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 
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 
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 8β10 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 8β9 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 150β200, as this can negatively affect performance for everyone.
Settings & Reasoning
Overall Settings
Too many land and naval units tend to block each other and create pathfinding issues.
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.
More air units means more action and more fun.
For that reason, I prefer not to modify:
Unit HP
Damage
Speed
If the game becomes too slow due to excessive unit counts or reclaim:
Reduce Air from 40 to 32
Increase damage by roughly 20β30%
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 itβjust 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 β Easy β ECO
Energy production for the team
Experimental/Game Enders
Build SMD coverage for the front line
Slot 8 β Hard β FRONT
Hold the line
Keep both Mex alive
Top Right
Slot 6 β Normal β ECO / Navy / Front Support
Support the front line
Build Game Enders
Transition into Navy later
Slot 4 β Hard β FRONT
Keep both Mex alive
Island
Slot 1 β Normal β ECO
1.5x Mex economy
Rush Monkeylord
Navy
Game Enders
Slot 2 β Normal β FRONT / ECO
1.5x Mex economy
Survive
Game Enders
Navy later
Beach
Slot 10 β Normal β Front Beach
Survive
Support Slot 12
Maintain naval control
Provide SMD coverage for Slot 12
Slot 11 β Easy β ECO / FRONT
Protect the rear of Slot 12
Secure the mountain against air attacks
Transition into Game Enders
Slot 12 β Very Hard β FRONT
Survive
Slot 13 β Very Very Hard β 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
Destroy or Capture Rift Orbs
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.
ECO players should get two Scathis online as soon as possible and focus fire on the HQ to weaken its defenses.
ECO Player uses Nukes, TML, Game Ender to destroy all Support bases
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.
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
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
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:
My Guts are telling me, that it is related to storm Missiles or the Sera Tech. Air unit with +
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,.
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 