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    AI Wave Survival Mod Information

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    • R Offline
      Rama @Slykar
      last edited by

      @slykar

      I did get around to running the replay.

      -Replay ends when HQ is destroyed. No Dooms continue to spawn and no weird behavior seen with the transports.
      -I have a i7-12700H (gets a CPU score under 100), replay speed reached 0 at 42 mins, then fluctuated at +1/+2 afterwards. Once 2nd HQ was destroyed, speeds went up to +2/+3. Checking Task Manager, CPU use for Supreme Commander never went above 20%.

      Unfortunately, Lua does not support multithreading, so everything has to be done in sequence. The more units = more slow down. There was always a sudden drop in speed whenever ASF waves would spawn, which would continue from all the projectiles fired at the ASF swarms, then sim speed would go back up once the swarm was dead. Did you adjust settings to have large ASF Response waves now, when you host?

      Large ASF swarms on Dual Gap always caused significant speed reductions for me on my older laptop, which had a CPU that scored around 220, but was closer to 250 when it started to get throttled. Don't know why air, particularly ASFs, seem to drop sim speeds so much. I'm guessing their high speed requires frequent calculation updates from the CPU, and since Supreme Commander doesn't really support multicores, this really slows things down.

      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.

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      • R Offline
        Rama
        last edited by

        -Found the typo causing Navy to spawn off map on the X axis. Should, finally, be resolved.
        -Spamming satellites will eventually trigger an artillery response against the satellites. Also increased the priority of Control Centers in targeting, so better have shields covering them.

        Might have a way to increase sim speed a little, but have to do some testing.

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        • R Offline
          Rama
          last edited by

          Redid some of the targeting scripts, looks to give a noticeable speed improvement when spawning huge waves. I'd estimate around a 10% performance improvement. The improvement is more noticeable the larger the waves, and sim speed recovers faster after waves spawn in.

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          • S Offline
            Slykar
            last edited by

            Did you adjust settings to have large ASF Response waves now, when you host?

            • no 0,5 asf response
            • antiair response off (nomanders or so i guess)

            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.

            • yes saw it a few times but didnt check for a few updates.

            i will check it.

            v234

            1. we had a bug with the score button and my mate and i had to close via task manager / restart pc.
            2. after a player leaves the acu dont blow up some times. they also keep buildings now and then.
            3. a cybran t4 gunship from 2nd HQ didnt leave the spawn for 4-5 min
            4. 10 player game. all but 1 died before nuke wave launched. we only saw 4-6 nukes. it should be 20+ to one player. but we didnt have full vision...
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            • R Offline
              Rama @Slykar
              last edited by Rama

              @slykar

              1. Score Board bug:
                -This seems to be an occasional occurrence caused by an FAF update. Some script goes into an infinite loop and the game doesn't end when it should. I've no idea how or why, and there is never anything in the logs. And on the occasions it has occurred, I haven't a clue what could be the trigger. Considering the game is already over when this does occur, it is mainly an annoyance.

              2. ACUs not Dying when Players Drop:
                -Randomly occurs. This also appears to be a bug related to FAF. The mod automatically sets the game victory conditions to Domination. I assume some bug involving the Domination/Full Share game code in FAF may be at fault for ACUs not dying when players drop.

              3. T4 Cybran Gunship not Attacking:
                -Sounds like the unit state wasn't getting updated. The reason it did start finally moving is I added a script that will eventually clears all commands, that randomly triggers after 4 to 5 minutes. This is so units don't actually get permanently stuck doing nothing. In larger waves, this check takes longer to run just because of the nature of how Lua operates. So, not a bad thing, means the fallback actually works.

              4. Limited Nukes versus Solo Survivor:
                Not a bug, but working as intended. In large team games, losing too many players almost always guaranteed defeat for teams, as it was usually impossible for a few players to replace the lost SMD while also fighting off the full strength of the waves. So, nuke waves scale to surviving player count. In maps with full share and players all next to each other, this could obviously be exploited. Usually, though, when a player is eliminated (not by losing connection), it is because of their base being overrun and any SMD destroyed.

              Edit:
              Forgot to add, if you missed the posts, the naval spawn issue is fixed and I did some code optimization that should help with sim speeds, especially with larger waves. In testing with bots, I was getting an extra +1 in sim speed with waves over 500 units in size.

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              • A Offline
                Artane_974
                last edited by

                I installed the mod in maps.

                I have the map for you and I can play it but I can't activate the survival mod. Can you help me please

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                • R Offline
                  Rama @Artane_974
                  last edited by

                  @artane_974

                  Can you be more specific? What steps have you done? The mod only works in the FAF Client, not Vanilla Supreme Commander. It also will work on any map.

                  Steps for Setting Up:

                  1. When creating a game in FAF, enable the mod AI Wave Survival.
                  2. Choose any map you want to play on.
                  3. Once in hosting lobby, set at least two different Teams.
                    -HQ Player can be any kind of AI (Uveso, M28, etc.). The included "AI_WaveSurvival" AI is just a placeholder. This AI builds nothing, but speeds up SIM speeds when used. It also does not over-ride the mods attack scripts, which other AIs may do.
                  4. In Map Options, you can set the HQ Player. This is the player that will spawn the HQ and have control of the waves.
                    -If you do not set an HQ Player manually, the mod will choose a RANDOM player from the smaller team to be the HQ player. Example, if you host a 3v2 game and don't manually set HQ Player, a random player from the two-player team would become HQ player.
                    -If you are playing 1v1, make sure to set the HQ player manually, or you may end up spawning with the HQ and having control of the waves instead of your opponent.
                  5. You DO NOT need to set a 2nd Spawn or Alt Spawn points. These are optional. If you do enable the optional spawns, you will need AIs/Players in the spots for those spawn points to work.
                  6. In Map Options, configure the mod however you want. Naval waves are off by default. You can enable/disable pretty much anything the mod spawns. I've set the default mod settings to be a challenge for most players around an 800 level ranking.
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                  • S Offline
                    Slykar
                    last edited by Slykar

                    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)

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                    • R Offline
                      Rama
                      last edited by

                      Just updated Guide at start with images. Hope this helps people with understanding how to configure and host the mod successfully.

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                      • R Offline
                        Rama
                        last edited by Rama

                        Small Updated:
                        -Added two options for Support Bases
                        SB2: Support Bases Multiplier:
                        -Lets you increase or decrease the amount of Support Bases that spawn! No fewer than 3 Support Bases will ever spawn. Bases scale by player count, Bases = (1 + (Player Count / 2)) * Multiplier. Multiplier goes up to 4x. In an 8 player game, that would spawn 20 Bases, with each base spawning more defenses throughout the match. This may cause slowdowns and even obstruct waves, so keep that in mind (@Slykar )!
                        EDIT: Limited Max Support Bases to 16.
                        SB3: Nuke Retaliation:
                        -You can now disable Nukes as a retaliation for killing support bases, if you prefer to play without the worry of nuclear strikes. Note: A nuclear strike will never occur on the first Support Base destroyed.

                        A few other Changes:
                        -Games should end sooner when won during the EndGame stage.
                        -Retaliations are guaranteed to occur once enough Support Bases are destroyed.
                        -Fixed a bug where first Support Base being destroyed wasn't being detected in small team games.

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                        • S Offline
                          Slykar
                          last edited by Slykar

                          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 🙂

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                          • R Offline
                            Rama @Slykar
                            last edited by

                            @slykar

                            1. Not all Support Bases spawn SMD. It is a 50% chance they will receive one.

                            2. Fair point, I've added a new S-Tier that has Guardian Shields/TMD and Advanced SMD. AAA-Tier are now Guardian Shields/SMD and Vanilla TMD. I might need to tone down the Guardian TMD or add a weaker version that is a bit better than vanilla.

                            3. I take it you had no other Air units? Yeah, then ASF target sats. I'd added an exclusion to their target list. Should ignore now.

                            4. There was always a small chance Support Bases wouldn't damage the HQ. I was already considering removing that. Killing Support Bases should always trigger HQ Damage now.

                            5. The Artillery Response already does spawn in shields, though they are the weaker Advanced Shields. I didn't have EndGame Artillery spawn shields, since more shields spawn in at start of the EndGame, and it seemed too punishing for most teams.
                              -Actually, I just found an error I added to the Artillery Response, delaying the artillery for 10 minutes instead of 6. I was wondering why it felt like forever for them to spawn.

                            6. Boss units don't like EndGamers 😊

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                            • R Rama referenced this topic on
                            • R Offline
                              Rama
                              last edited by

                              Changes:
                              -Added a new Defense Tier option for HQ and Second Spawn.
                              -Killing Support Bases will now always damage HQ. Before, there was a small random chance they would not.

                              New Option, meant for Versus Survival where the HQ Player has human allies. Will prevent HQ Allies from building Mass Fabs, RAS Subcoms, and the special T4 weapons. This is to prevent HQ Allies from just ecoing instead of helping Waves break through defenses. Found under the BUILD restrictions section of mod.

                              BUILD: HQ Allies Restrictions:
                              -Sets if players allied with HQ can build Mass Fabs, RAS Subcoms, and the special T4 Weapons included with AI Wave Survival.

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                              • R Offline
                                Rama
                                last edited by Rama

                                Bug/Options Fixes:
                                Fixed an error when setting Support Bases to spawn "Center N to S."
                                Updated "Hold to Win" settings to be more clear.

                                Edit:
                                Bug Fix/Changes:
                                Fixed Alternate Spawns not spawning defenses on naval maps. Added a single Guardian TMD to Alternate Spawns.

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                                • R Offline
                                  Rama
                                  last edited by

                                  Noticed from replays, some players still having difficulty properly configuring the mod, so:
                                  -Added more Error Warnings to alert players if something is configured wrong.
                                  -Added a brief description, to direct players to correct settings in Map Options.
                                  -Removed some of the message spam at the start of the game.

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                                  • R Offline
                                    Rama
                                    last edited by

                                    Fixed a bug I accidentally introduced where game wouldn't end after killing HQ, unless Hold to Win was on.
                                    Added a map-check for spawning units to prevent units/buildings from spawning off-map (when spawns are very close to a map edge). New script should also speed up SIM when spawning in huge waves.

                                    A slight change to the navy spawner. Please let me know if you see any navy spawning on land. Might have to change it back.

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                                    • R Offline
                                      Rama
                                      last edited by

                                      To make Support Bases more necessary to attack, and add a bit more random chaos to the game, Support Bases will now deploy Rifts that will spawn more units! This is an optional setting, and number of units each Rift Orb spawns can be set in settings. Rifts will spawn more units depending on team strength, becoming more on an issue.

                                      For each Support Base that is alive, the Base will fire an EMP nuke that will deploy a Rift Orb. The Orbs have area shields and weapons, and will begin to spawn in land units. EMP Nukes will launch throughout the game, and any Rifts that are destroyed will eventually be redeployed. Eliminating Support Bases will reduce the number of Rift Orbs that can be deployed. Expect the situation to become much worse if the Support Bases aren't eliminated before Endgame.

                                      SB5: Rift Orbs:
                                      Enables Support Bases to deploy Rift Orbs, which will spawn additional units to attack players. Rift Orbs are deployed on EMP Nukes vulnerable to SMD. Every Support Base can support one Rift Orb. Rifts that are destroyed will eventually be redeployed. Any undeployed Rift Orbs are launched at Endgame. Rifts spawn more units based on team strength and building Endgamers.

                                      Other Changes:
                                      -All Dooms now have torpedoes and Doom Fatboy got a slight buff.
                                      -OC Damage vs Dooms, Support Bases, and Rift Orbs has been increased to 2.5x.
                                      -The Seraphim Lightning Tank and the Aeon T3 Mobile Artillery have both been made Hover units, to make Amphibious only waves a little more interesting.

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                                      • R Offline
                                        Rama
                                        last edited by

                                        v247
                                        Bug Fix:
                                        -Issued a quick fix for a bug causing an infinite loop (Where gameplay freezes, but chat and UI are still working) when Rift Orbs are enabled. Please let me know if the issue occurs while using the latest version.

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                                        • R Offline
                                          Rama
                                          last edited by

                                          v248
                                          Bug Fix:
                                          -Issue causing crash has been resolved. There was a risk of getting trapped in an infinite loop on maps where HQ starting position was very close to the map edge. Should no longer occur.

                                          Changes:
                                          Sera T4 Tac launcher has gotten a large buff:
                                          -Full map range
                                          -Faster missiles
                                          -Launcher cheaper to build (but not missiles)
                                          -Increased damage and storms have longer lives

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                                          • R Offline
                                            Rama
                                            last edited by

                                            @stec
                                            You requested the settings for the game the other night.

                                            For the map "Stulta Aqua Pugna"
                                            -Map Settings not mention leave as Default.

                                            HQ Settings:
                                            HQ Spawn Spot: Player 1
                                            HQ Shields/SMD/TMD Defnces: HQ S2-Tier Defenses
                                            HQ Point Defenses: HQ Guardian PD S-Tier
                                            Salvation Player
                                            Salvation Player Slot: Half of Team
                                            Wave Setup
                                            1a: 6 minutes Build Time
                                            1b: 2 wave Air Delay
                                            1c: 3 wave Navy Delay
                                            3a: 30 min Hold till Final
                                            4: 40% Slower Tech Progression
                                            6a: 8 units Land
                                            6b: Land Special - Amphibious
                                            6c: 2 > 1.75 > 1.5> 1.25 > 1 Land Multi
                                            6d: 50% Land T4
                                            7a: 9 units Air
                                            7b: Air Special - Torps Bombers
                                            7c: 2 > 1.75 > 1.5> 1.25 > 1 Air Multi
                                            7d: 50% Air T4
                                            8a: 3 units Navy
                                            8b: 2 > 1.75 > 1.5> 1.25 > 1 Navy Multi
                                            8c: 50% Navy T4
                                            AirDrops
                                            Airdrops On/Off: Transports Every 3 to 5 Mins
                                            Airdrops per Wave: 3 Transports
                                            Airdrops Multi: 1 > 1 > 1.5> 2 > 3 Multi
                                            Airdrops Start Time: 0.30% Airdrop Holdtime Start
                                            Airdrops Unit Types - Amphibious/Hover
                                            Airdrops Rambo: 60% Rambo Drop
                                            Airdrops Experimental: 40% T4 Airdrop
                                            Airdrop Spawn Location: Spawn West Side
                                            Extra Waves/Response
                                            2a: AntiAir Response Multi 0.5x
                                            2b: Extra ASF Multi 1.25x
                                            3a: 0.90% Holdtime till ACU Hunters
                                            4a: 4 min Paragon Punishment
                                            SB2: Base Count 1.5x
                                            SB3: Nuke Retaliation - Off
                                            SB4: Power Stall - 5 Mins
                                            SB5: 5 units per Rift
                                            EndGame Settings
                                            1a: Endless Land+Air+Navy
                                            2a: 3 units Land Boss
                                            2b: 0 units Land Boss
                                            2c: 2 min Respawn Bosses
                                            3b: 8 min till Artillery
                                            4c: 1 +/- Units per Doom Wave
                                            4e: 4 Doom Maximum Wave Size
                                            EcoBoost
                                            ECO1: 40 EcoBoost
                                            ECO2a: 150 EcoBoost
                                            ECO2b: 5 min Endgame EcoBoost
                                            Nukes
                                            Strike Start Time: 0.95% Holdtime till Nukes
                                            Strike Frequency: Nukes Every 7 to 10 Mins

                                            And the 13 Mods that were On:
                                            1.5x t2 Artillery Range, 75% Cost
                                            ACU Boost 1.5x
                                            AI Wave Survival
                                            50% Air Crash Damage
                                            All Factions Quantum Gate
                                            BlackOps FAF: ACUs
                                            AntiNuke 50% Cost
                                            Half Commander Upgrade Costs
                                            Hardened T1 Point Defense
                                            Hive Energy Stations
                                            No Friendly Fire
                                            Wreck Reclaim 67%
                                            1.5x Build Range

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