Commander Survival Kit (A new SIM Mod)

Development Update

Introducing the new Point Generation Center System:

Description:
Each Faction will get these two following new buildable Structures on Tech 2:

  • Command Center
  • Tactical Center

What is thier purpose:
A Command Center generates 1 Point for the Reinforcements Manager.
A Tactical Center generates 1 Point for the Fire Support Manager.
The Player will also be able to get Points by these two Centers for both Managers directly in the Match.

New dynamic Lobby Options:
The next version of CSK introduces new Lobby Options and expands a few existing ones as well.
This will make these following Situations possible:
The Player can use the Centers to get additional Points next to of the automatic Point Transfer by the HQ.
If he want he can disable the automatic Point Transfer by the HQ to play Matches with the Centers only.
Or he can fully disable all Point Systems to play CSK as an regular Unit Mod.

Is there a Build Limit for the Centers?:
Yes you can only build 5 Centers in total.
That means you can build 5 Command and 5 Tactical Centers in a Match
The Structures will be removed from the Buildlist automatically if you build 5 of them.
So you will no longer be able to build the Structures.
However if you lose one or more Centers by an enemy Attack.
The Structures will be buildable again.

Can I check it out?:
Yes the Centers and the new Point System behind them are already fully functional.
You can test them out if you install the Early Access Version form the Github Repository of the Commander Survival Kit.
The UEF and Cybran Centers are finished so far.

Any Screenshots for the UEF and Cybran Centers?

Of course here are few Previews. 😉

UEF Tech 2 Command Center
UEF Command Center.PNG

UEF Tech 2 Tactical Center
UEF Tactical Center.PNG

Cybran Tech 2 Command Center
Cybran Command Center.PNG

Cybran Tech 2 Tactical Center
Cybran Tactical Center.PNG

Aeon Tech 2 Command Center
Aeon Command Center.PNG

Aeon Tech 2 Tactical Center
Aeon Tactical Center.PNG

What is coming next?:
Currently I'm working on the new Models for the Centers of the Aeon and Seraphim.
The new Models will replace the current Placeholder Models form the Game. After that is done I will work on some new Units for each Faction. 😉

Stay tuned for more Updates
Best regards
CDRMV

Those holograms are a great touch 👍

A work of art is never finished, merely abandoned

@jip
Thanks for the feedback Jip 🙂
The Idea behind those Holograms is to give the Player a better Overview about the purpose of these Centers and for which Manager its stands for.

I have update the Post above with the introdution of the Aeon Centers. The Design of the Holograms for each Faction has been updated as well to fit them more.

Hello everyone,

I want to present a Project, which is currently in Development by myself.

Commander Survival Kit: Research:
Unbenannt.PNG

Commander Survival Kit: Research (short CSK: Research) is the first offical Addon for the Commander Survival Kit. This Addon introduce a advanced Research System with an specific UI, which makes it possible to unlock Technologies, Features and Buffs by Researching. This Mod adds the Research Center into the Game for all Factions. A new Structure, which generates Research Points in the Match. Players can use the collected Points to unlock Techlevels, New Units, Buffs and more stuff by research.

CSK Research will be an standlone Mod, which doesn't requieres the Installation of CSK. What you see here is the current early Development Stage. The UI is basically finished for all Factions. Now I'm working on the Researchable Content for this Mod. Stay tuned for more Updates regarding to this. 😉

Best regards
CDRMV

will it not be that there will be 20 cool new units with their own new properties and the rest 400 will be the same and not much different from regular FA units?

@goodriddance
The New Units in the Commander Survival Kit will be more Unique compared to the regular Units from the Game itself or from FAF.
That means they will have different Abilities, Characteristics, Roles and more.

Nicceeeeeeeeeeeeeeeeeeeeeeeeee

Just a little input - a ton of games that have these kind of 'command points' (aka super meter) have recognised that it's good to give points to players that get in on action.
In fact, it can often be much better than giving points to players that build 'point creation' buildings - since that just rewards turtle/eco play, which is already rewarded with mass and energy.

Have you given much thought to a system akin to :
Units dying give x% of their mass cost to the player that destroyed them
Units dying give 80% of the above x%, to the player that lost them.
?

This tends to be roughly the format that games like Dawn of War 2 use, and it tends to work nicely as a way of encouraging players to 'get stuck in' in big team games.

Just some thoughts. Nice work on the mod!

@sylph_
A Kill Reward Point System is already in Development as the third Alternative Option where you can get the Points for the Managers.
The other two are:
The automatic Point Transfer from the HQ:
The Point System which is available in the current Version of the Mod. And the new Point Generation Center System, which gives the Player the Points by Building the Command and Tactical Centers. In the next Major Version of CSK the Player will be able to Manage all 3 Point Systems directly in the Lobby.
That means he has the full Control which one He want to use in the Match. And that is Not all the Player will be able to combinate those Systems as well. It will be possible to Play Matches with more then one System activated. For example:
The automatic Point Transfer from the HQ
With the Point Generation Centers to get additional Points directly in the Match.

Or He can fully deactivate all 3 Point Systems to Play CSK Like a regular Unit Mod with the new Units.

This will give the Mod more flexibility in General.
So it will be depending on your own decision what do you prefere more to use in your Matches.

Hello everyone,

Progress Update for Commander Survival Kit Research.

Unbenannt.PNG

I have change the Design of the Research Interface for all Factions.
The Research Interface is now located on the Left Site and can be closed by the X Button on the Right Side Edge of the Window.
Next to of that I have add some new Buttons to the Research Tree of the UEF Structure Section. A few of them are already functional and can unlock the specific Technology. Anything what you see here is still in Development.

Stay tuned for more Updates.

Best regards
CDRMV

Final Designs for the Resarch Interface

Aeon:
Aeon Design.PNG

Cybran:
Cybran Design.PNG

UEF:
UEF Design.PNG

Seraphim:
Seraphim Design.PNG

Hello everyone,

Progress Update for Commander Survival Kit Research.

New Lobby Option:
e88215df-59bc-48d1-ba17-7dd640e36e7b-image.png

I have add a new Lobby Option to the Mod.
Here you can set which Research System do you want in the match.
The Option is usually set to disable, which has this following Effect:

The Research System will work similar like the one in Supcom 2.
You just need to collect the Research Points by the Research Center.
If you have enough collected Points you can invest them on a Research Project.
Just click on one of the Buttons and the Content will be unlocked immediately

If you set the Option to enable it will have this following Effect:
80d9e948-b5b2-48ad-90cd-80dea85cc92c-image.png
You will need to collect the Research Points by the Research Center.
If you have enough collected Points you can invest them on a Research Project. Just click on one of the Buttons and the Research Progress will start. You will see a Progress Bar show up on the Button as well. The Button itself is still clickable compared to the other Option above. So if you click on the Button again the Research Progress will be aborted and you will get the invested Points back.

New Advanced Research Tooltip:
4d19e56b-cc25-492a-b12e-03735722e14c-image.png
The regular Tooltip from the Game was for me a little bit to simple.
So i have create a new one for my Research Buttons.
On this Screenshot you see the functional Prototype.
The Informations are still needed to be added to it.
But anyway this should give you a nice Preview for what is waiting for you.

This new Toolitp will have these following Informations:

  • Cost/Price
  • Title
  • Description
  • Prerequisite
  • Research Time
    (Only available if the Research Progress is enabled)

Stay tuned for more Updates. 😉
Best regards
CDRMV

Hello everyone,
Progress Update on Commander Survival Kit: Research

Research Interface Improvements:
07f414a2-6a8b-4533-9573-2e03a097fc3e-image.png
Status for the Buttons has been added

Red = Not enough Points
Green = Enough Points available
Orange with tick = Research Project finished / Content Unlocked
Grey = Locked Project

New Line Textures

Extern Research Information and new Tooltip:

e990cb9e-ed81-46c7-9a6d-9ff765e795bc-image.png
The Icon of any Project, which is in the Research Progress will now show up in the Main Interface of the Game. Located directly next to of the Research Button and the Overview of the collected Research Points.
A Progress Bar is included here as well.

Additionally I have created a new designed Tootip to support the initial Research Interface in CSK Research. This new Tooltip is currently still in Development and will content thse following Informations:

  • Project Title
  • Cost
  • Description
  • Prerequisite
  • Research Time

What you see on the Screenshot above is the current functional Prototype of the new Tooltip in action.

Stay tuned for more Updates. 🙂
Best regards
CDRMV

Hello everyone,
currently I'm working on some new Naval Units for the UEF.
Here are the first two finished Models with Texture:

Tech 3 Guided Missile Destroyer:
Based on the Aleigh Burke Class Destroyer from the US Navy
Planned Name: Burke Class or John Paul Jones Class

UEF Tech 3 Guide Missile Destroyer1.PNG
UEF Tech 3 Guide Missile Destroyer2.PNG

Tech 3 Amphibious Assualt Ship:
Designed as an Support Carrier this Ship has access to an Hovercraft Factory as well.
Note: Texture is soon finished.

UEF Amphibious Assault Ship1.PNG

UEF Amphibious Assault Ship2.PNG

The UEF will get an Tech 3 Aircraft Carrier as well.
The Model for it is currently in Development. 😉

Stay tuned for other new Naval Units.
Best regards
CDRMV

Those look great @CDRMV , I can help you with the mobile factory setup once that is merged in. See also:

Then it can produce hover units on the fly 😄

A work of art is never finished, merely abandoned

@jip
Hey Jip :),
Glad to hear you like them.
Very good thanks for the Information. 🙂
I will let you know If there are merged in.
Is it possible to make it Work with Loud and the Steam Version of the Game too?

Regarding to the Introduction of Amphibious Transports:
I plan to Create Amphibious Transports for CSK.
These Transports will use the Same new Transport System, which is used for the Bunkers.
For anyone who is interested Here is the Detailed Guide how this Works:

https://forum.faforever.com/topic/6034/commander-survival-kit-a-new-sim-mod/53

Since this System currently functional with Structures only.
I will need to Create an Prototype of an Amphibious Transport with this System. Unfortunately, I'm afraid the in-game Ferry ability itself won't work with it. So I will need to Create later my own Ferry Ability to Support this new Transport System. This will be a lot of Coding Work and afort but I think it is good to try this as an Experiment. Maybe I will need some help in this as well.

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

Is it possible to make it Work with Loud and the Steam Version of the Game too?

I'm not sure. In order for it to work it requires various changes. It is compatible as in that if you include those changes in your mod that it would work there too. But I'm not sure if you're then still compatible to FAF, unless you specifically check for FAF there 😄

I could ask Sprouto if he's interested in the setup, that may fix it for LOUD

A work of art is never finished, merely abandoned

@jip
I already use Version Checks in my Mods to keep the Compatiblity with each Gameversion. 😉

That would be great because Loud would Profit from this New Feature too.

Hello everyone,
I want to inform that any new Unit, which is coming into CSK will be included in an seperated Unit Pack.
It will be called CSK Units and will be a standalone Mod.
Compared to CSK and CSK Research CSK Units will only include the new Units, Effects, Projectiles and Abilites.
Anything UI and SIM related Content such as the two Managers or the Research Interface will be not included in this Unit Pack.
Player which are only interested to play with the new Units only will also get an support as well.

CSK Units has its own Development Progress will be Released Independent from CSK and its Research Addon.

Regarding to new Naval Units:
I want to present you a Model and two rough Design Drafts for the Aircraft Carrier.

UEF Tech 3 Fast Battleship:
1852c587-1779-42dc-8328-d04cdf4e0dd7-image.png
Based on an modernized Montana Class
Planned Name: Missouri Class
Texture now in Development.

UEF Tech 3 Aircraft Carrier:
Note:
I have created two different Drafts for this Ship

Draft 1
85df860b-f05e-42e2-9ea9-cb9416671b70-image.png

Draft 2
40cb31f8-e128-49f2-a7f7-29e1fde59270-image.png

Legend:

Red = Take-Of
Green = Landing
Yellow = Bridge/Island

This is the Model of Draft 1:
abff7297-58ff-48d8-8bfe-0b9db96daf4e-image.png

655c81e0-972b-4567-afb7-c7a7fd37c8be-image.png

This is the Model of Draft 2:

6afe0e19-573a-4ea4-9fef-33e919952879-image.png

5b305927-922e-4d23-a0fb-9fe343a1e95e-image.png

Both Carrier Models are still in Development.
Which one do you prefere more?
The Design with the highest Rate comes into CSK.

I will post the finished Textured Models and other Progress on the next Development Update. 😉
See you soon and stay tuned for more Updates
Best regards
CDRMV

I couldn't find, but what do the colors refer to in your design?

A work of art is never finished, merely abandoned