
      Slykar
    • AI Wave Survival - Air Nightmare Slykar

      Hello everyone,

      I wanted to share the settings I use for this map. If you enjoy playing it, feel free to share your own settings and explain why you use them. I'm always interested in trying new approaches.

      Most importantly, a huge thank you to Rama and AKarmy01 for creating this amazing mod.

      About the Map

      The map features a unique gameplay flow. The first 8–10 minutes are an intense build-up phase where build power is limited and every decision matters. This is followed by heavy combat, resource shortages, and a final stage where build power once again becomes a critical bottleneck. No matter how experienced you are, you will constantly have to adapt to changing challenges.

      Depending on your starting position, securing enough energy can become a challenge of its own. At the same time, surviving alone is almost impossible, making teamwork essential. Victory requires a coordinated team that can support each other throughout the entire game.

      With 11 different playable positions, the map offers excellent long-term variety and replayability. Some positions are thrown straight into the action from the very first minute, while others enjoy a calmer start before eventually facing their own intense challenges later in the game.

      I recommend 8–9 players for the best overall experience.

      Fewer players make the map significantly easier.
      More players tend to slow the game down too much.
      Do not allow players with a CPU score above 150–200, as this can negatively affect performance for everyone.

      Settings & Reasoning

      Overall Settings

      1. Unit Count

      Too many land and naval units tend to block each other and create pathfinding issues.

      1. Air Units

      Air units create the most dynamic gameplay. They engage quickly, die quickly, and generate reclaim rapidly, which helps player progression.

      Because air units are short-lived, they also place less strain on performance compared to large numbers of land units.

      1. Air Balance

      More air units means more action and more fun.

      For that reason, I prefer not to modify:

      Unit HP
      Damage
      Speed

      1. Performance Adjustments

      If the game becomes too slow due to excessive unit counts or reclaim:

      Reduce Air from 40 to 32
      Increase damage by roughly 20–30%
      Set reclaim to despawn after 3 minutes

      I do not support Reclaim Turret mods. In my opinion, learning how to use reclaim efficiently is a core part of the game and a skill every player should develop.

      The settings I use on this map are ideal for making reclaim more accessible and rewarding for players who are still learning how important it is.

      If you notice a teammate who isn't using reclaim, I would really appreciate it if you took a moment to ask whether they'd like to learn more about itβ€”just as I do. Teaching newer players how to use reclaim effectively helps both the player and the community as a whole.

      Slot Roles & Player Limits

      Three slots are closed and replaced with Mex spawns.

      Two of those locations simply do not provide enough room to build a proper base.

      The third closed slot (top-left area) reduces enemy spawn pressure and makes the position easier to defend. It also encourages players to occupy the remaining slots, creating a more balanced match.

      Top Left
      Slot 7 – Easy – ECO

      Energy production for the team
      Experimental/Game Enders
      Build SMD coverage for the front line

      Slot 8 – Hard – FRONT

      Hold the line
      Keep both Mex alive

      Top Right
      Slot 6 – Normal – ECO / Navy / Front Support

      Support the front line
      Build Game Enders
      Transition into Navy later

      Slot 4 – Hard – FRONT

      Keep both Mex alive

      Island
      Slot 1 – Normal – ECO

      1.5x Mex economy
      Rush Monkeylord
      Navy
      Game Enders

      Slot 2 – Normal – FRONT / ECO

      1.5x Mex economy
      Survive
      Game Enders
      Navy later

      Beach
      Slot 10 – Normal – Front Beach

      Survive
      Support Slot 12
      Maintain naval control
      Provide SMD coverage for Slot 12

      Slot 11 – Easy – ECO / FRONT

      Protect the rear of Slot 12
      Secure the mountain against air attacks
      Transition into Game Enders

      Slot 12 – Very Hard – FRONT

      Survive

      Slot 13 – Very Very Hard – FRONT

      Survive
      Rush Monkeylord
      Navy

      How to Win

      The map can be completed using almost any strategy:
      Land, Navy, Air, Experimentals, Game Enders, Nukes, TML

      However, combined-arms strategies generally have the highest chance of success.

      Recommended Strategy

      1. Destroy or Capture Rift Orbs

      2. Rush Monkeylords

      One to three players should rush Monkeylords and move them toward the second HQ as quickly as possible.
      Recommended slots:
      1, 2, 10, 13

      Use at least two Monkeylords and snipe the second HQ from the water between waves.

      1. Weaken HQ Defenses

      ECO players should get two Scathis online as soon as possible and focus fire on the HQ to weaken its defenses.

      1. Destroy Support Bases

      ECO Player uses Nukes, TML, Game Ender to destroy all Support bases

      1. Naval Siege

      Use MML ships to continuously siege the HQ.

      Seraphim Carriers are particularly effective because: MML, AA and a safe Air Production

      Once the HQ's defenses have been weakened (see Step 2), even T1 and T2 bombers can contribute significant damage.

      1. Final Assault

      Gather T4 land units and reinforcements beneath the naval siege force.

      If necessary, launch a coordinated T4 land assault between waves.

      A well-timed T4 push against the HQ can secure victory.

      Hosting:
      Slot 2 - Close Spawn Mex
      Slot 5 - Close Spawn Mex
      Slot 9 - Close Spawn Mex
      Slot 14 - AI WAVE MAIN HQ
      Slot 15 - AI WAVE 2nd HQ
      Slot 16 - AI WAVE Alternate HQ

      Map:
      Adaptive Griffin Survival

      Mod:
      1% Particle
      1,5x Build Range
      1,5x Storage Capa
      25% Air Crash Damage
      AI Wave Survival
      All Faction Q-Gate
      Hive Engi for all
      No Friendly Fire

      Settings:

      HIDE DEFAULT

      Share Condition ---> Full Share
      Victory Condition ---> Sandbox
      Prebuilt units ---> on

      AI Unit Cap ---> 2.000

      HQ Settings:
      HQ Health ---> 2,5m

      HQ Alternate Health ---> 0,15m
      HQ Schields ---> AAA-Tier

      2nd Spawn Schields ---> B-Tier
      2nd Spawn Point Defense ---> Vanilla PD C-Tier
      1a 2nd Spawn Land ---> 0%
      1b Recover Land to HQ Spawn ---> 0%
      2a 2nd Spawn Air ---> 30%
      2b Recover Air to HQ Spawn ---> 0%
      3a 2nd Spawn Navy ---> 100%
      3b Recover Navy to HQ Spawn ---> 0%
      Units Suicide Timer ---> 10 Min

      WAVE SETUP
      1a Build timer ---> 6 Min
      1b Air Delay ---> 1 Wave
      1c Navy Delay ---> 2 Wave
      2 Delay between waves ---> 2,5 Min
      4 Wave Tech Progression ---> 65%

      6a Land units Per Player ---> 15
      6d Land units Wave Multiplier ---> 2x -> 1x
      6e Land Experimental ---> 70%

      7a Air units Per Player ---> 40
      7c air units Wave Multiplier ---> 5x -> 1x
      7d air Experimental ---> 30%

      7a Navy units Per Player ---> 4
      7c Navy units Wave Multiplier ---> 1x -> 2x
      7d Navy Experimental ---> 30%

      SPEED/HP SETTING
      BOOST DAMAGE ---> 0x

      AIRDROPS
      DROPS: AIR DROPS ON/OFF ---> 2-3 Min
      DROPS: AIR DROPS PER WAVE ---> 30
      DROPS: AIR DROPS MULTIPLAYER ---> 3x -> 1x
      DROPS: AIR DROPS UNITS ---> all
      DROPS: AIR DROPS RAMBOS ---> 30%
      DROPS: AIR DROPS EXPERIMENTAL ----> OFF
      DROPS: AIR DROPS SPAWN LOCATION ---> Spawn Center only

      EXTRA WAVE/RESPONSE
      2a AntiAir Response Wave ---> 0,25x
      2b Extra ASF ---> 0,5x

      5a ACU HUNTERS ---> 0,5% Hold Timer
      6b Paragon Nuke ----> ON

      SB3: Nuke/Arty -----> ON
      SB5: Power Stall ----> 6 Min

      ENDGAME SETTING
      1b Endless Delay ---> 0 Min
      2a Boss Land Units ---> 1
      2b Boss Air Units ---> 8
      2c Boss Endless Final Wave ---> 3 Min
      3c ARTY ENDGANME ---> Scathis

      4a DOOM ENDGAME WAVE ---> 2 Dooms per Wave
      4b DOOM HQ Damage ---> 5%
      4c DOOM WAVE ---> 2 Units
      4e DOOM MAX SIZE ---> OFF
      4g DOOM STORM ---> 0,5

      5b Allied Forced ---> 5x

      ECO BOOST SETTING
      ECO1: ---> 25
      ECO4a ---> 120 Sec
      ECO4b ---> 2x Rate

      NUKE STRIKE SETTINGS
      NUKE Strikes ----> Offensive
      NUKE TIME STARTING TIME: ----> 60% of Hold Time
      NUKE STRIKES FREQUENCY ---> 4-5 Min
      NUKES per Strike --> Regular
      NUKES: INCREASE ----> 2 per Player

      BUILD RESTRICTIONS
      Build Max: Hives ---> 100

      posted in General Discussion
      S
      Slykar
    • RE: AI Wave Survival Mod Information

      @Rama

      It's an instant crash.

      The game crashes and I see my desktop with a pop-up to close the crash report.

      There are no indicators beforehand.

      The log i posted was a crash for all ppl. no one could continue the game. I was first i think.

      EDIT:
      crash happend also for 3 of 8 ppl in a land / air map with default settings and 4 Mods.

      LOW ACU
      AI WAVE
      +2

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

      Hallo Rama,

      in v289 i have a lot of game crashs, so do my teammates.

      Like my last 2-3 games in a row. 25.09.2024

      mod free games are fine.

      i use 7 Mods:

      • 1% Particle
      • 1,5 Buildrate
      • 25% Air Crash Dmg
      • no Friendly fire
        -AI Wave Survival
      • all Faction Q-Gate
      • Hive Engeneering for all

      My Guts are telling me, that it is related to storm Missiles or the Sera Tech. Air unit with +

      game_23376464.log

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

      Hello Rama,

      thanks for you work. it keeps me playing FAF.

      v287 and current client version from 12.07.2024 -> Transporters are super slow, as you mentioned in chat,.

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

      Hello Rama,

      i cant host your mod.

      every game with the version past 17th march (v272) has desync.

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

      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 πŸ˜„

      it could also be the map itself. i will try it today.

      i wont be able to host for 30 days after today.

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

      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?

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

      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)

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

      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

      • no friendly Fire (3.0) by UNKOWN = desync before buildtime was over. im not going to use that mod again.
        But it worked with 2 observers in.

      i will try with smd and air -50% mod now. one at a time.

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

      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

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

      v270 tested with 4 player. no problems

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

      Unbenannt.png

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

      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.

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

      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?

      posted in Modding & Tools
      S
      Slykar
    • RE: Lobby crashes as host

      game_21779765.log
      game_21779512.log

      2 More logs of crashes because i had once observers

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

      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?

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

      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?

      posted in Modding & Tools
      S
      Slykar
    • Lobby crashes as host

      Re: Lobby Crashing Bot Back?

      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....

      game_21771572.log
      game_21771441.log

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

      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 πŸ˜„

      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 πŸ™‚

      posted in Modding & Tools
      S
      Slykar