• Savers Unitpack

    2
    3 Votes
    2 Posts
    108 Views
    SaverS

    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.

  • Commander Survival Kit (A new SIM Mod)

    227
    19 Votes
    227 Posts
    93k Views
    C

    Hello everyone,
    today I want to present you a new Update related to the Unit Pack of this Project:

    Commander Survival Kit Units (CSK Units)
    This Unit pack is currently available in Early Access on my Github Repository only, because it is still in Development.

    3 New Techlevels:
    22fb34b8-af61-4c18-a97a-32d01ff58b40-image.png
    8f2df7a1-ae34-4c06-ba24-b2c47add8175-image.png
    The Mod expands the Game with 3 new Techlevels which are called:

    Elite Hero Titan

    Overview:
    Elite Units are basically the large Tech 3 Super Heavy Units
    Hero Units are Heros of the Factions such as Brackman, Colonel Arnold and so on. Including with a few new ones by myself.
    Titan Units are basically super Experimentals for example the Avalance from Total Mayhem

    New Cooperation Units by Cory Freeman:
    I have successfully Contact Cory Freeman a 3D Artist on Artstation who had Work on two Unit Pack Mods. One for Supreme Commander Forged Alliance and the other one for Supreme Commander 2 in Detail. However both never had reached the Final Stage for an Release and has been scrapped. I have ask him to get the full Permission to Get, Edit and Use these Models for the Commander Survival Kit Project. He gave me the Permission and has send the Model Files which where created in 3D Max and I have found an Blender Plugin to Open .max Files in Blender.
    https://www.artstation.com/artwork/3dNDnD

    So his Models will finally see the Light of the World in the Commander Survial Kit Project. Several Models are excellent and their Parts can be used for several other new Designs and Units in the future. 😉

    Here is the First Wave of them:

    'Bronx Mark IV' - Cybran Elite Super Heavy Tank
    A large armored Heavy Tank, which is armed with an 3 Barrel Proton Cannon Turret. It comes with 3 additional Secondary Rapid Fire Impulse Laser Turrets, which have two Barrels. The Tank is currently buildable by Tech 3 Engineers or SACU's but this will be changed with the introduction of the Elite Factories later.
    e0f637c6-bf6d-49a3-915b-ca18425ec534-image.png

    'T-7C Icrarus' - UEF Tech 3 Armored Support Amphibious Tank
    An armored amphibious tank with an unusual design. He is armed with an dual Rapid Fire Plasma Cannon and two Cluster Missile Battery Launchers. The Tank is buildable from an Tech 3 Land Factory.
    8ebe4bca-7cb0-4fdb-904d-b782c39f8ea3-image.png

    With the Model of the Bronx Mark IV I have create already several nice looking Vehicles for the Cybrans
    For example the:

    'Bronx Mark I' - Tech 1 Light Tank
    A small assault Tank, which is armed with an single Proton Cannon Turret. This Tank is the First Version of the Cybran Bronx Class Tank Series . Can be build in an Tech 1 Land Factory. Design of the Chassis is created by myself.
    f79c557f-6db5-40dc-9990-7f8fca3dca52-image.png

    Terminator Mark II Version A ' - Tech 2 Medium Tank Bot A Tank Bot, which is armed with two Laser Cannons.
    Both Cannons are causing 50 Damage per Shot and have an slower Rate of Fire. Can be build in an Tech 2 Land Factory.
    bd73d5ce-bac2-4c27-93fc-c48cdce0f810-image.png

    New Design of the Terminator Mark II Version B - Tech 2 Heavy Tank Bot.
    The old Design can be seen here: https://www.moddb.com/mods/commander-survival-kit-csk/images/new-cybran-unit6
    60e814f9-0a0e-46d8-a3a7-e3030f6e2706-image.png

    'Hunter Killer Mark I' - Cybran Tech 1 Assault Tank Bot
    The first Model of the Hunter Killer (HK) Tank Bot Series of the Cybrans This Unit is armed with two Iridium Laser Gatling Cannons.
    26850930-5cd0-4025-bb62-c09b883fd8bc-image.png

    'Hunter Killer Mark II' - Tech 2 Assault Tank Bot
    The First Successor of the Hunter Killer (HK) Tank Bot from Tech 1
    This Unit is armed with two Improved Iridium Laser Gatling Cannons. Can be build in an Tech 2 Land Factory and higher.
    4fe114d5-8b13-4a55-b263-b832798ef0c5-image.png

    Of course more Cybran Vehicles are coming soon 🙂

    For the players and fans of Heldivers 2 among you,
    I also have something to show you as well

    'Emancipator' - UEF Tech 3 Multifunctional Support Bot
    A Support Mech, which is focused on Ground and Anti Air Combat. Design is based on the Patriot/Emancipator Exosuit from the Game Helldivers 2. Has access to the Weapon Random System and Enhancement Upgrades. This Mech is buildable in an Tech 3 Land Factory.
    a71150a4-633b-41ce-91f4-4b8ca50714f7-image.png

    These Units are now available in Early Access on GitHub and included in the Mod: Commander Survival Kit Units (short CSK Units).

    Commander Survival Kit Version 2.0.2:
    The next upcoming Version 2.0.2 of the Commander Survival Kit will be released soon. It will contains alot of Bug Fixes for the FAF Version of the Game, The first supported Language Translation: German (Localization) A few new callable things and Improvements
    However that is not all Version 2.0.2 will be available on the FAF Modvault as well. The previous Version was simple to large to upload it on the FAF Modvault and I was able to reduce the Size of the Mod from 710 MB to 336 MB by removing two Folders which where no longer be needed. The FAF Modvault has an upload Limit for Mods of 200MB so if there are larger they will be not uploaded. Version 2.0.2 is with nearly 51 MB if compressed below of this Limit, which makes the Upload functional again.

    Two new upcoming Submods:

    Commander Survival Kit Tutorials:
    6d526b63-b8fb-46de-880c-bae4f4ccc77f-Icon.png
    The Tutorial Videos of the Helpcenter for both Managers will be included in their own small Submod which is called: Commander Survival Kit Tutorials. So the Helpcenter will be usually not available if you don't activate this Submod next to of the Commander Survival Kit.

    Commander Survival Kit Timeos:
    d966d0a8-fc1d-43f8-8502-ae761336fd0f-Icon.png
    This is a new small Standalone Mod, which introduce 3 new Lobby Options into the Game.
    The Player will be able to set the Wait Times, when these following Techlevels will be unlocked:

    Tech 2, Tech 3 and Experimental
    Elite, Hero and Titan will be supported later if CSK Units is released

    9df05dd5-e2f7-4b81-8dcd-f1f34e1984a2-image.png

    You will be able to set the Wait Times from 5 Minutes to 2 Hours

    How does this Mod works:
    The Player and the AI will start with Tech 1 first.
    The other Techlevels will be unlocked once their specific Wait Times are exceeded.

    To know which Techlevel will be unlocked next you can see it with this small Panel next to of the Economy Panel.
    It shows the new Techlevel and the Gametime when this Techlevel is going to be unlocked.
    c76e5194-338f-4d49-b199-074292d302cd-image.png

    CSK Timeos is currently available on my Github Repository as Early Access for Testing and will be released on Moddb and on the FAF Modvault soon. It works with the Vanilla AIs, M28, AI-Uveso and more.

    Stay tuned for upcoming Updates and the Annoucement of the Releases.
    Best regards
    CDRMV

  • Help with a Mod idea

    3
    0 Votes
    3 Posts
    100 Views
    MadMaxM

    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

    9
    3 Votes
    9 Posts
    515 Views
    N

    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

    15
    10 Votes
    15 Posts
    796 Views
    CaliberC

    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.

  • Need help with unit modding(New Monkey Lord) & effects.

    2
    4 Votes
    2 Posts
    107 Views
    L

    Looks awesome.

  • 4z0t's ScoreBoard

    96
    17 Votes
    96 Posts
    199k Views
    H

    @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?

    11
    10 Votes
    11 Posts
    795 Views
    B

    @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

    44
    8 Votes
    44 Posts
    3k Views
    CaliberC

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

  • BlackOpsFAF-ACUs only for FAF v20

    19
    2 Votes
    19 Posts
    2k Views
    UvesoU

    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.

  • BlackOpsFAF-Unleashed only for FAF v25

    140
    2 Votes
    140 Posts
    28k Views
    UvesoU

    @DJ_Calaco

    thanks for reporting this.

    https://github.com/Uveso/BlackOpsFAF-Unleashed/pull/27

    (fixed in next version)

  • HotBuild Overhaul

    36
    18 Votes
    36 Posts
    6k Views
    SiX_of_SeVeNS

    @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

    8
    8 Votes
    8 Posts
    887 Views
    Ctrl-KC

    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.

  • Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game

    9
    5 Votes
    9 Posts
    668 Views
    Z

    @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

    162
    9 Votes
    162 Posts
    29k Views
    T

    @magge here this game.log game_23906880.log

  • Updated Mods for FAF and Vanilla Steam

    51
    5 Votes
    51 Posts
    14k Views
    UvesoU

    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

    14
    11 Votes
    14 Posts
    2k Views
    Ctrl-KC

    Suggestion by @Tagada
    Version 2:

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

    1
    0 Votes
    1 Posts
    2 Views
    No one has replied
  • XtremWars 1.7 for all game versions

    33
    1 Votes
    33 Posts
    6k Views
    UvesoU

    Update 18.Nov.2024 (v1.7)

    removed Hydroelectric Power Generator from custom units. (was stalling eco for AI in early game) unit ualew0001 (Tech 1 Hover Tank Experimental) changed TransportClass from 4 to 3 unit ual0401 (Experimental Assault Bot) changed TransportClass from 4 to 3 unit urlew0001 (Tech 1 Experimental Deployable Bot) changed TransportClass from 4 to 3 unit url0402 (Experimental Spiderbot) changed TransportClass from 4 to 3 unit xsle0001 (Experimental Tech 1 Assault Bot) changed TransportClass from 4 to 3 unit xsl0401 (Experimental Assault Bot) changed TransportClass from 4 to 3 unit uelew0001 (Tech 1 Heavy Tank Experimental) changed TransportClass from 4 to 3 unit uea0112 (Tech 1 Gunship) added Class1Capacity = 1 unit uea0112 (Tech 1 Gunship) fixed wrong class name unit uea0112 (Tech 1 Gunship) fix values in weapon TDFGunShipMissile01_proj.bp unit uea0203 (Tech 1 Gunship) Added missing transport capacity variable (Class1Capacity = 1,) unit ueb2201 (Anti Navy Installation) fixed wrong weapon hook (wrong file) unit uea0105 (A215F Support Rev Destructor) fixed wrong weapon hook (wrong file) unit urb4401 (Tech 3 Experimental Anti-Nuke.) fixed wrong weapon hook (wrong file) unit url0320 (Scorpion) fixed wrong weapon hook (wrong file) unit urb2306 (Obelisk) fixed wrong weapon hook (wrong file) unit xsse0001 (Experimental Tech1 Spaceship) fixed wrong weapon hook (wrong file) unit uea0402 (Tech 3 Experimental Transportation Spaceship) Added missing transport capacity variable (Class1Capacity = 3,) unit ura0402 (Tech 3 Experimental Transportation Spaceship) Added missing transport capacity variable (Class1Capacity = 1,) unit dea0202 (Fighter/Bomber) fixed nil error in case the unit is dead unit xel0306 (Mobile Missile Platform) Added Effect groups table with bone lists to blueprint unit uas0203 (Attack Submarine) fixed missing MuzzleBone (muzzle_01) unit dra0202 (Fighter/Bomber) fix nil error in monitor wings unit xss0104 (Arty Frigate) fixed missing MuzzleBone Back_Turret_Muzzle01, ...02, ...03 projectile UEFTorp (Angler Torpedo) fixed physics values projectile TDFAntiShipGauss01 (Gauss Cannon) fixed physics values projectile Tech1UpgradeMissile01_proj.bp (Nanite Missile System) fixed physics values projectile TDFGunShipMissile01_proj.bp (Nanite Missile System) fixed physics values

    @Naplucia

    checked Aeon ACU (All ACUs are functioning properly)

    @JQtwo

    checked Scavenger (It's working, and the damage has also been addressed)

    @Spyder1495

    checked Experimental Mobile Factory (It is by design that the Fatboy does not have a factory or a landing platform.)

    The mod is also tested in multiplayer and shows no desyncs.
    To check if the mod is in a good state, see the game.log.

    Example:

    info: * Extreme Wars: Mod "Extreme Wars" version (17) is active. info: * Extreme Wars: [siminit.lua, line:595] Running from: @c:\programdata\faforever\repo\fa\lua\siminit.lua. info: * Extreme Wars: [siminit.lua, line:596] Checking directory "/mods/XtremWars"... info: * Extreme Wars: [siminit.lua, line:607] Found mod in correct directory: /mods/xtremwars/mod_info.lua. info: * Extreme Wars: [siminit.lua, line:615] Check OK. Found 1 "XtremWars" directory. info: * Extreme Wars: [siminit.lua, line:619] Checking files and filesize for "Extreme Wars"... info: * Extreme Wars: [siminit.lua, line:647] Check OK! files: 923, bytecount: 97438472.
  • BrewLAN 0.8.9.9

    4
    0 Votes
    4 Posts
    283 Views
    Z

    The latest version of BrewLAN is fully compatible with FAF. I've used it plenty of times.