Commander Survival Kit (A new SIM Mod)

@ctrl-k

It is more an Hybrid of both in my opinion
A UI and Sim Mod in this Case.
The Description above has been updated of course.
And the Mod Description will be updated as Well.

The UI are the two Managers, the Helpcenter, the Transmissions and a few more. Basically anything what is programmed/coded with UI Elements Like Windows, Buttons, Movies, Pictures, Text and so on is the Frontend Aspect in this Case. The functionality behind the UI is the Sim/Backend Aspect.

Wow looks great

@nine2

Thank you.
More Updates are coming soon. 😉

I will Update the mod_info.lua in the next Patch. The Mod will be marked categorized as an SIM Mod.

@cdrmv said in Commander Survival Kit (A new UI/SIM Mod):

It is more an Hybrid of both in my opinion

To be clear, the term "UI mod" means it is a mod that only affects the user interface

A "Sim mod" is one that affects the simulation for other players. E.g. adding new units, etc. A sim mod can also affect a player's user interface. A sim mod can add new buttons on the user interface for the user to click on.

There is no such thing as a "hybrid" mod

A UI mod is one that you can use without causing a desync with other players

A Sim mod is one that, if any player is using it, all of the players need to use it

@arma473
I have ask Ctrl-K about the Difference between an UI and a SIM Mod yesterday. But thank you for the additional Informations about that too. Of course this is an SIM Mod and I will Update the mod_info.lua regarding to that soon. And of course some others Descriptions such as Readme File, on Moddb and so on. I Just didn't know the Difference between these two types of Mods before so sorry for the misinformation.

A few more new Model previews:
These two Units will appear as new Air Reinforcements for the UEF and will be buildable in an Tech 3 Air Factory.

UEF Tech 3 Heavy Missile Gunship:
One of the rare UEF Units which uses an traditional Propeller Engine. Slow Move Speed,Some Missile launchers for Ground Targets. a light gatling Gun for Ground and Air Targets.

68472bab-5060-4f71-9de5-3f1ed050bf00-image.png

UEF Tech 3 AA Gunship:
A Heavy Gunship, which is designed to fight against enemy Air Units.
Prefered Target: Gunships or Transports.
Fast Move Speed, Some Missile launchers for Anti Air. A light Gatling Gun for Ground and Air Targets.

UEF AA Gunship.PNG

Note:
I'm currently looking for cool Names for these two Units.

How about Gunslinger for the first one? 🙂

A work of art is never finished, merely abandoned

Cooper's hawk is a North American bird hunter but the UEF already have a Cooper. Goshawk for the AA gunship?

Gunslinger and Goshawk are good names
Maybe we can collect some Names First and Vote after that. maybe there are some other good Names in the mind of other Players here.

This sounds and looks freaking amazing!

If I may throw in my two cents for the Missile Gunship name:
Avenger

And for the T3 AA Gunship:
Akula

(Or the other way around. xD)


~ Stryker

( ͡° ͜ʖ ͡°)

Second one is a Strider for sure

Hey, @CDRMV
I checked out the mod and it seems super awesome and in-depth
Though, as awesome as it is... I do have a small concern.

It took a very long time to obtain points.
Even with adjustable time and the lowest timings available to start collecting points,
it took quite a while to get anything out of them.

I played with some buddies and we all agreed that it felt like we only got a point every 15 seconds or so.
We tried different things from destroying buildings and units to gathering reclaim and whatnot, but it was all the same.

Is there a guide or something?
We all looked around in the in-game UI and saw nothing of the sort on obtaining points faster.
Nothing on this post, here, either.

Are we missing something, here?
How do we obtain points faster?

Thanks!


~ Stryker

( ͡° ͜ʖ ͡°)

Hey @comradestryker,
The Point Generation for both Managers is currently using a 1 Point per 3 Seconds System. That means with each 3 Seconds you will get 1 Point automatically transfered from your HQ. However I plan to expand the Point Generation with some new additional Options to get more Points and to adjust the Standard Rate directly:

4 new Lobby Options (2 for each Manager) where the Player is able to Set the Point Generation Interval and Rate for each of the two Managers directly. For example 3 Points per 3 Seconds or 2 points per 1 Second and so on.
I will Work on a New Patch now, which introduce this.

For these two following options:
I will need to find a way how to Link it with the two Managers to get it to work.
But I will looking into it.
A new Building for each Faction which is able to generate additional Points over the time.

An Point Buff Kill System:
That means if you kill several different amounts of Units you will get additional Points.

Of course any of these Options above are needing to be Balanced or Limited carefully. The Manager should be always used as an Assistent for the Player to Support his Armys or ACU with additional Units as Reinforcements and/or with additional Fire Support. That means the Managers are Not Designed for to replace the regular Base/Unit Building of the Game.

I'm always open for any Kind of Suggestions regarding to this or any other topic of this Mod.
So If you have any Ideas or wishes to the Options above or to other Elements/Content of the Mod feel free to share them. 😉

Hello everyone,

I have published a new Patch for the Commander Survival Kit on the FAF Modvault.

Version: 11

Lets see what is new:

Changelog

New Lobby Options:
4 new Lobby Options has been added to the Mod.
2 for each Manager

With these your are now able to set the Interval and Rate for the Point Generation directly.

843e9e06-c47a-4513-b3e5-0f81d0648edf-image.png

Avaiable Options are:

Interval:
1 Second
2 Seconds
3 Seconds

Rate:
1 Point
2 Points
3 Points

Standard values for both Managers are:
Rate: 1 Point
Interval: 3 Seconds

Keep in Mind:
I highly recommend if the Mod is played in Multyplayer/Survival Mode.
Each Player should use the same settings for Balancing Reasons and to make it fair for anyone.
So talk to the other players in advance about which settings you want to use for the match.

Mod Information Update:
The mod_info.lua and the Mod Description has been updated.
The Mod is now categorized as an Sim Mod.

About Loud:
The Second Loud Patch is still in Development.
It will fix the missing new Lobby Options in the Loud Lobby.
With the introduction of the 4 new Lobby Options for the Point Generation Rate and Interval.
The Point Generation itself doesn't work in Loud anymore.

The variables for the Wait time, Interval and Rate are getting an nil, because of the Missing new Lobby Options.
If all new Lobbyoptions are finally added to the Loud Lobby anything will work again.

Stay tuned for more Updates.

Best regards
CDRMV

Here are a few more new Model previews:

UEF Tech 2 Missile Gunship.
A lighter Version of the Tech 3 Missile Gunship located on Tech 2.

Needs a Name.

c92bffa6-9787-4715-94d2-79e4b3576fc7-image.png

UEF Ekranoplan
A new type of Naval Vessel, which is fast and armed with Long Range Cluster Missiles.

Techlevel:
Tech 3 or Experimental

Needs a Name.

24af72a9-f5f9-4102-b398-f32279df5bb6-image.png

736c296a-ecf9-4566-8af9-4d02547ccbac-image.png

Regarding to Loud:
The Issue with the Missing Lobby Options in Loud has been fixed.
The Fix will be included in the next upcoming Loud Update, which will be released today.
So you can check Out the new Lobby Options in Loud today.
Make Sure to Check the Loud Client for an Update until tomorrow.

A small Loud Patch of the Commander Survival Kit is still in Development, which will fix the uneven Prices for several Reinforcements and Fire Support Solutions in Loud.

Stay tuned for it.
Best regards
CDRMV

@cdrmv

Thanks for the reply!
This helped a ton.
Looking forward to this and your future updates.


I'll also toss in a few other names if that's alright.
T2 Missile Gunship Name:
Bellbird

T3/Exp Navy Unit:
Aquarius Class
(Most, if not all UEF navy units have the "Class" name in it")

I believe this would best serve as an Exp unit as UEF tend to have standoff Experimentals.
Meaning long-range and fire from safety.
Take, for example, the Fatboy, or the Novax.
They can poke at the enemy from relative safety.

Well, this is all if you want to keep with the UEF theme, hahaha.
Your mod, your call.
Though if it's a T3 unit, would you add in a different Navy Exp later down the line?


~ Stryker

( ͡° ͜ʖ ͡°)

Hello everyone,

I have published a new Patch for the Commander Survival Kit on the FAF Modvault

Version: 12

Lets see what is new:


Second Loud Compatibility Patch:

Changelog:

Fixes:

Lobby:
All new Lobby Options are working now in Loud.
If not make sure to update Loud in the Loud Client.
The Fix is included in the newest official Loud Patch.

Prices:
Compared to Steam and FAF Loud has different Prices for some Fire Support and Reinforcements.
For some reason Loud changes the original Prices of these.
I have decide to keep the changed prices in Loud.
The changed Prices are now using whole Numbers instead of Numbers with an comma.


Mod Content Update:

Changelog:

Additions:

Lobby:
2 new Lobby Options has been added to the Mod:
(1 for each Manager)

3b467427-b572-43d1-8e9e-707aeb99d249-image.png

fb3010a8-ba4c-4eee-a29b-859f4a553624-image.png

Maximal Tactical Points

Avaiable Options:
1300 Points
1600 Points
2000 Points
2300 Points
2600 Points
3000 Points

Maximal Reinforcement Points

Avaiable Options:
2500 Points
3000 Points
3500 Points
4000 Points
4500 Points
5000 Points

Note:
The Options can be expanded in the future with additional Values

With these you are now able to set the Maximum of collectable Points of both Managers directly.

Balance:
Fire Support Manager:
Increase the Standard Maximum of collectable Tactical Points from 1200 to 1300

Air Strikes:
Decrease the Price of 15 Bombers from 1650 to 1200

Known Issues:

None

If you find something let me know.

Best regards
CDRMV

@cdrmv DragonFire for the first ???

@comradestryker
No Problem 🙂
The Commander Survival Kit has its own Github Repository too.
So before i release a new Major Update for this Mod with the new the Content you can get the Developer Version as an Early Access. The next upcoming Major Version for the Commander Surival Kit is 2.0 and its Development will start now.
The Content for it will be added first with some Early Access Updates on Github from time to time. 😉
I will let you know here if a Early Access Update for 2.0 arrives.
So anyone can test the Content in Detail before the new Major Release arrives to the Public.
Stay tuned for it updates are coming soon.

These are really nice names and I will note them.
The Ekranoplan will keep follow the UEF Ttheme.
So they will have their main Focus on long range for their Weapons.

An Experimental Ekranoplan for the UEF is planned.
So the Tech 3 is not the only one, which will appear in the Mod.
New naval Units willl be added to the Mod as well.
Including new Experimentals.
Regarding to the Reinforcements Manager:
Naval Units will arrive as Reinforcements in the future as well.
But there are currently two things:

First:
Naval Units should only spawned on the Water Layer
So i need to find a way to programm this.

Second:
The Appearence of Land Units for the Seraphim and Aeon can be used for their Naval Reinforcements as well. The Effect just needs to be larger to fit it more.
The UEF and Cybrans are a Problem at the Moment.
Should their Naval Units drop with an large Container or with an large Air Transport?