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    DDDX

    @DDDX

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    • DDDX RPG survival (map and mod)

      Greetings.
      UPDATE 07.04.2024.
      New version (v172) of my map and mod is out.
      See the bottom of this post for changes to the latest version.
      DDDX_RPG_Survival is the map
      Survival Mayhem&BO balance is the mod.

      WARNING - NEW MOD REQUIRED, BUT ONLY AS A SOFT REQUIREMENT (needs to be downloaded on the disk by all players). Extreme wars (could not get approval from Team Asurbaelvect). It is advised you play without that mod enabled, though (makes units too strong).

      First a quick intro for those who do not know it - it's a heavily modded survival, so that it provides Total Mayhem, Blackops, and custom units in waves, minibosses (for both attackers and defenders) as well as a random end boss fight (can be 1 of 10 variants), a player 7 spot that, if chosen, is allied with the attackers and plays against the defending team, various mission goals throughout the game, and a very strong evolving upgradeable hero type role for whomever picks Player_1 as their spot in the lobby (but only player 1 can play a hero)..

      The map/mod requires Total Mayhem, Blackops:Unleashed, Blackops:ACUs, and Extreme wars mods to function - it is NOT a standalone mod and cannot function without those, but relies heavily on units and models inside those mods, and serves also to promote these awesome mods (with approval of Uveso).
      Extreme wars does NOT need to be enabled for the match, only downloaded onto the HDD.

      Here's what that looks like:DEF2.jpg

      Comparison between UEF+ SERA lvl 1 and lvl 5 heroes. Tiny lvl 1's next to massive lvl 5'sSize comparison lvl 1-5 On the right side, the lvl 1 hero only has 1 Defense orb orbiting it, while a fully upgraded lvl 5 sera hero has 4 (with those upgrades, but can have more). The orbs circle constantly and partially absorbe some weapons fire on the Alpha heroes


      Difference in upgrades for starting hero and final hero level. Here we have the weapons slots for UEF heroes, and all 3 slots for SERA heroes shown.SLOTS.jpg As you can see, there is quite the difference between the 5 levels.


      Micro missions like destroying this massive anti teleport tower to activate teleporting across the map
      ANTITELE.gif There are several missions, like land and naval gateways that spawn enemy units, or bases that host specialized teleports that teleport enemy SACUs behind your defense lines, nuke or arty bases, naval bases or air bases that need to be destroyed, and many more, picked randomly (and also based on difficulty, or selectable in map settings in the lobby).

      Base area for the hero ewe.jpg this is mostly decorative, to give our hero a starting location and a respawn point if it dies. However it does have a site-to-site teleport building, for faster traversing of terrain.

      A nice view of starting defences (can be turned on/off in map settings). Also, a 3.rd value of this setting will give you periodic extra reinforcements.
      DEF1.jpg

      Forward outpost that gets crushed at the start of the game, mostly decoration but can be a problem if there's a player 7 and he is allowed to reclaim the wrecks early on.
      mid.jpg

      Teleport building, only works for hero units. Takes 25 seconds to charge up.
      bfce30bd-57d6-4baa-9e4f-3d40826f863a-image.png

      As for heroes, they come with a very buffed Overcharge, various drones (based on picked upgrades), a unique ability button (per faction, usually long cooldown), special auras that buff your team or nerf the enemy (each faction has 2, upgradeable via enhancements), buildable epic base buildings and unique experimentals (but only a very limited number), as well as an array of weapons and upgrades for you to pick (usually between a shorter range weapon, longer range and AoE/specialised).
      They also have special abilities, like Aeon's Eternal life, that does not let you die for a short while after getting killed, mind controling enemies as Cybran heroes, spawning team-friendly Othuy energy beings as Sera heroes, getting extra regen while standing still as UEF heroes...and many, many more



      NOW FOR CHANGES IN VERSION 172
      (straight from the file Changes.txt inside the mod)
      Patch 172

      Map:

      Fixed clean-up of unused stuff in South that remained when lower difficulties are chosen
      Leveled terrain under some turrets
      Created 2 GLOBAL anti teleport towers - kill those first to enable teleporting across the map, then the smaller, local ones guarding various areas.
      Reduced max build time to 6 min

      Mod:

      Fixed Aeon lvl 2 hero not evolving to next lvl at full veterancy
      Buffed lvl 1 and 2 Aeon hero lasers dmg slightly
      Fixed lvl 1 Cybran hero torpedos not working
      Reworked Cybran hero special ability & accompanying enhancement (Siren's song), removed the previous teleport-based ability.
      Created Armored Command Assassin unit, added to some mission waves
      Further buffed certain high-end units and mission based on the number of Paragons the Defenders managed to build
      Fixed Fire beetles and DOOM beetles not suiciding when close to target
      Improved target acquisition & behaviour of zombified units and of Interceptors (Carrier drones)
      Buffed Zombie Habitats HP by cca 30%, reduced mass value by cca 20% of all Zombies and Habitats
      Buffed Legendary units (Novax sat more dmg, Supershield more hp to shield, Sloth 100k more hp, Regen turret more self regen)
      Increased TotalA sub shield size slightly
      Nerfed Artemis sat damage
      Reduced big rock mass cost to prevent hero farming veterancy off them, but gave them x2 mass in wrecks when destroyed, to compensate


      Patch 171

      Map:

      Fixed main waves stopping if Paragon gets built
      Tweaked naval nukes for when Paragon gets built
      Fixed Sats side mission not triggering when all missions are selected
      Removed allied reinforcements (units) for diff over 38, if it was selected under Extra Defences


      Patch 170

      Map:

      Fixed nuke launch script
      Increased nuke launch at late game, and more with bigger diff
      Scaled bosses, mission objectives, Universal Colosus...even more, with bigger diff, to discourage extreme diff
      (this includes tele SACUs, Extra minibosses, transport dropship veterancy, and a lot more)
      Cleared out navy spawn area if naval Omega boss is chosen
      Allied Pride miniboss should no longer make reinforcements - finally...
      Buffed several missions/bosses/units if Paragon gets built
      Reduced veterancy level to 0 for default difficulty
      Leveled terrain around bases to adjust for new terrain-building interaction
      Tweaked SACU teleport script (added Othuys on later spawns, as well as everancy for higher diff)
      Added another wave of mini Bosses spawning late game, if that mission is selected, increased hp for higher diff.

      Mod:

      Fixed shields not respawning on units that are attached to other units, after they go down
      Buffed all lvl 1 heroes if build time is longer than 6min, to help them evolve to next level
      Nerfed Dominator exp turret death damage (50% range and dmg)
      Buffed Spiderlord, Centipede, UC health
      Nerfed Yolo damage back to 200 000 from 300 000
      Buffed "bubbles" mission if it's chosen - increased Duke and Count HP, shields
      Buffed "Arachnophobia" mission wia added veterancy for higher diff settings
      Fixed Aeon "Inquisitor's rain" enhancement not dropping down projectiles with Overload
      Fixed tractor beams not working on Aeon heroes
      Fixed tractor beams not killing units they pull
      Fixed UEF hero sats not nuking on suicide
      Fixed Cybran hero EMP missile not EMPing enemy
      Fixed Balrog upgrades on UEF hero lvl 4 and 5 crashing game when Balrog starts being built
      Increased Sera hero Orbs hp, shields
      Buffed Helios bomber bomb HP so it doesn't get wrecked by AA so easily.


      Patch 168 - 169

      Map:

      Added map option for hero to be a bit stronger (via better bonuses on veterancy + buff to hp and regen).
      Fixed opening battle not clearing everything out/not killing defending commander in front.
      Leveled terrain under some buildings that made them crooked with new terrain behaviour.
      Slightly nerfed naval waves, most notably via less subs, buffed air in waves slightly.

      Mod:

      Fixed heroes not evolving to next lvl on veterancy gain.
      Fixed Cy anti teleport and Aeon t3 transport cloaking units when they shouldn't.
      Fixed Goliath bosses crashing up the game.
      Added new option in map to buff hero slightly (cca 10-15%) to help new players with progression (default is OFF).
      Many minor hot fixes of things that got broken with patching FAF.


      Patch 167

      Map:

      Buffed certain defence turrets for starting enemy bases on the map.
      Fixed bug that transferred some of the hero's starting buildings over to the enemy with Airbase Side mission.
      Finally fixed allied Pride spawning Dukes and Counts when it shouldn't.
      Added extra enemy unit spawn if Paragon gets built.
      Buffed teleSACU script in late game to also teleport in experimentals.
      Fixed Extra minibosses side mission missing icon.

      Mod:

      Legendary units - slightly reduced costs, buffed regen on Cybran and Sera Legendary unit to make them more attractive to build.
      Increased antitele tower hp +20k, anti tele range from 120 to 150
      Dominator - energy drain +200, damage -1000, cost increased 10%
      Carrier - Interceptors reworked to function propperly, added +1 Interceptor to Carriers.
      Interceptor - dmg 800 (from 700)
      Reworked all zombie meshes and gave them biting animations.
      Reduced Zombies cost to slow down hero leveling from farming them.
      Increased HP and mobility on Silba minelayer ship.
      Increased Agamemnon antinavy turret hp to 38k (from 35k).
      Slight nerf to all t3 arty buildings accuracy and damage area.

      Reduced veterancy gains in regen and hp for Sera heroes.
      Gave all heroes a short lasting but strong buff to regen upon evolving to the next level.
      Reduced dmg from Black hole gained via Sera Bonus, reduced dmg range and increased time to detonate to allow Sera Alpha to get away from the blast.
      Increased Sera hero Orbs hp, regen, damage.
      Fixed mission icons for Alpha enhancements.
      Made Sera hero portals grant bonus regen for 30s after use.

      Patch 166

      Map:

      Fixed allied bosses not spawning
      Fixed allied bosses and reinforcements still spawning if the Rift was destroyed
      Buffed reinforcements numbers, and Extra defences turrets
      Reworked all missions to make them a bit easier on defenders and more random. Buffed them to compensate.
      Added Sats and Spider mission to mission rooster, randomly selected between tele sacus
      Gave all mission types descriptions so people know what they're up against.
      Made script less prone to breaking due to lazy players not cleaning the map of units.
      Increased CZAR numbers in waves, reduced Carriers.
      Removed Harbringers from attacking waves (they reclaimed wrecks instead of attacking)

      Mod:

      Reworked zombies meshes + gave them attacking animations for bites.
      Fixed zombie mind control not working.
      Fixed Gateways not getting killed.
      Created and added Centipede, SpiderLord to attacking waves
      Created Overlord and added to certain special waves
      Removed mini Czars from allied Pride boss
      Nerfed mini Czars hp, dmg, crash dmg
      Nerfed Carrier spawn chance in waves, slowed down its speed.
      Nerfed transports numbers if trans mission is chosen.
      Nerfed Dominator turret DPS, death damage.
      Air Omega secondary form cannot be mind controled anymore.

      Created Bonuses for heroes + all acompanying units and buildings, can be turned OFF in map settings
      Fixed UEF t2 hero not being able to OC submerged units.
      Nerfed Air hero death damages.
      Fixed hero Sky tracker infinite build bug.
      Made Cybran attached turrets on hero unselectable
      Allowed Aeon Alpha to make limited numbers of Annihilators at higher lvls
      Nerfed all Sera hero basic regen and max hp.
      Buffed UEF HP gain when using special ability, nerfed the same for Aeon.
      Fixed broken drone behaviour for heroes.


      Patch 165

      Map:

      Enlarged naval area on the left, added more resources there to encourage expansion in water
      Further flattened some water terrain
      Reduced HP of some mission objective buildings, and some bosses, on lower difficulties (DEATH Ripper the most)
      Added mines in water - few if standard, lots if Extra defences option is chosen

      Mod:

      Created Agamemnon Cybran minelaying turret (creates Silba minelayer)
      Created Silba minelayer ship that deploys underwater mines
      Fixed Aeon tier 3 hero laser upgrades fucking up ranges
      Nerfed some early high-end air attackers to make air easier to play against
      Nerfed Raw Omega HP, should be a bit easier to handle
      Added animation for naval hero teleports


      Patch 164

      Map:

      Fixed MML spawning where they shouldn't
      Reduced chances for long range Avalanche beetlebots in attacking waves - switched them to short range ones
      Increased numbers of Monkeylords to promote short-range front base land combat
      Nerfed defences for Air basses a bit, if that mission is selected
      Added many more XL mass extractors, but reduced their chance of spawning from 2/3 to 50%
      Allowed construction of Citadel and Gargantuan XL air experimentals - this sould help with anti air

      Mod:

      Created an extreme range heavy turret for Aeon - Annihilator
      Created an XL exp laser turret for Cybran - Dominator
      Created a heavy AA turret for Seraphim
      Added torps to Sera AA cruiser, buffed its hp and increased cost a bit, made it surface after build
      Created a buffed Horizon experimental - available to hero only
      Reworked buildable AA unit options for heroes, to include new AA turrets and units based on factions
      Fixed double hero respawn if hero was gifted to other player
      Nerfed Sera Heroes base regen and/or HP a bit
      Fixed naval and AA ranges bug for Aeon hero lvl 3 and 4
      Nerfed Interceptor base dmg a bit, nerfed death AoE by 50%
      Fixed Carriers being purchaseable from Gateways with some mods
      Added info if a Legendary unit is being constructed/completed
      Added launch and land animation to Cybran legendary
      Added idle and EMP animation for Sera Legendary
      Made Paragon produce default income when built - no longer nerfed in resources.


      PLEASE WRITE HERE ANY FEEDBACK, FOUND BUGS OR IMBALANCES of the map waves, bosses or heroes
      Your feedback is much appreciated.
      I will update this thread as new changes come out.

      posted in Modding & Tools
      DDDXD
      DDDX
    • RE: DDDX RPG survival (map and mod)

      v166 is out.

      Tons of bug fixes, brought on by FAF updating (tsk, tsk),
      Reworked missions to make them feel less like a chore, and also giving you more flexibility in selection/turning off, while still having the randomness element (should make my map easier to play without OP mods)
      New missions, new enemy units for those missions
      A new "Bonus" system for the hero that lets you tweak your play style even more (should aid in Alpha hero usefulness/survivability/team contribution extremely, specially on later waves). Here's what that looks like - 7 platforms, each giving you a certain buff to your hero.
      IMG-20220504-WA0001.jpeg
      You get a limited number of bonus Selectors to use on platforms of your choice.

      As always, the entire list of changes is located inside the "Changes.txt" file in the Balance mod.
      Here's a copy-paste of the latest:

      Patch 166

      Map:

      Fixed allied bosses not spawning
      Fixed allied bosses and reinforcements still spawning if the Rift was destroyed
      Buffed reinforcements numbers, and Extra defences turrets
      Reworked all missions to make them a bit easier on defenders and more random. Buffed them to compensate.
      Added Sats and Spider mission to mission rooster, randomly selected between tele sacus
      Gave all mission types descriptions so people know what they're up against.
      Made script less prone to breaking due to lazy players not cleaning the map of units.
      Increased CZAR numbers in waves, reduced Carriers.
      Removed Harbringers from attacking waves (they reclaimed wrecks instead of attacking)

      Mod:

      Reworked zombies meshes + gave them attacking animations for bites.
      Fixed zombie mind control not working.
      Fixed Gateways not getting killed.
      Created and added Centipede, SpiderLord to attacking waves
      Created Overlord and added to certain special waves
      Removed mini Czars from allied Pride boss
      Nerfed mini Czars hp, dmg, crash dmg
      Nerfed Carrier spawn chance in waves, slowed down its speed.
      Nerfed transports numbers if trans mission is chosen.
      Nerfed Dominator turret DPS, death damage.
      Air Omega secondary form cannot be mind controled anymore.

      Created Bonuses for heroes + all acompanying units and buildings, can be turned OFF in map settings.
      Fixed UEF t2 hero not being able to OC submerged units.
      Nerfed Air hero death damages.
      Fixed hero Sky tracker infinite build bug.
      Made Cybran attached turrets on hero unselectable
      Allowed Aeon Alpha to make limited numbers of Annihilators at higher lvls
      Nerfed all Sera hero basic regen and max hp.
      Buffed UEF HP gain when using special ability, nerfed the same for Aeon.
      Fixed broken drone behavior for heroes.

      posted in Modding & Tools
      DDDXD
      DDDX
    • RE: DDDX RPG survival (map and mod)

      v162 is out. A small patch, Icons and visuals for various missions , and bugfixes + balances. Details are in the Changes.txt inside the balance mod

      CHANGES IN VERSION 162

      Patch 162

      Map:
      Added Mission icons
      Fixed some missions triggering even though you've selected to have no missions

      Mod:
      Further optimised code to increase stability, mostly on Carriers
      Reduced Carriers numbers in waves
      Halved their drones, from 8 to 4, but buffed drones hp and damage to compensate
      Nerfed Cybran heroes Rail gun damages by 20%
      Further nerfed Aeon heroes OC damage, buffed starting AA weapons
      Fixed not having Sky trackers buildable from drone enhancements for lvl 2 and 3 Aeon hero
      Nerfed Aeon hero lvl 3-4-5 lasers damage, buffed lvl 2 laser dmg
      Further nerfed Aeon hero Overcharges
      Buffed Aeon heroes starting AA missiles


      posted in Modding & Tools
      DDDXD
      DDDX
    • RE: DDDX RPG survival (map and mod)

      well...v158 is out and uploaded, still has some bugs to iron out (not to mention a complete workaround so that it does not use some of the meshes...).

      I tried it with ExMex and all worked fine. Also tried 2 All faction mods (there's a lot of them) and it worked.

      here's a list of changes in v158:

      *Fixed rocks HP
      *Nerfed air crash dmg for several high end experimentals
      *Switched some starting defense buildings to option for extra defences so that they are not in the way of buildings
      *Flattened Palace base terrain
      *Fixed Jaggernaut projectile remaining on that unit (there are several more, Blackops team is working on that)
      *Made Royal turrets and allied Paragon unreclaimable, to prevent early mass income by reclaim

      *Buffed Aeon hero lvl 1 laser dmg
      *Fixed Aeon hero lvl 2 - turrets not being rebuildable after destruction by the hero
      *buffed all starting level heroes HP slightly ( a firebeetle can still take out some of them without upgrades, play safe)

      So far all seems to be working, some units are too strong still.
      One known bug is that the Paragon nuking script executes regardless of if the defenders made a Paragon - and it should not. 22.000 damage navy nukes around min 32+, targeting various t3 buildings. Will fix in v159 so that it only triggers when Para is built, like it's supposed to



      TODO in future patches:

      *Make the starting dialogue, battle, and mid base optional in settings, so you do not have to go through it every time if you do not feel like it,
      *Reworking and buffing end game Bosses, to add them partial destructibility, more abilities, effects, different behavior based on hp remaining, more and varied minions,
      *Check compatibility with some more extreme mods like 30% particles, AllFactions, and the likes,
      *Add more random missions (in the future - Nuke sub event, Carrier swarm event, warp rifting all over the map (like in GaryTheGoat's Survival_stranded)
      *Clean up script by making most LOGs and Warnings optional, to speed up SIM
      *REWORK all used models that borrow from other mods, so that they...don't. (warned by the Creative team about this).

      posted in Modding & Tools
      DDDXD
      DDDX
    • RE: DDDX RPG survival (map and mod)

      Version 159 coming in as soon as the FAF Development team patches the antitele towers issue with INSIGNIFICANTUNIT category.
      Should be today, maybe tomorrow. Soon, anyways.

      Below is a detailed list a list of changes for v159, also in the CHANGES file inside the mod.

      Most important changes is that the mod is reworked to not contain any Blackops assets (for the rest i've gotten permission from mod makers).

      WARNING: because of that, the map/mod now need extra mods (but only downloaded, no need to enable them)

      • Xtreme Wars
      • Harryvk21s Naval Pack

      if you experience desyncs at the start of the game, it's probably because you have not downloaded those 2. Make sure upon hosting that all players have these mods, and the desync and missing meshes for units should be no more

      Next, added a Legendary class of units. They are essentially tier 5 - very strong, but only one can be made by the entire team. So do not waste resources making more, you will just lose them.
      aeonL1.JPG Aeon have a massive shield with a larger area than the Aurora, and insane power requirement (adjecancy does reduce it)!
      cyL1.JPG Cybran have a very powerful megabot that also cloaks allies around it
      seraL.JPG Sera have a regeneration field turret that also provides some defensive capabilities

      UEF has a modified Novax that automatically builds sattelites as long as it's alive. No need for a picture.
      Only the chosen faction can make a Legendary unit of its race, even if you have engineers of other factions (so, only Aeon can make Aeon Legendary, only Sera can make a Sera Legendary...). Let me know if the "only one" rule can be exploited/broken.

      Zombies. New main mission, has a 30% chance to trigger
      zomb.JPG Above: an idyllic picture of a peaceful zombified village. FU**ING KILL IT WITH FIRE ASAP!!!!!

      Next, reworked the teleporting SACUs so that they actually teleport. This means that they can be stopped using antiteleport towers. And right you are to do so, for the SACUs grow in numbers, strength, and even bring experimentals over time to teleport in the middle of your base!

      New AA optionsSo that the Aeon and their Sky trackers are not the only go-to solution.aang.JPG AANG stands for Anti Air Non Guided. They are very fast, fire and forget, antiboss-class anti air rockets of extreme range, but can only be built on hydrocarbon deposits. Good vs CZARS, bad vs bombers, because of god awfull turret turning and no guidance of missiles.
      cruiser.JPG Heavy AA cruiser for Sera, submersible.

      Uef have had the Horizon experimental buffed in ragne and damage to be better suited for anti air, and Aeon...they're good 🙂

      Here's a list of all major changes:

      Map:

      • Made the starting dialogue, battle, and mid base optional in settings -can be reduced or turned off completely
      • Added reinforcement waves as an option under "Extra defences".
      • Added a 4.th main mission type - Zombies. Triggers in place of the Gateway mission, if randomly chosen (2/7th chance to get picked).
        --WARNING! ZOMBIE HABITATS WILL LAG THE GAME SIGNIFICANTLY IF LEFT UNKILLED FOR A LONG TIME!!!!!!
      • Reworked the teleSACU script so that they actually teleport in our bases - can be countered with antitele towers finally. Increased the area where they spawn, gave them enhancements over time, and even experimentals that teleport in near endgame unless you make antitele towers.
      • Opened path to Allied Paragon so it can be reached by foot and repaired to give us a Palace shield -if difficulty is 30+
      • Cleared up terrain around transport paths to allow for making distant AA outposts to take transports out before they have a chance to land - or even some Gateways!
      • Raised mountains around some farther mexes to prevent them from getting hit by arty in yet unopened parts of the map.
        Increased props around the starting area and the map in general (for visual appeal), added more mexes and hydros to the edges of the map - to make transport paths areas more appealing for colonisation.
      • Added more Mexes in the far south to reward expansion there
      • Fixed Naval factories event not triggering unit spawn if it was chosen as an active event
      • Fixed Paragon nuking triggering always, regardless if we made a Paragon -no more nuke subs nuking at min 25 🙂
      • Fixed Paragon nuking script giving nukes to dead subs, and locking subs in place, messing up SIM speed
      • Reduced Antitele structure HP to make it easier to kill and free up teleporting, reduced field range drastically, but increased antitele numbers around the map (field range is now 120, that's slightly less than an Avalanche beetlebot range)
      • Nerfed all mission transport HP, removed Fire and Doom beetles from cargo to prevent friendly fire
      • Reduced transport numbers if extra transport mission is selected (max 14 per side, with 6 players, more if pl 7 is in game)
      • Made all allied and enemy minibosses have varied hp based on difficulty

      Mod:

      • Added Legendary units and build restrictions for them - only one allowed per entire team!
      • Added new anti-air options (t3 AA cruiser for Sera, buffed Horizon exp damage and range for UEF, hydrocarbon Antiboss rocket instalation for Cybran )
      • Nerfed Raw Omega air damage
        Removed a bunch of warnings for drones and events to speed up sim speed
      • Nerfed Aeon Alpha lvl 1 hp, buffed lvl 3 slightly
      • Fixed Aeon Alpha lvl 3 getting free nukes with nuke enhancement
      • Fixed Aeon Alpha lvl 2 and 3 not being able to make Sky Tracker with air enhancements
      • Fixed Aeon lvl 3-4-5 naval weapons range bug
      • Gave rapid fire anti fighter missiles (Shaddower missile) to Aeon hero lvls 4 and 5 with some enhancements.
      • Nerfed Cybran hero lvl 3-4-5 long range weapon (less damage, slower fire), fixed Rail gun pitch
      • Buffed all lvl 1 Alphas mass production to allow for faster starting upgrades and less time wasted on getting them.
      • Gave Silencer turret weapon enhancements
      • Nerfed Duke and Count (mini CZARS) land damage, HP, air crash damage, and slowed down spawn rate by +10 seconds
      • Nerfed Carrier shield - +20 sec for shield to recharge, - 10.000 hp to Carrier hull. Fixed the unkillable Carrier bug.
      • Reduced Carrier movement speed, reduced Interceptor turret damage, crash damage
      • Reduced the mind control chance of nanite projectiles for Cybran heroes.
      • Added a bunch of missing icons and unit descriptions.
      • Fixed issues with Aeon hero Stinkfly drones not getting upgrades when hero gets enhancements for them.
        ...and a bunch more...
      posted in Modding & Tools
      DDDXD
      DDDX
    • RE: DDDX RPG survival (map and mod)

      @rezy-noob yup, did. Needs to be upoloaded to the Vault, though - waiting on FAF to reverse some changes that broke some mods first

      posted in Modding & Tools
      DDDXD
      DDDX
    • RE: DDDX RPG survival (map and mod)

      v160 uploaded to the Vault. Minor fixes and balances, with one notable exception - created teleport buildings for heroes to quickly reach other parts of the map.

      For more details check the starting post or the Changes.txt file inside the Balance mod

      posted in Modding & Tools
      DDDXD
      DDDX
    • RE: DDDX RPG survival (map and mod)

      @groove yeah, I know. It's due to some minibosses not being their own unit, with their own weapons and target restrictions, but just buffed versions of regular units. I will remake all the minibosses, and Omega final bosses, so that they both get unique atributes, and have customized weapons that will exempt high level units such as bosses from their abilities, such as has happened here.

      Reworking bosses & buffing Omegas is on my todo list for future patches 🙂

      posted in Modding & Tools
      DDDXD
      DDDX
    • RE: DDDX RPG survival (map and mod)

      V170 is out.
      v168-9 were fixes to things that got broken with FAF patching, whereas v170 dealt with minor bugs and balancing things out, as well as making my map unattractive for higher (38+) difficulties, or Paragoning.
      Seriously folks, just remove OP mods like ExMex or low cost upgrades, and play this thing on normal (or even reduced) difficulty - you get the same challenge + much faster SIM speed due to less units.

      I still need to fix hero bonuses misbehaving, for now avoid that option (default is OFF), you may use the new hero buff option to help new players handle the hero + I added a buff if build time is above 6min, to help mitigate lack of farming for hero.

      From the Changes.txt inside the mod folder:

      Patch 170

      Map:

      Fixed nuke launch script
      Increased nuke launch at late game, and more with bigger diff
      Scaled bosses, mission objectives, Universal Colosus...even more, with bigger diff, to discourage extreme diff
      (this includes tele SACUs, Extra minibosses, transport dropship veterancy, and a lot more)
      Cleared out navy spawn area if naval Omega boss is chosen
      Allied Pride miniboss should no longer make reinforcements - finally...
      Buffed several missions/bosses/units if Paragon gets built
      Reduced veterancy level to 0 for default difficulty (was 1 earlier, should make things a bit easier)
      Leveled terrain around bases to adjust for new terrain-building interaction
      Tweaked SACU teleport script (added Othuys on later spawns, as well as veterancy for higher diff)
      Added another wave of mini Bosses spawning late game, if that mission is selected, increased hp for higher diff

      Mod:

      Fixed shields not respawning on units that are attached to other units, after they go down
      Buffed all lvl 1 heroes if build time is longer than 6min, to help them evolve to next level
      Nerfed Dominator exp turret death damage (50% range and dmg)
      Buffed Spiderlord, Centipede, UC health
      Nerfed Yolo damage back to 200 000 from 300 000
      Buffed "bubbles" mission if it's chosen - increased Duke and Count HP, shields
      Buffed "Arachnophobia" mission wia added veterancy for higher diff settings
      Fixed Aeon "Inquisitor's rain" enhancement not dropping down projectiles with Overload
      Fixed tractor beams not working on Aeon heroes
      Fixed tractor beams not killing units they pull
      Fixed UEF hero sats not nuking on suicide
      Fixed Cybran hero EMP missile not EMPing enemy
      Fixed Balrog upgrades on UEF hero lvl 4 and 5 crashing game when Balrog starts being built
      Increased Sera hero Orbs hp, shields
      Buffed Helios bomber bomb HP so it doesn't get wrecked by AA so easily


      Patch 168 - 169

      Map:

      Added map option for hero to be a bit stronger (via better bonuses on veterancy + buff to hp and regen).
      Fixed opening battle not clearing everything out/not killing defending commander in front (hopefully)
      Leveled terrain under some buildings that made them crooked with new terrain behaviour.
      Slightly nerfed naval waves, most notably via less subs, buffed air in waves slightly. - should make navy positions easier to play

      Mod:

      Fixed heroes not evolving to next lvl on veterancy gain. --this was a major f**k-up
      Fixed Cy anti teleport and Aeon t3 transport cloaking units when they shouldn't.
      Fixed Goliath bosses crashing up the game.
      Added new option in map to buff hero slightly (cca 10-15%) to help new players with progression (default is OFF). --this is separate from hero bonuses - those i still need to fix, avoid using that option!!!
      Many minor hot fixes of things that got broken with patching FAF.

      posted in Modding & Tools
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    • RE: DDDX RPG survival (map and mod)

      v171 is out.
      Main purpose was to fix error in previous patch that made main waves break when Paragon gets built.
      (yeah, making a Paragon in my map brings you all sorts of trouble down your neck...)

      Patch 171 - as usual, look into Changes.txt file inside the mod folder of my mod:

      Map:

      Fixed main waves stopping if Paragon gets built
      Tweaked naval nukes for when Paragon gets built
      Fixed Sats side mission not triggering when all missions are selected
      Removed allied reinforcements (units) for diff over 38, if it was selected under Extra Defences

      posted in Modding & Tools
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    Latest posts made by DDDX

    • RE: Commander Survival Kit (A new SIM Mod)

      @cdrmv hey man.
      Awesome work on those models. As for the undergroundground movement, I am very curious about it.
      Mind if we take this to messages? I ask because you have a do not disturb turned on.

      posted in Modding & Tools
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    • RE: SAM Overkill Control v0.3 (2015)

      @jip yeah i noticed that, results in a massive dps gain and much less projectiles wasted, specially torpedos

      posted in Modding & Tools
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    • RE: Modular Fatboy (2014)

      the what Fatboy?
      Ufff I gotta check this one out!

      posted in Modding & Tools
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    • RE: Galactic Colossus unit thrower V0.6 (2014)

      awesome. Thanx man. Disregard my PM then 🙂

      (i mean, you can still write, like for Christmass and such... if you want...)

      posted in Modding & Tools
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    • RE: Are these mods possible?

      @jip Total Mayhem is an easy one. I can give you/Uveso permission, as I have been given permission "to do whatever you want with it, thanks for asking me and not just doing it anyways" - answer I got from Burnie once I managed to track him down (search led me all over the place, finally discovered him on FB).

      So if I, DDDX, can do whatever I want with it based on Burnie's approval, well then I want it to live on and be mainteined to the fullest of its potential 🙂
      So whatever you need from me lemme know.

      To clarify, I was approached some time ago regarding using some models in my own mod, namely editing them without permission, and was told I needed to take them down or get permission. And so I did 🙂
      And yes, I do have screenshots (at home somewhere, am at work ATM).

      Same goes for my map and mod - whatever you need to keep it bug free/keep it going, you got it. Just lemme know. Mods, specially good ones, need to live on for enjoyment of us all.

      So...what do I gotta do?

      posted in Modding & Tools
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    • RE: Allow AI to use specific units, disable same units for players.

      @tankenabard unfortunately no. The best advice I can give you is to look at others code.
      Get a couple of simple mods, the simpler the better, then see what it takes to get a simple mod going.
      Then find a mod or map that disables certain units - that will show you how it's done.
      Then all you need is to apply and tweak the code to your needs and wants <-- that's the part nobody can help you with 😕

      posted in Modding & Tools
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    • RE: Are these mods possible?

      @resin_smoker I'd love to see your code for that GC

      posted in Modding & Tools
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    • RE: Commander Survival Kit (A new SIM Mod)

      daaaaaamn....nice units.
      I really REALLY like the point system, wish I had something like that for my hero units in my survival instead of enhancements & veterancy...
      Gonna check your code out, I'm really curious how you did it.
      Good work man.

      posted in Modding & Tools
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    • RE: Allow AI to use specific units, disable same units for players.

      if that mod has those units in build platoons, then the AI will build them.
      You would need a script, either in a map script, or as a mod, where you can choose which players can or cannot build stuff, deciding by many factors - which army it is, is it an ally or an enemy, is it human...
      You could disable it just fpr all human type players, or also for AIs allied to humans as well.

      My map has a "detect active mod" part, where if a mod is (not) present, it does different stuff. So you could make it for several different mods, if they are present then set build conditions...Take a look at DDDX RPG survival script.lua file

      posted in Modding & Tools
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    • RE: Unknown Error Causing Infinite Loop

      play with cheats. Spawn the boss in question, then look at the log.
      This will give you a starting point where the problem lies.
      I have tons of units attached to other units (buildings and mobile alike), they come and go based on which attachment or power-up was taken, or which enhancement built, so that part should not be an issue.

      But the log is your friend, use it.

      posted in Modding & Tools
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