• 7 Votes
    7 Posts
    418 Views

    1.0.1 - Minor fixes :
    - when the separate window was disable, the auto-switch mode did not worked correctly
    - the tooltip position of the details & unit view were not set correctly when the enhancement and selection tabs were selected
    - fixed a native bug about the template tab in construction
    (version 5 in the vault)

  • Commander Survival Kit (A new SIM Mod)

    30 Apr 2023, 06:47
    20 Votes
    230 Posts
    97k Views

    Hello everyone,
    before I start with the newest Development Report for the Unit Pack of this Project.
    I want to Inform you about the Situation to upload the recent Version 2.0.2 of the Commander Survival Kit on the FAF Modvault.

    As you know I have contact @Brutus5000 a few Weeks ago related to my Upload Problem of the Mod.
    I have get this following answer from him:

    "Hi there, I am sorry to tell you that we are under a 100mb upload limit since we had to hide all web service behind cloudflare to protect ourselves from DDoS - even in the pro version we are paying for. There is no affordable way to raise this limit. And since the DDoS is still running on other services, we have no time to come up with alternative solutions."

    In other Words the recent Version 2.0.2 and any following Versions of the Commander Survival Kit can not be uploaded on the FAF Modvault until the upload llmit is increased by the FAF Team in the future. So the only way to get the newest Version of the Mod is to download it from its official Moddb Page: https://www.moddb.com/mods/commander-survival-kit-csk/downloads. As soon as the upload limit is increased by the FAF Team in the future, I will of course upload the mod to the FAF Modvault. 😉

    Development Report for the Unit Pack of this Project

    These following new Units are now available in Early Access on Github.
    They are included in the Unit Pack/Mod: Commander Survival Kit Units

    2a840e5a-247d-4bc6-b5ad-09a9055b44a3-image.png

    'CROWS Humwee Mark II' - Tech 2 Armored Assault Scout

    The most recent Version of the UEF Humwee Military Vehicle Series.
    This Unit is armed with an Gatling Turret and comes with an new Toggleable Ability:

    Anti Tactical Missile System

    Once activated the Gatling Turret of this Vehicle is able to shot down incoming Tactical Missiles.
    However the Turret will no longer be able to fire on Ground Targets anymore.
    So this Ability should be used wisly. Design and Model is created by strutman

    ad7344aa-0432-445e-9ea4-afcf7de4e28a-image.png

    50807aa7-0824-41bd-98b4-3a76d6ce83f2-image.png

    'Terminator Mark III Version A' - Tech 3 Assault Tank Bot
    One of the most modern Tank Bot Designs of the Cybrans.
    It armed with 4 Laser Cannons

    99f81962-71e8-471a-b52a-96bb4154aee7-image.png

    'Exterminator Mark I-B Version N' - Tech 3 Anti Naval Tank Bot

    A armored Tank Bot, which is armed with these following Weapons:

    8x Torpedo Launchers 2x Rapid Fire Secondary Laser Cannon Turrets

    The Torpedo Launchers are able to fire Land-based Torpedos on Land.
    Make sure to move them close to the coast.
    Additionally this Unit is an amphibious Unit and can move on Seabed.
    The Torpedo Launchers will automatically switch to Underwater Torpedos once the Unit is under the Water Surface.

    2bbe67ab-0b10-4a73-bd8c-d8946b7d3d73-image.png

    "Hunter Killer Mark IV" - Elite Super Heavy Tank Bot
    A large armored slow moving Tank Bot which is basically an movable Fortress.
    Can currently only used on Land but if wished he can be changed to an amphibious Unit.
    It is armed with these following Weapons:

    2x Heavy Laser Cannon Turrets (2 Cannons per each Turret) for Long Distances 2x Medium Laser Cannon Turrets (Single Cannon) for Medium Distances 4x Light Rapid Fire Laser Cannons Turrets (Single Cannon) for close combat.

    73a07be8-2361-48a5-bd97-1eb64bce8a6d-image.png

    'R-1 Terrorizer' - Tech 3 Ambush Tank Bot
    A Prototype of an new Tank Bot Series, which is designed to operate behind Enemy lines.
    The Tank bot is armed with 2 Rapid Fire Laser Cannons with an good Damage Output bit with an small Range.
    It comes with an build in Cloaking Device which can be used to Hide the Tank Bot against enemy units.
    However once the Cloaking Device has been activated the Tank bot will not be able to use its Turrets.
    So you will need to disable the Cloaking Device again to let him fire on enemy Units.

    fe7a380f-2905-4f36-afa3-1d677280dd47-image.png

    'Exterminator Mark II Version A' - Advanced Gatling Tank Bot
    An improved and larger Version of the Exterminator Mark I Tank Bot Series
    It is armed with two Laser Gatling Cannons and two Medium Laser Cannons

    1009137e-b67e-43cd-afd0-2284f88f702c-image.png

    'Lokinator' - Tech 3 Heavy Mobile Stealth Field Generator
    A large Tank with comes with an mounted Stealth Field Generator
    Additionally this Vehicle has access to an Secondary Laser Turret for self Defense purposes
    The Unit is also an amphibious Tank.

    515cf418-54fc-40e0-9059-dbfe5cac3f44-image.png

    Note:
    The Tank Bot Designs are based on several Tank Bot Designs from the Terminator Franchise.

    Of course more new Units are coming
    So stay tuned for Updates
    Best regards
    CDRMV

  • BlackOpsFAF-Unleashed only for FAF v26

    5 Oct 2020, 22:56
    2 Votes
    143 Posts
    29k Views

    Update 21.Apr.2025 (v26)

    Added Annotations (MrRowey) Speed up functions (MrRowey) Fixed CreateProjectileAtMuzzle hooks by returning the projectile to parent function Unit bea0402 (Experimental Aerial Fortress) now has a dummy weapon to attack enemies directly below. Unit bea0402 (Experimental Aerial Fortress) changed UISelection from tank to air unit
  • Scaled resource panel [UI]

    5 Feb 2021, 18:11
    6 Votes
    45 Posts
    4k Views

    but does not work with Supreme Score board 2 😞

  • Savers Unitpack

    23 Mar 2025, 19:43
    4 Votes
    2 Posts
    208 Views

    Hello, again a small addition for the people who use my units in the single mods. These mods will not be extended or updated by me anymore, only the modpack will be maintained by me.

    Furthermore CDRMV has the permission from me to use the units in their mods. If you are interested, please contact me in this post. I will try to answer you.

  • Help with a Mod idea

    18 Mar 2025, 00:23
    0 Votes
    3 Posts
    121 Views

    I second that come join the discord
    https://discord.gg/mXahVSKGVb
    it's more active over there with people that can help, I have personally made many models for faf and discord is my preferred way to provide help

  • ReUI

    31 Dec 2024, 22:39
    3 Votes
    9 Posts
    592 Views

    Call it what you will, its still the fact of a subscription for a mod.
    Another issue is that if you are "selling" the mod i actually expect support for the mod. I hate to say it but your history shows you dont really update the mods based on feedback (no, i am not talking about guess elo).

    Also not a huge fan of the fact you edit the main post which was upvoted for "hype" reason and not mentioned a paywall or whatever you call it. And now its showing your Boosty as if people upvoted that. Regardless if people find it good or not its just the fact that the up or downvotes where for something else

  • Check out a new mod

    25 Nov 2024, 15:43
    10 Votes
    15 Posts
    862 Views

    This idea worked out better than I thought it would.

    I wanted to create a unit that filled the function of a direct fire exp for the uef as the fatty is less than useful in this role.

    So I came up with this.
    dfghjtdjyrs.jpg

    The UEF ACU is a highly detailed unit and looks great at a larger scale and reminds me of gypsy danger from pacific rim.

    The unit has 45k health with 40k shield twin blasters that shoot larger percy projectiles, its also armed with a sub nuke that launches from its backpack.

    It costs the same as a GC and has very similar dps but overall loses in a 1v1 with a GC as it has a recharging shield and can launch nukes.

  • 4 Votes
    2 Posts
    124 Views

    Looks awesome.

  • 4z0t's ScoreBoard

    8 Jul 2022, 06:43
    19 Votes
    96 Posts
    200k Views

    @Haribo for anybody here looking for the anwser you have to open the game menu (f10) and click "ui mod options"

    If it's not there you probably haven't got the dependable ui mod installed and active

  • NextGen UI mods?

    28 Nov 2024, 14:13
    10 Votes
    11 Posts
    876 Views

    @Reckless_Charger I started studying and entered the settings file on the way. C:\Users%user%\AppData\Local\Gas Powered Games\Supreme Commander Forged Alliance\Game.prefs Right? Next, I haven't been able to complete your item yet, there seems to be a User actions item, but at this point I need your help. Should I write here?

  • Wish-A-Mod Foundation

    6 Nov 2024, 06:07
    8 Votes
    44 Posts
    3k Views

    Allow a dead team mate acu to respawn from quantum gateway.

  • BlackOpsFAF-ACUs only for FAF v20

    5 Oct 2020, 22:55
    2 Votes
    19 Posts
    2k Views

    After several hours of debugging, I was unable to fix the issue.
    Even after re-enabling the weapon, it only fires when aiming southwest. In all other directions, it does not fire.

    This is similar to the issue with drones: the code technically works, but the result is flawed without throwing any errors.

    At this point, only Jip can help.

  • HotBuild Overhaul

    23 Apr 2022, 17:16
    18 Votes
    36 Posts
    6k Views

    @SiX_of_SeVeN said in HotBuild Overhaul:

    Hi @Ctrl-K any change you still have this project in mind? To add Orders to HotBuild list? I fully understand if this is not any of your priorities, just checking. Tnx.

    @Ctrl-K New Year, new chance 🙂 thanks!

  • Actions Grid Panel

    13 Feb 2024, 14:24
    8 Votes
    8 Posts
    935 Views

    Hello! @czqawa mod is only a base for other mods to expand it. Right now there are Factory Templates and Enhancements extensions, plus one for debugging the game. I'm not planning adding more just yet, because I'm busy with other project.

  • 5 Votes
    9 Posts
    720 Views

    @JamCrumpet I'm sorry that I didn't solve your problem, but I still need to explain it further.
    As I mentioned at the beginning of my post, the latest v13 version of the RK-s-Explosions Mod needs to be downloaded from the author's github, not moddb, and not faforever. my solution is also for the problem that exists with v13, not v12.

  • AI Wave Survival Mod Information

    1 Feb 2023, 06:56
    9 Votes
    162 Posts
    30k Views
  • Updated Mods for FAF and Vanilla Steam

    5 Oct 2020, 23:14
    5 Votes
    51 Posts
    15k Views

    Update: 14.Dec.2024

    AI-Uveso (v114)

    New: Platoons will now merge if engaged in combat and nearby. Fix: Resolved an issue where RepeatBuild could potentially cause a stack overflow. Fix: Fixed a bug where the BuilderName was deleted after using the AirUnitRefit functionality. Fix: Added an upgrade mechanism for Tech3 factories when the economy is fully saturated. Fix: The hover platoon former will now only be created if there is no land path available to the enemy. Fix: Fixed tactical missile not targeting Heavy Assault units from the Total Mayhem mod. Fix: Fixed a bug in attack function when a platoon unit is dead. Opt: Increased the priority of panic builders. Opt: Units constructed by panic builders will now push aggressively into enemy lines. Opt: Introduced a new former for managing Total Mayhem spam and panic situations. Opt: Units fighting near corners will now maneuver around corners if their line of sight is obstructed. Opt: The Ecomanager will no longer pause the construction of strategic missile defense systems. Opt: Strategic missile defense systems will now automatically begin construction if a nuclear submarine is detected. Opt: Updated formers specifically for the Total Mayhem mod. Opt: Added builder for transport needed and transport wanted. Opt: Engineers will now assist only if mass storage is over 50% to prevent eco stall. Opt: Naval expansions will now build a factory first instead of defense. Opt: Reduced the number of naval base builders to prevent double builds on the same spot.
  • Advanced Selection Extension

    3 Apr 2024, 12:50
    11 Votes
    14 Posts
    2k Views

    Suggestion by @Tagada
    Version 2:

    add hotkey toggles for domain, exotic and assisters filters
  • This topic is deleted!

    25 Nov 2024, 15:36
    0 Votes
    1 Posts
    2 Views
    No one has replied