Commander Survival Kit (A new SIM Mod)
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Hello everyone,
Its time for an new Development Update for this Mod.
4 new Units are now available in Early Acces on Github:
2 for the Aeon
2 for the UEFThey are included in this Mod:
Commander Survival Kit Units
Overview:
Aeon:
"Oberon" Tech 2 Bomber:
This Bomber is actually the direct successor of the Aeon Tech 1 Bomber.
It drops 6 Bombs instead of just 1 and has more Health."Mysterian" Tech 3 Siege Tripod:
As an Counter for the UEF Percival and Cybran Brick.
The Aeon are getting an Siege Tripod, which is armed with two powerful Laser Beam Cannons.
Next to of an strong Armor and an good amount of Health this Walker is Amphibious as well.UEF:
"MC-100 Beamer" Tech 1 Maser Tank
An small Maser Tank joins the UEF on Tech 1.Samantha Clarke Class" Tech 3 Aircraft Carrier
This Aircraft Carrier is named on an well known UEF Commander, which dies during the Invasion of the Seraphim on Capella (Forged Alliance Intro Movie). The Carrier comes with an AA Missile System and some TMD's. One of the nice things to be mentioned in terms of the Details: Some Decorations can be found on the Flight Deck. These Decorations are Models from an Tech 1 Engineer or the UEF Aircrafts, which are buildable by this Carrier. This gives the Carrier an more better look instead of having an Empty Flight Deck. The Decorations are just Entities, which using the Model of these Units and are not playable Units itself. Jip has already informed me about the new Function for Carrier Units in FAF. He will help me out to introduce that to my Carriers in CSK soon.
Stay tuned for more Updates
Best regards
CDRMV -
Hi CDRMV, mod is looking great! Are there any other tags you think I should exclude to prevent things from spawning in waves that shouldn't spawn?
I did add a setting to AI Wave Survival that allows players to limit how many T1-T3 Experimental Units spawn in waves from mods like Total Mayhem. The setting actually works with any Unit Pack, and it creates two lists of units per tech level. Units that cost more mass than vanilla units are added to the second list, which players can adjust the spawn rate of in settings. For example, any Tech 1 units that cost more than 400 mass would be put in the second list. Don't know if that setting will be useful with your up-coming mod.
And I am currently re-writing the Options for AI Wave Survival so that the mod can work with the Steam version of Supreme Commander and, possibly, LOUD. I was following how you have your options configured, and this appears to work. I had a question, does the "pref" value link to another file?
For example:
pref = 'Ref_PointsGenInt',Is the 'Ref_PointsGenInt' another value containing a text description in a different file?
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@Rama
Hey Rama,
first of all thanks for the FeedbackI plan to Create a full List of the Tags before the new Version of the Commander Survival Kit arrives.
However the upcoming new Units will be included only in Commander Survival Kit: Units the official Standalone Unit Pack of this Project. This Unit Pack will be Released next to of the next Version of the Commander Survival Kit. All new Units will have new Tags as Well. So the List will include them as Well next to of the ones from the two Managers. What I can say is the Unit Pack will contains several new Units including new Experimentals. So I think the new Setting in your Mod will be useful for them too.Regarding to the Lobby Options:
Loud has recently get an Integrated Custom Lobby Option Support, which is based on the Lobby Enhancement Mod 4.6. Steam requires the Installation of the Lobby Enhancement Mod 4.6 to get the new Lobby Options to Work. The SCD File is included in the Gamedata Folder on my GitHub Repository of the Commander Survival Kit or in the recent Download on Moddb.Only the "Key" Value is called by the other Files in the Commander Survival Kit.
I simple use the SessionGetScenarioInfo() Function to get the Values.
As an Example:
In the lobbyoptions.lua:
key = 'RefPointsGenInt',In the ReinforcementButtons.lua:
local ChoosedInterval = SessionGetScenarioInfo().Options.RefPointsGenIntThe pref Value is Not called/used by the Files in the Commander Survival Kit.
The Descriptions/Tooltips are defined in the two lobbyoptions.lua Files or in the CSKTooltips.luaHope that helps.
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I did get the Lobby Enhancement Mod from your Kit. It is kind of hard to track down, though I did find the original hosted site. You will want to update the install instructions, which says:
Copy and paste the gamedata folder here:
C:/Program Files (x86)/Steam/steamapps/common/Supreme Commander Forged Alliance
Accept the Dialog to overrite it
This instructs people to over-write their entire gamedata folder, which would delete all the game files. The instructions should read:
Copy and paste the file "03_lobbyenhancement.scd" to the gamedata folder here:
C:/Program Files (x86)/Steam/steamapps/common/Supreme Commander Forged Alliance/gamedata
You also instruct people to accidentally over-write their mod folder, when you mean to tell them to copy the folder Commander Survival Kit to the mods folder, so that should also be updated in a similar fashion.
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I don't know how you did it and what unpacking program you used but:
The mod is available on Moddb since many months and a similar installation Instruction is used on GitHub as well to get the Early Access of the Current Development Stage for the next Version. If that were the case, I would have already been informed by the people on Moddb or on my own Discord Server and changed the installation instructions accordingly.
The Overwrite of the Gamedata and Mod Folder doesn't delete any other Files or Folders, which are located in these two Folders. It just adds the Commander Survival Kit Folder or the .scd File to these two specific Folders. I use this Install Instruction personally several times and my other Folders and files are still available after doing this. Even other Mods are using a similar Install Instruction sometimes and didn't get any File Loses after that so far. This is mostly the Faster Way to Install a Mod instead of manually Copy and Paste them into these Folders.
Update:
I just tested it again myself to be Sure and it works exactly as I described in the Current installation instruction or above. All other files and folders still exist in these two Folders and have not been deleted by the Overwriting Process. However, I agree that there is a risk when using this method. So I will expand the installation instruction using the method Rama described above in his Post as an alternative Installation Instruction. If there are people who don't want to overwrite the two folders, they can follow the alternative Installation Instruction, which is mentioned above. -
Hello everyone,
Its time for an new but small Development Update for this Mod.
"Centipedarix K-47", Experimental Defense Walker
The First new Cybran Experimental has been added and is now available in Early Access on Github. Like any other new Units for this Project this Unit will be included in Commmander Survival Kit Units (short CSK Units)
This Unit is actually an large Mechanical Centipede and categorized as an Experimental Defense Walker for the Cybrans.
Its Main Feature is the Enhancement Upgrade System, which adds additional Weapon Turrets and Abilities to this Unit.Note:
The Cybrans will get other Centipedes on lower Techlevels soon as well.
They are currently in Development and will be added into CSK Units soon.
However these will not be the only new Cybran Units in this Project.
So we will see some more soon.Stay tuned for more Updates
Best regards
CDRMV -
This looks amazing, great work
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That Cybran Centipede looks flippin' sick!
And the Aeon Tripod?! The Aircraft Carriers?
The Battlecruisers? Everything?!Jesus, man! All of it looks amazing!
~ Stryker
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@comradestryker @Zeldafanboy
Thanks for the nice Feedback.
Glad to hear you like them
Of course more is already on the Horizon.
So stay tuned for upcoming Updates. -
Hello everyone,
Its time to present an new Interesting Ability:The Jetpack
The idea of an Jetpack Ablity was long in my personal Archives over the years.
After some experiments I have develop an functional Jetpack Ability for the Game.Here are the Details how this Works:
There are two Units the Bot and an Air Dummy.
The Bot has an Toggle Button which spawns the Air Dummy at the position of the Bot. The Bot will be attached automatically to the Air Dummy. The Air Dummy itself is an Air Unit, which works like an Air Transport and doesn't has an visible Model. After the Bot has been attached to the Air Dummy the Dummy will fly to the latest Move Location, which was given to the Bot. If the Dummy reaches the Target Location he will drop/unload the Bot. After that is done the Dummy will be fully deleted from the Game. The Bot itself is also still there in the Game and not deleted. This makes it eventually possible to add AI Support for this Ability but needs to be tested.
The Air Dummy itself is targetable by Anti Air and kills the attached Bot if he is destroyed. The attached Bot is able to fire on Ground Targets (If this has been set in the Blueprint File).
The Jetpack Ability is already available for testing on the Github Reporstity of the Commander Survival Kit and included in the Mod Commander Survival Kit Units. The UEF has get an modifed Tech 1 Mech Marine with an Jetpack to test this Ability in Action. Of course more Units with this interesting Ability will appear in the Mod soon for the UEF and for the Cybrans in Detail.Stay tuned for more Updates
Best regards
CDRMV -
Fantastic
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Hello everyone,
today I want to present you a new Toys for the Cybran."Death Stalker MK-12" - Tech 3 Armored Siege Walker
Basically an Mechanical Scorpion with an deadly Microwave Laser on its Tail. The additional Stun/EMP Blasters between the Claws are an excellent Support Weapon against enemy Land Units.
"King Stalker" Experimental Siege Walker
A larger Version of the Death Stalker as an Experimental.
This Scorpion has Access to Enhancement Upgrades and an improved Microwave Laser Beam. (This Unit is Currently in Development)Note:
This Scorption will not be the only one for the Cybrans.
You can expect an larger Version on Experimental as well.
The reveal of this Monster will coming soon so stay tuned for more Updates.Best regards
CDRMV -
Hello everyone,
its time for an new Development Update of this Project.I want to present you 3 new Toys for the Cybrans.
"The Stinger Mark-1" Tech 3 Heavy Point Defense
Basically an Stationary Defense with an Scorpion Tail.
Armed with an Microwave Laser Beam
Status: Available in Early Access on GitHub (Commander Survival Kit: Units)
"The Kings Stinger Mark-12" Experimental Point Defense
A large Stationary Defense which is armed with the Advanced Microwave Beam of the Experimental Scorpion. This Structure has Access to four Proton Cannon Turrets, which usually appear on the Megalith and 4 Airpads which are useful for Air Staging
Status: Available in Early Access on GitHub (Commander Survival Kit: Units)
Currently in Development
The first two cyborgs for the Cybrans will become experimental units. This is the first cyborg based primarily on the Cybranasaurus Rex from Supreme Commander 2. However, with a design that fits the Design Style of Forged Alliance more. The design is rounded off with further details and additional features based on my concepts. This unit is currently in development and will be added in the upcoming Early Access Update for Commander Survival Kit Units.Of course, we will also have some cyborgs in the lower tech levels available in the future.
Stay tuned for the Second Experimental Cyborg and for more updates.Best regards
CDRMV -
Hello everyone,
for anyone who likes Air Units with alot of Guns or a large Bomb I have something for you.
The UEF has gotten two new Air Units in this small Development Update, which are currently in their Testing Phase.'Knockheed C140' - Tech 3 Advanced Strategic Bomber
This Air Unit is based on the Lockheed C130 and drop an Blu-3000 Heavy Napalm Bomb.
The Bomb is currently callable from the UEF Special Section of the Fire Support Manager in the Commander Survival Kit.
However its time to make this Weapon usable in the Game directly by an Unit.'Knockheed A140' - Tech 3 Patrol Gunship
This Air Unit is based on the Lockheed A130 Gunship.
It is armed with 2 Gatling Guns and 2 Gauss Cannons on one of its Sides.
Stay tuned for more Updates.
Best regards
CDRMV -
Hello everyone,
its time for an new Development Update of this Project.I want to present you 2 new Air Units for the Cybrans.
And ... well I think you will need an Gaint fly swatter to deal with them.
But see for yourself..'Meganula MKI' - Tech 2 Advanced Gunship
A Dragonfly with an powerful Rapid Fire Proton Cannon on its Tail.
An additional EMP Laser Blaster is installed between the two Claws.
'Meganula MKII' - Tech 3 Advanced Gunship
An improved Dragonfly with an powerful Microwave Laser on its Tail
Several Nanite Missile Launchers and a Proton Cannon are installed on its Claws
Both Units in an Squadron:
Both Units will be included in Commander Survival Kit Units.
Since I'm on holiday over Christmas next week, you can expect further updates much more often.
So stay tuned for them.
Best regards
CDRMV -
This is pretty awesome but I think you should do something to make them visually more different, perhaps even just making one significantly smaller than the other?
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The Meganula MKII on Tech 3 is actually an improved Version of the Meganula MKI from Tech 2. So they have similarities and a few small Differences in the Design. (Additional Weapons and the Spikes on Tech 3 as an Example.)
But yeah I will look into it.
The Change of the Size for one of these Units can be changed easily in the Unit Blueprint File. Model Changes to make them look different can be done as Well. Maybe an different Wing, Body and Tail Design on one of the Models will make them more unique from each other visually. -
Model Improvement/Change
'Meganula MKI' - Tech 2 Advanced Gunship:
'Meganula MKII' - Tech 3 Advanced Gunship
Size Change:
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Hello everyone,
its time for an new Christmas Development Update of this Project.Lets see what is new:
The Introduction of Underground Units:
CSK Units will introduce an new type of Unit, which are able to Move below the Ground Layer. These Units have an Toggle Button to switch from Surface to Underground Mode and backwards. To Counter them these Units are targetable in Surface Mode usally, but we will see Ways to Damage them in Underground Mode too. The first functional Units are two mechanical Worms for the Cybrans, which have been added to the Mod for Early Access. Compared to other Units in this Concept these Worms are not able to Move in the Surface Mode.
There are only Movable in Underground Mode."Model: C-57" - Tech 3 Cyber Worm:
A mechanical Worm, which is designed to move behind enemy Defense Lines for Surprise Attacks. It is armed with an Microwave Laser Beam"Model: C-1000X" - Experimental Cybrer Worm:
As the tip of the mechanical WormΒ΄s of the Cybran Army. This large Worm is armed with an massive amount of Weapons:
A Powerful Microwave Laser, some Missile Launchers and 4 Proton Cannons. A really deadly Experimental excelent for surprise Attacks.New Land Unit:
"Cyrox 3000" - Experimental Attack Cyborg
The second Cyborg for the Cybrans has been added to the Mod as well.
This one is clearly based on the famous japanese Kaiju Godzilla and is like the original really Deadly. The basic Weapons of this Cyborg is an poweful Photonic Beam Laser and two Nanite Missile Launchers. Note: This Cyborg as well the four Legged Behemoth Experimental Support Cyborg have an functional Idle Animation to make it more realistic.However that is not all the cyborg has access to two Ablities:
Instable Photonic Laser Projectile:
This Ability/Weapon is inspired by the new Atomic Breath of Godzilla in the Movie Godzilla Minus One. Godzilla is causing an large Nuke Explosion by using his Athomic Breath in the Movie. The Weapon causes an nuke Explosion on inpact and has an Maximum Range of 60 and an Minimum Range of 30. So anything between these two Values will be Destroyed. However keep in Mind this Weapon can Damage ally units as well. So use it wise. To make it Balanced this Weapon has an long reload Time as wellPhotonic Shockwave:
Similar like Godzilla in the Monsterverse from the Movies of Legendary Pictures. The Cyborg is able to unleash an Photonic Impulse Shockwave to Destroy Enemies around it. This Ability doesn't cause any Damage to ally Units. The Size of the Sphere Effect and the Radius increase from 0 to 30 The Damage of this Shockwave has been set to 15. However with each Interval the Shockwave Increase to 30 the total Damage is 500 at the end. This Ability doesn't has an Reload yet and is designed to be used manually for Emergency Situations (Defense Purposes).Hope you like it and stay tuned for more Updates.
I wish you all a nice Christmas Celebration and see you soon.Best regards
CDRMV -
What the heck, underground units! That's so damn cool!!