Commander Survival Kit (A new SIM Mod)

Hello everyone,

the Commander Survival Kit has get an new Patch.
Version 12 is now online on the FAF Modvault

7a6a7f23-e00c-4ae1-9a25-36c78fb9fe56-image.png

b4bc3819-e71e-4375-a35c-7e8b8345fe6f-image.png


Changelog:

Quality of Life (Performance):

Helpcenter (Tutorial Movies):
If the Player closes the Helpcenter each Tutorial Video will be now stopped automatically.
In the previous Version:
The Player has to stop the Tutorial Movie manually with the stop button, before he close the Helpcenter.
This is no longer necessary and prevents the game to get an decrease of its FPS Rate in the Background.


Rework:

Interface:
Reinforcment Layer Buttons:
The initial Layout of the Reinforcement Layer Buttons has been reworked.
Each Button is larger, has get an label and is better clickable now.

Air & Space Reinforcement Managers:
The Window Titles of the two Managers are now separated from each other and correctly named.


Additions:

Interface:
Reinforcment Layer Buttons:
Add the Naval Button as the fourth Layer Button (Preparation for the next Major Version 2.0)
Add new Button Tooltips for the Naval and Space Layer Buttons.

All Reinforcement Managers:
The Prices for all Units are now visible on each Manager now.
With this the Player has an better overview of the Prices of all Reinforcement Units.


Known Issues:

None

If you find something let me know.

Stay tuned for more Updates.

Best regards
CDRMV

A few new Models (Previews)
This Time the Aeon:

Aeon Experimental Bomber:
Needs a Name. ๐Ÿ˜‰

50ee2079-031f-4418-b277-1e297e4a4b36-image.png

Aeon Tech 2 Bomber:
Replaces the Torpedo Bomber, which appears as callable Air Strike
Medium Carpet Bomber in Detail.
Will be buildable from an Tech 2 Air Factory as well.
Needs a Name as well. ๐Ÿ˜‰

b485c3a4-2158-411f-9c17-f8d00d1026dc-image.png

A few new Model Previews:
This time the Cybrans are getting new Naval Units soon.
The Concept behind these is based on the Alien Vessels from the Movie Battleship.
Including their special type of Movement.

Model 1:
7b60a14b-6d5b-4000-ac6f-251bbd318770-image.png

Model 2:
47f0bda3-0f7d-4a49-bdb8-6240da04b877-image.png

More of these new Cybran Vessels are coming. ๐Ÿ˜‰

Wanna see new UEF Naval Units as an Preview?:

UEF Tech 1 Dreadnought:
9e25abaa-909b-4d86-b9be-8083c5f3c68c-image.png

UEF Tech 2 Dreadnought:
The Turret Layout is based on the German Nassau Class.

d4730e59-02ab-45a9-b92e-8bd06abcb1d4-image.png

Hello everyone,
an new Version of the Commander Survival Kit has been released.
You can download it on the FAF Modvault

17a13556-4c98-4163-bd01-74b8609d21c5-image.png

Changelog:

Improvements:

Land Reinforcements:
Land Units are no longer callable over the Water Layer as Reinforcements.
However Amphibious Units are callable over the Land and Water Layer as Reinforcements now.

Note:
If you call a Land Unit over the Water Layer as Reinforcement.
You will lose the Points for it because you have already transfer the Points to your HQ.
Keep in Mind Land Units are not callable over the Water Layer.
So make sure to call them over the Land Layer or call Amphibious Units.

Changes:
All Reinforcement Managers:

The Cursor to call Reinforcements has been changed from Attack to Transport to fit it more.

Additions:

UEF:
Dry Dock Drop Drone
A new type of Drone has been added to the UEF.
This Drone drops an Dry Dock on the Water Layer for Amphibious Units.

The Drone appears on these 3 UEF Amphibious Reinforcement Units:
Tech 1 Engineer
Tech 2 Hover Tank (Riptide)
Tech 3 Armored assualt Bot (Percival)

It will be used for the upcoming Naval Reinforcements as well.

Fixes:

Cybran:
Land Reinforcements:

Tech 1 Engineer
The Drop Drill Capsule spawns the correct Egg Unit now for the Engineer.

General:
Friendly Shields are no longer be able to intercept the UEF Drop Drone / Cybran Drop Capsules.

Tested in these following Game Versions:
FAF, Loud and Steam

Known Issues:

None

If you find something let me know.

Stay tuned for more updates regarding to Version 2.0.
Best regards
CDRMV

Version 18 is now on the FAF Modvault:

I have to upload a small additional fix:

Transmission:
An issue of one of the Transsmissions has been fixed.
if you reach the Maximium of collectable Points for both Managers you should see a Transmission now.
The Transmission appears only one time at the moment.
However it should appear always if your reach the Maximium of collectable Points anytime.

This will be added in the next Patch or in the upcoming major Version 2.0.

Hello everyone,

The Naval Reinforcements Manager has been added to the Mod for testing.
Players are now able to call Naval Units as Reinforcements.

UEF Naval Manager.PNG

Cybran Naval Manager.PNG

Aeon Naval Manager.PNG

Seraphim Naval Manager.PNG

This new Manager will be included in the new upcoming Version 2.0.
Next to of some other Content (New Units, New Air Strikes and more)
If you are interested to check out the new Manager in Early Access.
You can download the new Development Stage on the Official Github Repository of the Commander Survival Kit:

https://github.com/CDRMV/Commander-Survival-Kit

Please follow the Install Instructions on Github to install the Mod correctly.
If you have any questions regarding to the Installation or anything else.
You can contact me here, on Moddb or on the official Discord Server of the Mod.

Stay tuned for more Updates.
Best regards
CDRMV

The link links to the Github homepage

A work of art is never finished, merely abandoned

@jip
Thanks for the Note Jip.
Here is the correct Link to the GitHub Repository:
https://github.com/CDRMV/Commander-Survival-Kit

The First Page has been updated with the Github Link aswell.

@cdrmv

Tried your mod, which is really great, with AI Wave Survival. My mod added your fire support aircraft to the spawned waves, which led to some funny and incredible destruction. Took me far too long to figure out what was completely wiping out everyone's fire bases. I'll have to add exclusions so your new fire support units don't spawn in with the waves.

Looking through the new units, I saw they use categories like 'INVULNERABLE' and 'CANTRANSPORTCOMMANDER'. I can simply exclude these categories to keep these units from being added to waves. Since you are planning to add in more units, are there any other new categories I can use to exclude future units from spawning in the waves that I should know about?

@Rama

Hey Rama,
First of all thanks for the nice Feedback.
Glad to hear that the Commander Survival Kit recieves some positive Feedbacks from the Community.

Regarding to you Question:
The Carpet Bombers which appears in the Fire Support Air Strikes:
I will official add New Categories to them. This will make it easier for you to exclude them Out from your Wave System. So you will Not need to create your own Categories for these Units.

For the current 3 Bomber Airstrikes:
I will probably use These New Categories in the Future:

FSASLIGHTCARPETBOMBER
FSASMEDIUMCARPETBOMBER
FSASHEAVYCARPETBOMBER

The next upcoming Version 2.0 will introduce 3 New Types of Airstrikes.

A Torpedo Bomber Air Strike
A Rapid Fire Ground Attack Air Strike
A Amour Piercing Bomb Air Strike for high Armored Buildings

And the New Air Units behind them will have New Categories aswell.
Currently there are Not Set but will probably call similar like the three Categories for the Carpet Bombers above.

Of course some other New Units will appear in the next Version:
New Buildings, New Naval Units, New Air Units and a few New Land Units.

So some of them will have New Categories as Well but currently I don't have Set them yet. Most of the New Units will be buildable of course. So they will Not only available in the Managers. I think some of them can be used in your Wave System too.

@cdrmv

Thanks for the quick response!

I was just going through the substantial list of units in your mod. AI Wave Survival will pull anything that is a Unit and has the "MOBILE" category tag and add it to waves.

I was wondering why, when air waves started, there were so few air units in the waves. Looks like AI Wave Survival added every unit with a "MOBILE" tag from your mod, including things like Asteroids. Except they have no models, so nothing spawned when those units were randomly called.

If I exclude the tags:
'INVULNERABLE'
'UNTARGETABLE'
'UNSELECTABLE'
'LIGHTDROPCAPSULE'
'MEDIUMDROPCAPSULE'
'HEAVYDROPCAPSULE'
'CANTRANSPORTCOMMANDER'

That should prevent all those units from being added to waves.

I appreciate you taking the effort to add extra categories for your new units. I just completed a list of the current bombers' Unit ID's that I was going to exclude from the waves. Having categories instead of having to exclude each unit ID means the mods will be compatible with each other as you add more content.

Definitely look forward to the next version! And yeah, will definitely add in some of the new units to the waves. Maybe even add an option in AI Wave Survival to enable all the units. After all, AI Wave Survival needs more options ๐Ÿ™‚

Those T3 Carpet Bombers are devastating. I was focused on navy, so didn't notice them hitting my base. Just noticed my forward fire base was completely gone. I though a Seraphim Bomber had hit it. Then another player complained, and said, "Those bombers are BS!" I, of course, though he meant the Seraphim Bombers, until I saw the T3 Carpet Bomber hit someone else and destroy half their base.

@Rama

No Problem.
I was already planning to add New Categories to the Units before the First Version of this Mod was released a few Months ago but I actually Forged it to add them for some reason..
I dont have any expierences in AI Development in Terms of Survival so far. So thanks for the Note regarding to add New Categories to the Units of this Mod to make it more compatible with that. ๐Ÿ™‚

The Carpet Bombers are droping a high amount of Bombs compared to the regular Bombers of the Game.
There are designed to be used for the Fire Support Manager as callable Bomber Air Strikes only.
That is the Reason why there are Not buildable by the Player or AI in General Otherwise you See the result already If they would be buildable. I think the Carpet Bombers have Damage Friendly activated for the Bombs, which explains why you have lost your Forward Firebase. This can be deactivated in their Weapon Code located in the Blueprint File

The Asteroids are similar like the Callable Artillery Barrages from the Fire Support Manager. They are using a Air Unit with an invisible Model and fires the Artillery Shell If a Unit is in the Weapons Range. The Asteroids are similar like that but the Air Unit fires the Asteroid as an Projectile instead of an Artillery Shell. They are currently Not included in the Fire Support Manager directly and will appear in the Future in a New Section called Natural Desasters next to of callable Earth Quakes, Vulcanos, Tornados and more.

Regarding to New Categories you can already add these to you List:

LIGHTNAVALDROPCAPSULE
MEDIUMNAVALDROPCAPSULE
HEAVYNAVALDROPCAPSULE

These are New Categories which are using by the upcoming new Naval Reinforcements Manager. The Naval Reinforcements Manager is currently available in Early Access on the GitHub Repository of the Commander Survival Kit for Testing.

I agree more options for your AI Survival Mod are always good. The Commander Survival Kit is/was actually designed to be used with any AI Survival Mods and with the FAF Survival Mode in General. The nice Thing is some of the Callable Weapon Barrages or even the Callable Reinforcements could be used for the Development of New Missions as Well.
For example a Scripted Heavy Air Strike or Artillery Attack or Reinforcements on a specified Position during the Mission. There is alot of room to future use of these things in my opinion.

08215ac6-70e0-4486-880b-d6a61942acd3-image.png

Hello everyone,

Currently I'm working on an Prototype for the first Vehicle Bunker, which appears in the Commander Survival Kit.
A Vehicle Bunker is a new type of an Passive Defense Building.
This new Structure is able to storage Land Units in an integrated Storage.
The Mechanic works similar like an Aircraft Carrier.
But it is different compared to other regular Transport Functions in the Game.

The Bunker is currently avaiable in Early Access on the Github Repository of the Commander Survival Kit for Testing:
https://github.com/CDRMV/Commander-Survival-Kit

It is a Tech 1 Building and buildable by the UEF Commander and all Techlevel Engineers.

The Bunker has access to 8 Machine Gun Turrets (2 on each Side).
However these Turrets are usually not enabled and will not fire if no Land Units are stored in the Storage.
That means the Bunker will only fire/enable its Machine Guns if Land Units have been added to the Storage.

I want to explain how it works:

First of all the bunker comes with three new Buttons:
Entrance
Clear Storage
Exit


Add Units to the Storage (A Guide):

Step 1 :
Select a Squad of 10 Land Units (type is irrelevant)
Bunker 2.PNG

Step 2:
Order these selected Land Units to Guard/Assist the Bunker.
Right Click on the Bunker.
Bunker 3.PNG

Step 3:
Wait until all Land Units are positioned around the Bunker.
Bunker 5.PNG

Step 4:
Press the Entrance Button to add the Units into the Storage
ce7ef046-0fd7-4979-aee2-813a129a2255-image.png

The Land Units are now stored in the Storage of the Bunker.
Bunker 6.PNG


Unleash Units from the Bunker (A Guide):

Step 1 :
Select the Bunker
Bunker 6.PNG

Step 2:
Click on the Exit Button
257715bc-0b56-452a-81e0-5db17a598b27-image.png

The Land Units are leaving the Bunker and form up around the bunker.
Bunker 7.PNG

Clear the Bunkers Storage:

Step 1:
Select the Bunker
Bunker 6.PNG

Step 2
Click on the Clear Storage Button
848c2b59-3cf8-4129-a7a8-a77b25ed0995-image.png

All Units will be deleted from the Storage.
Bunker 8.PNG

Important:
The Bunker has an Maximum of 11 Storage Slots but can only store 10 Land Units in total.
If you order 11 Land Units to Guard/Assist the Bunker and press the Entrance Button.
All Units will be deleted and not stored into the Bunker Storage.
To prevent this make sure to order 10 Land Units only to be Stored into the Bunker.
Or just don't press the Entrance Button.
The Units will only be added into the Storage if you press the Entrance Button.
So you can adjust the amount Land Units directly before you add them into the Bunker

Final Notes:
All Factions will get access to 3 Vehicle Bunkers
One for each Techlevel.
Each of them will have more HP, better Weapons and a increased Storage Capacity for Land Units.
Including an Support for higher Techlevel Land Units to be stored into the Storage.
The Tech 3 Bunker will be able to store the ACU and will have enough HP to survive a Nuke.

UEF Helicopters.PNG

Hello everyone,

The two new UEF Helicoperts/Gunships, which have been revealed some Weeks ago are now avaiable in Early Access on Github.

There are:

"Vell AH-51 Cobra" Tech 2 Missile Gunship
UEF Helicopters 4.PNG


"Aoeing AH-135 Apache" Tech 3 Heavy Missile Gunship
UEF Helicopters 3.PNG

Both are Buildable in the Tech 2 and 3 Air Factory depending on the Techlevel.
AI Support and the Unit Build Icons are included as well.

Note:
These two new UEF Air Units will be added to the Air Reinforcement Manager in one of the next upcoming Early Access Updates for Version 2.0 aswell.

More Screenshots:
UEF Helicopters2.PNG

Stay tuned for more Updates
Best regards
CDRMV

A Preview for new UEF Land Units:

UEF Tech 3 Heavy Battle Tank:

Name: M20 Abrams
Class: Heavy Battle Tank
Techlevel: 3
Weapons:

  • 1X Improved Gauss Cannon
  • 1X MG Turret

Status: Now available in Early Access (Github)

b81839a7-7cd2-4780-a9d2-a3c9af6eb829-image.png

UEF Tech 3 Heavy Tankhunter:

Name: M90 Assasin
Class: Heavy Tankhunter (UEF Version of an Sniper Unit)
Techlevel: 3
Weapons:

  • 1X Advanced Armor Piercing Gauss Cannon
  • 2X MG Turrets

Status: Now available in Early Access (Github)

0d6c86fb-bef9-4556-978b-bc9a431e9d6b-image.png

UEF Tech 3 Mobile Missile Battery:

Name: M720 HIMARS
Class: Mobile Missile Battery
Techlevel: 3
Weapons:

  • Hellfire Missile Launcher (12 Missiles)

Status: Now available in Early Access (Github)

3d8e9207-8ccc-4c1f-98ea-4133fc0ea8e9-image.png

Stay tuned this Post will be expanded with more Unit Previews. ๐Ÿ˜‰

All of this looks sooooo good!
Can't wait to see it's release!


~ Stryker

( อกยฐ อœส– อกยฐ)

Two new Units and a new Ability has been added to the Mod:

New UEF Tech 3 Part 21.PNG
UEF Tech 3 Combat Scout:

Name: M10 Bradley
Class: Combat Scout
Techlevel: 3
Weapons:

1X Advanced Small Caliber Gauss Cannon (3 Shells per Salvo)
1X Minotau Missile Launcher (4 Missile in Total)

Abilities:
Smoke Generator
Generates a Smoke Cloud at the Position of the Unit.
Any Ally Land Unit and the Scout itself will be untargetable by the Enemy inside of the Cloud.
Note: This Ability is still in Development but functional and can be tested on Github.

Status:
Now available in Early Access (Github)


New UEF Tech 3 Part 22.PNG

UEF Tech 3 Ammo Tank:

Name: M88-AM Supplyier
Class: Ammo Tank
Techlevel: 3
Weapons:
None

Abilities:
Smoke Generator
Generates a Smoke Cloud at the Position of the Unit.
Any Ally Land Unit and the Scout itself will be untargetable by the Enemy inside of the Cloud.
Note: This Ability is still in Development but functional and can be tested on Github.

Status:
Now available in Early Access (Github)

A few Screenshots of the Smoke Generator:
New Smoke Generator Ability.PNG
New Smoke Generator Ability2.PNG

Stay tuned for more ๐Ÿ˜‰

Hello everyone,
5 new Units has been added in Early Access on the Github Repository of the Commander Survival Kit.
they will be avaiable in the next upcoming large Version 2.0 of CSK.

Land:

UEF Tech 3 Heavy Siege Tank:
UEF Heavy Siege Tank.PNG
Name: Leopard 200
Class: Heavy Siege Tank
Techlevel: 3
Amphibious: Yes
Weapons:

1X Heavy Gauss Cannon Turret with 3 Barrels
3X Machine Gun Turrets

Air:

UEF Tech 3 Groundattack Fighter:
UEF A-50 Thunderbolt.PNG
Name: A-50 Thunderbolt X
Class: Groundattack Fighter
Techlevel: 3
Weapons:

1X Gatling Gun for Ground Targets
4X Advanced Anti Air Missiles
4X Ground Targeting Aero Missiles

UEF Tech 3 Heavy Bomber:
UEF Heavy Bomber.PNG
Name: B-1265 Preacher
Class: Heavy Bomber
Techlevel: 3
Weapons:

10x Anti Matter Bomb Capsules
Each Capsule contains 4 Anti Matter Bombs
4X Anti Air Railgun Turrets

UEF Experimental Bomber:
UEF Experimental Bomber.PNG
Name: BX-2000 Phoenix
Class: Experimental Bomber
Techlevel: Experimental
Ability:
Weapon Switch
Primary Weapons (Switchable):
UEF Experimental Bomber1.PNG
1x Fat Men dropable Strategic Nuke Missile

Or

UEF Experimental Bomber2.PNG
15 Anti Matter Bomb Capsules
Each Capsule contains 6 Anti Matter Bombs inside.

7X Anti Air Railgun Turrets for self Defense against enemy Air Units.

Naval:

UEF Tech 2 Ekranoplan:
UEF Ekranoplan1.PNG

Name: Sea Dragon MKI
Class: Ekranoplan
Techlevel: 2
Weapons:

6X Tactical Missiles
(Will be replaced with an new type of Missile soon)

Stay tuned for more Updates. ๐Ÿ˜‰

That exp bomber would make a great addition to FAF, honestly.
I've thought of a similar idea before.

Janus-like exp bomber, that has an alt-fire for long-range tactical nukes.
Can't wait.


~ Stryker

( อกยฐ อœส– อกยฐ)

963d5dbe-c375-4122-b078-f2393c7b2d82-image.png
4 New Units are now available in Early Access on Github for CSK.

Naval:

UEF Tech 1 Dreadnought:
UEF T1 Dreadnought.PNG
Name: Mikasa Class
Class: Dreadnought
Techlevel: 1
Weapons:
2x Main Gauss Cannon Turrets
10x Secondary Casemat Gauss Cannon Turrets

UEF Tech 2 Dreadnought:
UEF T2 Dreadnought.PNG
Name: Nassau Class
Class: Dreadnought
Techlevel: 2
Weapons:
6x Main Gauss Cannon Turrets
12x Secondary Casemat Gauss Cannon Turrets

UEF Tech 2 Artillery Battleship:
UEF Fuso2.PNG
Name: Fuso Class
Class: Artillery Battleship
Techlevel: 2
Weapons:
6x Main Artillery Gauss Cannon Turrets
12x Secondary Casemat Gauss Cannon Turrets

Cybran:

Tech 2 Mobile Naval Weapon Platform:
5e8b9f4c-14c5-4ff1-becb-dde922fd6d89-image.png
Inspired by the Alien Vessels from the Battleship Movie.
More of them are coming.
Name: Assasinit Class
Class: Dropable Hybrid Spaceships (In FBP Orbital only)
Mobile Naval Weapon Platform (In CSK and FBP Orbital)
Techlevel: 2
Weapons:
2x High Damage Pen Shell Launchers