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    Commander Survival Kit (A new SIM Mod)

    Scheduled Pinned Locked Moved Modding & Tools
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    • DDDXD Offline
      DDDX @CDRMV
      last edited by

      @cdrmv hey man.
      Awesome work on those models. As for the undergroundground movement, I am very curious about it.
      Mind if we take this to messages? I ask because you have a do not disturb turned on.

      C 1 Reply Last reply Reply Quote 0
      • C Offline
        CDRMV @DDDX
        last edited by

        @dddx
        Of course feel free to write me an Message anytime.
        I will answer you If I have the time. πŸ˜‰

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        • D Offline
          Defiant
          last edited by

          Dude! These are great!

          1 Reply Last reply Reply Quote 0
          • S Offline
            stoma1233 @CDRMV
            last edited by

            @cdrmv Sorry for the late reply. I meant the unit pack, but if you have a rough idea, the others too.

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            • C Offline
              CDRMV @stoma1233
              last edited by

              @stoma1233
              Sorry for my late reply.

              If anything goes forward with the Development Progress we could see the first official Release of CSK Units in December this Year. However, there is still a chance that the release of the mod will be postponed next year.

              I just want to avoid releasing the mod unfinished. That's why I take my time in this regard to ensure that everything is functional, balanced and as qualitatively correct as possible.

              CSK Research will take more time in its Development so i don't have an Release Time Window for that so far. Similar like CSK Units the next Release of the Sim Mod Commander Survival Kit (Version 18) will probably coming this December or Next Year because it is depending on the Development of CSK Units. The Reason for this is few things of CSK Units will appear in the Reinforcements and Fire Support Manager as well.

              S 1 Reply Last reply Reply Quote 0
              • C Offline
                CDRMV
                last edited by CDRMV

                Hello everyone,
                it's time for an new Development Update of this Project.

                Since our last Update Report 9 new Units has been added into CSK Units:
                Lets check them out:

                'CMX-1700: Magnetar' - Cybran Experimental Magnet Defense
                A Defense Structure armed with an large Magnet.
                Inspired by the Cybran 'Magnetron' - Experimental Unit Magnet from Supcom 2
                It comes with two different Modes:

                Destruction Magnetfield Mode:
                c52ea311-ff9b-4f88-a2ae-5770308b37bb-image.png

                Stun Magnetfield Mode:
                a9468dcd-06b3-48eb-be3c-b70a6f76b217-image.png

                The Stun Magnetfield Mode uses the Stun Ray Shield which stuns enemy Land Units if they enter the Circle Fundament of this Structure The Destruction Magnetic Field Mode will Damage or Destroy enemy Land Units with its several Shredder Spinners if they enter the Circle Fundament of this Structure. Both Modes have their own Toggle Button but only one Mode can be used at the same time. So it is up to you which Mode you prefere more for this Structure. πŸ˜‰ Additonally this Structure has access to the Automatic Reclaim System. So Wrecks from destroyed enemy or ally Units will be reclaimed automatically if there are located on its Fundament.

                'Comb Mark 1' - Cybran Tech 1 Light Vehicle Bunker
                Any Bunker will now use the same Transport System, which is used by Air Transports. The Cybrans have now get their own Version of an Bunker on Tech 1.
                ac80c883-48e6-477b-9ca8-f72fbbe202ad-image.png

                'TB-X1: Turboplasma' - UEF Tech 2 Multi Defense Turret
                A Plasma Turret which is able to switch from Ground to Anti Air Mode and backwards. The Design is based on the XX-9 Turbolaser Turret from Star Wars.
                e7d5f469-ebaa-40d6-8042-75c219bf9f0a-image.png

                'TB-X2: Turboplasma' - UEF Tech 3 Multi Defense Turret
                A improved Version of the TB-X1 with an second Plasma Cannon.
                This Turret is able to switch from Ground to Anti Air Mode and backwards. The Design is based on the XX-9 Turbolaser Turret from Star Wars.
                48b3bf7d-1610-4347-aaa1-07e353061a38-image.png

                'Osiris - Aeon Tech 3 Beam Defense
                The Aeon have get an new Defense Turret on Tech 3.
                It is armed with an single Osiris Laser Beam Ring Cannon.
                d161d558-2bd7-4782-95c5-e2c43231ddf4-image.png
                9dde2948-0924-4a16-9f11-468e575ee5c0-image.png

                'Royal Osiris'- Aeon Tech 3 Hover Beam Tank
                Basically the Mobile Version of the Osiris - Aeon Tech 3 Beam Defense.
                However the Osiris Laser Beam Ring Cannon is mounted on an Hover Tank Chassis.
                3d97e7a3-1eaa-4c50-a5ff-78e245f1104b-image.png
                d52e3752-5127-42f1-990f-f2b548f9037e-image.png

                'Companion - Aeon Tech 1 Flying Saucer
                A small Flying Saucer which fires Gravity Projectiles on the Enemy.
                18894fe6-a94c-4ff7-b0e0-9da26b83fcf8-image.png

                'Royal Companion '- Aeon Tech 2 Flying Saucer
                An improved Version of the Companion Flying Saucer, which is armed with an Oblivion Cannon in its Center.
                e7b224cb-31d7-4b60-a92d-688b9e505790-image.png

                'Companion of eternity' - Aeon Tech 3 Flying Saucer
                One of the most modern Flying Saucers in the Aeon Army.
                This Flying Saucer is armed with an Osiris Beam Cannon in its Center.
                1075d541-edca-437a-9d62-4be1d37f9136-image.png

                All new Units are now available in Early Access on Github for Testing.
                They are included in the Mod: Commander Survival Kit Units.

                Looking forward for your Feedback.
                Stay tuned for more Updates. πŸ˜‰
                Best regards
                CDRMV

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                • C Offline
                  CDRMV
                  last edited by CDRMV

                  Hello everyone,
                  today I want to present you an small Development Update.
                  Lets check it out. πŸ˜‰

                  The Aeon have get their first two Air Experimental Units in CSK Units today.

                  'The Illuminate Companion - Experimental Flying Saucer
                  This large Aeon Flying Saucer is basically an alternate Version of the Czar. It is armed with an instable Tendium Laser Beam Generator, which fires an Tendium Beam to the Ground. However the Generator unleashes an Instable Tendium Energy Projectile which creates an large Impact Explosion on the Ground Layer. Compared to the Czar this Flying Saucer is more larger in Scale and has an larger Hangar for Air Units.
                  f410ba5e-3111-4618-b86a-df8b978e7491-image.png

                  c456a8bb-efec-475b-a0f0-177123e2f8c3-image.png

                  9ca08b32-0c79-4f7d-b493-56c4817dee50-image.png

                  'Hathor ' - Experimental Bomber
                  This large Bomber has access to two switchable Modes:

                  Instable Tendium Mode:
                  The Bomber drops an single Instable Tendium Projectile to the Target Area. The Projectile will cause an nice looking devastating Explosion. Some of you will probably know this Weapon as an callable Weapon Barrage for the Aeon in the SIM Mod Commander Survival Kit.
                  d58bab86-0927-4e99-9e11-f750382a817c-image.png

                  Carped Bombing Mode:
                  If you press the Toggle Button to switch to this Mode. The Bomber will drop several Energy Projectiles which are used by the Aeon Salvation Experimental Rapid Fire Artillery from the Game itself.
                  dcb282b9-574c-4c5b-af82-f7ae20cf89ed-image.png

                  Keep in Mind the Switch Progress between both Modes will take a little bit until both Weapons will fire.

                  All new Units are now available in Early Access on Github for Testing.
                  They are included in the Mod: Commander Survival Kit Units.

                  Looking forward for your Feedback.
                  Stay tuned for more Updates. πŸ˜‰
                  Best regards
                  CDRMV

                  1 Reply Last reply Reply Quote 3
                  • R Offline
                    Resin_Smoker @CDRMV
                    last edited by

                    @cdrmv several years back Domino created unit status icons. That could be displayed over a unit that received Veterancy, Damage-Over-Time, or other such effects. There's a whole bunch of icons and icon LOD's within DMS you could use.

                    Kykhu Oss https://youtu.be/JUgyGTgeZb8
                    Unit Thrower https://youtu.be/iV8YBXVxxeI
                    Beam Tentacle https://youtu.be/le5SNwHvC4c
                    Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                    Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                    • R Offline
                      Resin_Smoker
                      last edited by

                      I really like the saucers!

                      Reminds me of a project I was never able to finish that used CZAR like saucer with a tractor beam turret mounted at the center. It could tractor up any moble T1 -T3 unit, destroy it, then fire the corpse off as a projectile. The circumference of the saucer would fire off four snub fighters that were completely script controlled, and thus bound to the parent unit.

                      Side note: This was a unit somewhere between a T3 an an experimental.

                      While I sadly no longer have the files, the script for it was used to upgrade the Aeon colossus with similar capabilities. The snub fighters are used in 4DC's T3 Cybran faction.

                      Kykhu Oss https://youtu.be/JUgyGTgeZb8
                      Unit Thrower https://youtu.be/iV8YBXVxxeI
                      Beam Tentacle https://youtu.be/le5SNwHvC4c
                      Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                      Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                      • C Offline
                        CDRMV @Resin_Smoker
                        last edited by CDRMV

                        @resin_smoker
                        Well I didn't have played 4DC with DMS in the past. So I cannot tell anything about these Unit Status Icons. It Sounds Interesting to me so I will Check it Out. However CSK Units is Not focused on to add new or modify UI Elements of the Game so much compared to the Sim Mod: Commander Survival Kit. As I remember DMS was Not fully functional Ingame on my Side even with an correct Install. So I didn't understand what this Mod actually do in Detail.

                        Glad to hear you like my Flying Saucers.
                        There are few other Flying Saucers planned for the Aeon which will use an Tractor Beam as thier Main Weapon. So I will probably use your Unit Thrower for thier Tractor Beams.

                        Next to of the Tractor Beam.
                        I have an Concept for an another Gravity Weapon for the Aeon, which I will integrate into CSK Units soon. Its currently in Development so more information about it is coming soon.

                        Regarding to your Black Hole Weapon:
                        As already mentioned in my request, which I have send to you as an PM. I will integrate this Weapon into CSK Units soon as Well. However I will create an new Black Hole Effect to make it Look more spectacular. Do you still have the Code of the Black Hole which Changes/Alters the Terrian as well?

                        R 1 Reply Last reply Reply Quote 0
                        • R Offline
                          Resin_Smoker @CDRMV
                          last edited by

                          @cdrmv There is a command that alters the terrain height. (forgot its name) It sets a specific area all to the same height, which isn't so great if your attempting to make craters. What we did was to apply the effect is small steps radiating outwards, with each step outwards not being as deep as the one before it. Repeat this a few times in a circumference around a point to make a realistic looking crater. The smaller the elements used the smoother the crater will be.

                          Beware that there is a limit to how much you can take away before the whole map becomes just an ocean. Which is profoundly game breaking, as this could be used to deny an opponent the chance to build anything.

                          Hold the phone... found the script in DMS !!! Not sure if this is the exact one I was working with but this should be a good start for you in any case.

                          #in order of aperance
                          #chose deformation type code for all deform functions
                          #artilery deformation code for most weapons
                          #code to deform the terain
                          
                          #-------------------------------------------------------------------------
                          #chose deformation type code
                          #-------------------------------------------------------------------------
                          
                          #types
                          #artilery
                          #nuke?
                          #czar beam
                          #czar die
                          
                          
                          #deformsettings = {
                          #
                          #	artilery = {     -- deforms a crater for standard artilery
                          #	radiusI = 5,  -- Radius of inner bowl
                          #	radiusO = 6,   -- Width of outer mound
                          #	depth = 2,   -- Depth of bowl
                          #	mound = 1   -- Height of mound
                          #	}
                          #
                          #	Beam = {
                          #	radius = 5,  -- Radius of crater
                          #	rate = 1 -- deduction in height per second
                          #	}
                          #
                          #	CZAR = {
                          #	rotation = 180 --rotation of czar
                          #	}
                          #
                          #}
                          
                          
                          Deform = function(x, z, deformsettings)
                          	if deformsettings.artilery then
                          		local artilery = deformsettings.artilery
                          		LOG('artilery crater at --> '..x..' , '..z)
                          		artilerycrater(x,z,artilery.radiusI, artilery.radiusO, artilery.Depth, artilery.mound)
                          	else
                          		PrintText("deformsetings incorrect",20,'FFFFFFFF',10,'center')
                          	end
                          end
                          
                          #-------------------------------------------------------------------------
                          #artilery deformation code
                          #-------------------------------------------------------------------------
                          
                          artilerycrater = function(x,z,radiusI,radiusO,depth,mound)
                          	local modheights = {}
                          	zonesize = 1
                          	x = math.floor(x)
                          	z = math.floor(z)
                          	local totalradius = radiusI+radiusO
                          	--Calculate all height changes
                          		for j = -totalradius, totalradius-1 do
                          			for k = -totalradius, totalradius-1 do
                          			local radius = VDist2(j+25, k+25, 25, 25)
                          				if radius < totalradius then
                          					local heightmod = 0
                          
                          					if radius < radiusI then
                          						-- Inner bowl
                          						heightmod = -(math.sqrt(radiusI*radiusI - radius*radius)) * depth / radiusI
                          					else
                          						-- Outer berm
                          						if radiusO > 0 then
                          							local r2 = totalradius - radius
                          							heightmod = math.sqrt(radiusO*radiusO - r2*r2) * mound / radiusO
                          						end
                          					end
                          					local height = GetTerrainHeight(x + j, z + k)
                          					modheights[table.getn(modheights)+1] = {x+j, z+k,heightmod, height}
                          
                          				end
                          			end
                          		end
                          		PerformModifications(modheights)
                          end
                          
                          #-------------------------------------------------------------------------
                          #master deformer code
                          #-------------------------------------------------------------------------
                          
                          function PerformModifications(modheights)
                          	local sizeX, sizeZ = GetMapSize()
                          	records = table.getn(modheights)
                          		for row = 1, records do
                          #		gather data from table
                          		teraindat = modheights[row]
                          		local x = teraindat[1]
                          		local z = teraindat[2]
                          		local heightmod = teraindat[3]
                          		local height = teraindat[4]
                          		FlattenMapRect(x, z, 0, 0, height + heightmod)				
                          		end
                          end
                          
                          

                          Kykhu Oss https://youtu.be/JUgyGTgeZb8
                          Unit Thrower https://youtu.be/iV8YBXVxxeI
                          Beam Tentacle https://youtu.be/le5SNwHvC4c
                          Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                          Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                          • R Offline
                            Resin_Smoker
                            last edited by

                            The specific command is called "FlattenRect(x, z, sizex, sizez, elevation)"

                            Kykhu Oss https://youtu.be/JUgyGTgeZb8
                            Unit Thrower https://youtu.be/iV8YBXVxxeI
                            Beam Tentacle https://youtu.be/le5SNwHvC4c
                            Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                            Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                            • R Offline
                              Resin_Smoker
                              last edited by

                              Another use for this script is to be able to raise or lower terrain to make a land bridge between islands on-command. It's also possible (i think) to reverse the process so long as the commands are run in reverse sequence. Though I've never tried it to be sure.

                              Kykhu Oss https://youtu.be/JUgyGTgeZb8
                              Unit Thrower https://youtu.be/iV8YBXVxxeI
                              Beam Tentacle https://youtu.be/le5SNwHvC4c
                              Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                              Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                              • R Offline
                                Resin_Smoker
                                last edited by Resin_Smoker

                                Reminds me of a command in SC1 that got decremented in SCFA.... Add impulse !

                                Could make units fly from the impact of weapon rounds, and man was this fun.

                                Edit: I found a copy of the WOF that i was working on for SCFA. 4DC_WOF_V0.8.zip

                                Note: Was not able to find the original mod for SC.

                                Unfortunately I never quite finished it, parts of it do work, though I'm not so sure it will work at all with FAF. in a nutshell, I abused projectile helpers to "move: units about.

                                Kykhu Oss https://youtu.be/JUgyGTgeZb8
                                Unit Thrower https://youtu.be/iV8YBXVxxeI
                                Beam Tentacle https://youtu.be/le5SNwHvC4c
                                Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                                Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                                • C Offline
                                  CDRMV @Resin_Smoker
                                  last edited by

                                  @resin_smoker
                                  That Sounds very promising.
                                  I will Check Out the Code soon.
                                  Next to of an Crater I think this Code could be useful too to Create Terrian Cracks for Earthquakes. CSK Units will include a few Units which will cause a few Natural Disasters. An Vulcanic Eruption, Earthquake (Underground Units and Seismic Defense) and a few more. These Natural Disasters will appear in the Sim Mod Commander Survival Kit in an new Section as Well. But a few of them will be created/appear in an different Way compared in CSK Units.

                                  Here are a few Video Presentations of a few Natural Disasters, which I have already created:

                                  Volcano
                                  https://www.moddb.com/mods/commander-survival-kit-csk/videos/vulcano-preview4#imagebox

                                  Earthquake
                                  https://www.moddb.com/mods/commander-survival-kit-csk/videos/earthquake-preview#imagebox

                                  Thunderstorm
                                  https://www.moddb.com/mods/commander-survival-kit-csk/videos/thunderstorm-preview#imagebox

                                  Regarding to the Wof Mod.
                                  I think this could be usable for my Tornados. Seeing several Land Units and Props flying around of an Tornado would Look Epic i some Ways

                                  Regarding to an Bridge:
                                  As I remember correctly Balthazar has helped Gnio to Create an functional Bridge for the Game and introduce it into Gnios Black Mesa Mod. Unfortunately I didn't have Seen it so far personally how he has created it. I Just have read it somewhere on Discord in the past. I think he had probably use the Same Way as you have mentioned by changing the Terrain to Create an Bridge.

                                  1 Reply Last reply Reply Quote 2
                                  • C Offline
                                    CDRMV
                                    last edited by CDRMV

                                    Hello everyone,
                                    Just want to present you a Small Development Update this time. As you know the Commander Survival Kit Project will introduce Natural Disasters into the Game.
                                    Last Year I have created an Volcano which was using two different 3D Models and fires Lava Bombs around it.

                                    You can See the old Volcano here:
                                    https://www.moddb.com/mods/commander-survival-kit-csk/videos/vulcano-preview4#imagebox

                                    However I have fully rework the Volcano in its Appearence in the Game.
                                    And this opens the Door to add new Features to it.
                                    The Volcano itself is No longer an 3D Model.
                                    He is now generated by Terrain Deformation.

                                    Big Thanks goes to Balthazar for His Crater Mod

                                    You can See here a few Screenshots:
                                    b68b22ea-df4b-4383-9e3e-2f6b98339795-image.png 7ccccaa467c34ee0e5dc5ad63bbe42c0af3a3f0d16463e0ef54d410&

                                    04be3d19-2c1f-4259-8389-57841ca43528-image.png

                                    Of course the Volcano will appear in different Variations depends on the Terraintype.

                                    Volcano (Show/Ice Map Version):
                                    ac29c250-5ffd-489c-a0e2-a34a98f96207-image.png

                                    Volcano (Desert Version):

                                    0e1e79af-09be-46c3-ae89-00f9be63cd98-image.png
                                    And some more will be added soon.

                                    What are the Features of the Volcano in General:

                                    Lava Bombs:
                                    Lava Projectiles which will be Shot Out of the Volcano Crater.
                                    They cause devastating Damage to Units, but they Impact Location is Random around the Volcano.

                                    The following two Features are controllable by the Player, which has created the Volcano.

                                    Pyroclastic Flow:
                                    Very hot Coulds created by Ash and Lava which moves down of an Volcano Flank,
                                    They causes devastating Damage to Units and are able to Move on Water.
                                    The Pyroclastic Flow is using an Movable Dummy Amphibious Unit

                                    Lava Flow (Currently in Development):
                                    The current Lava Flow is just an Placeholder Texture.
                                    But the Final Version will Work similar Like an Pyroclastic Flow with an Dummy Unit. However instead of Moving on the Water they will be able to Move on Seabed for an short time,
                                    The Lava Flow will cools down in Water and Create new Terrain (Islands), which you can use to build additional Bases.

                                    The Volcano will appear in different Variations:
                                    For example as an Shield Volcano, Strato Volcano and so on.

                                    Does the Volcano Supports Save Games:
                                    Yes the Terrain Deformation of the Volcano will be saved in Save Games as Well.

                                    I will prepare an Demonstration Video soon, where you can See the Current Stage of the Volcano Ingame.

                                    Stay tuned for more, because CSK Units will get the First Seraphim Units soon.
                                    Best regards
                                    CDRMV

                                    1 Reply Last reply Reply Quote 4
                                    • C Offline
                                      CDRMV
                                      last edited by

                                      Hello everyone,
                                      I Just want to let you know the next Development Updates are coming soon.
                                      I have decide to take an Break for a few Weeks because of Real Life Stuff.
                                      The next upcoming Updates will introduce several new Units and Features.
                                      One of the Highlights will be the First Wave of new Units for the Seraphim. πŸ˜‰
                                      So stay tuned for more Updates.
                                      Best regards
                                      CDRMV

                                      1 Reply Last reply Reply Quote 4
                                      • S Offline
                                        stoma1233 @CDRMV
                                        last edited by

                                        @cdrmv Good to hear! Take all the time you need, like I said before, this is the best stuff I've seen for Supreme Commander in years (maybe even a decade at this point lol). Plus, it's not like you're not still releasing all of your additions on GitHub anyway, so we can still enjoy all the new stuff while you develop it ^^

                                        1 Reply Last reply Reply Quote 1
                                        • C Offline
                                          CDRMV
                                          last edited by CDRMV

                                          Hello everyone,
                                          Its time for an new Development Update of this Project.
                                          This Time the first Wave of new Seraphim Units and a new UEF Support Air Unithas been seen on the Battlefield.
                                          Lets jump to it to see them:

                                          'Isthu Asama' - Tech 3 Heavy Assault Walker:
                                          A four legged armored Walker, which comes with an integrated Bubble Shield Generator. The Walker is armed with 4 Rapid Fire Energy Weapons and two Tactical Missile Launchers. This Unit will get AA Missiles in the next Update, as an alternative Weapon to the Tactical Missiles. Both will be linked with an Weapon Toggle Button to switch them. The Walker is buildable in the regular Tech 3 Land Factory, Amphibious and Fast. The Design is based on the Chimera Stalker from the two PS3 Video Games Resistance 2 and 3
                                          acae7ed0-6031-4962-8cd6-8750d053b0dc-image.png
                                          22e01f21-da82-4872-b044-726bf82677cd-image.png

                                          'Isthu Yhona' - Tech 3 Super Heavy Missile Walker
                                          A large 4 Legged Walker armed with two Tactical Missile Launchers which fires 6 Missiles in Total. However the Walker comes with an Special Toggle Ability to Enable or Disable the Mini Tactical Nuke Mode. This Mode gives your the Ability to Build 6 Mini Tactical Nukes, which can be fired Manually to an Target Location. The Design of this Walker is based on the Chimera Goliath Walker from the Video Games:
                                          Resistance Fall of Man, Resistance 2 and Resistance 3.
                                          c682316b-0174-415b-a1fd-32666a78eb91-image.png
                                          37b1b630-71a0-419e-9159-41b30e107a29-image.png

                                          'Isanthu Mayatha' - Tech 3 Super Heavy Assault Tripod:
                                          A large Armored 3 Legged Walker. It is armed with two advanced Energy Beam Cannons with an higher Damage Output and larger Range compared to the Combat Scout Tripod. The Design is based on the Alien Tripod from the 2005 Movie War of the Worlds.
                                          1ee2d038-0aeb-4b5c-922d-37a74e9e5821-image.png
                                          be5ec155-d38f-448f-8767-41610c825864-image.png

                                          'Isanthu Gtho' - Tech 3 Combat Scout Tripod
                                          A 3 Legged Walker, which is armed with an powerful Energy Beam. Its integrated Radar and Sonar Device makes it really usable as an Scout. This Unit is amphibious and can walk on the seabed. This Walker will get the Acid Cloud Ability in the next upcoming Early Access Updates. The Design is based on the Hierarchy tripod walker from the Game Universe at War.
                                          c0068d41-20c3-4000-b657-9f8b481ebbe7-image.png c2d6be87-9b39-48ff-a019-b7a783858595-image.png

                                          'Mithoo' - Tech 3 Type 2 Attack Drone:
                                          A large Air Drone which is artmed with two Rapid Fire Energy Blasters. The Design of this Unit is based on the Type 2 Drone from the Games Earth Defense Force 5 and 6.
                                          78985c3c-8bb2-4206-91b1-33abc4f95484-image.png

                                          'ASham' - Tech 1 Flying Saucer
                                          This small Seraphim Flying Saucer is actually an Prototype of an Flying Anti Gravity Vessel. It is armed with an Rapid Fire Energy Weapon in its Center.
                                          6afddd3a-90eb-43ac-b194-dca356de7c5e-image.png

                                          'ASham Ithum' - Tech 2 Flying Saucer
                                          The Successor of the ASham but with different Design, which is developed over an small Quantum Portal Core Generator. This Flying Saucer uses the Quantum Portal Core Generator to an fire Energy Weapon on the Target. The Energy Weapon is fired by an Device form the other Side of the Portal and comes out of Energy Core in the Center of this Flying Saucer.
                                          ace3d30c-bd58-4a83-ac8e-1bbf697bb83a-image.png

                                          'ASham Itas' - Tech 3 Flying Saucer
                                          The Successor of the ASham Ithum. It is armed with Improved Quantum Portal Core Generator to shot an Energy Beam on the Target. The Beam is fired by an Device form the other Side of the Portal and comes out of Energy Core in the Center of this Flying Saucer.
                                          933ac5d7-e9e3-400e-8f39-6c0e4805882f-image.png

                                          As mentioned before the UEF has get a new Support Air Unit as well.

                                          'BC-77 Globemaster' - Tech 3 Reinforcement Plane
                                          A large Cargo Aircraft, which is designed to Transport Support Devices and Vehicles to the Battlefield. The Unit will drop three Factory Containers, which are able to build a single Land Unit of your choice as Land Reinforcement. Each Container will disappear after the Build Process is finished and needs to be called by the Plane again for more new Land Reinforcements. Additionally this Air Unit comes with an Prototype of my Anti Air Missile Flare System for preview Testing. The Flare System Checks of any enemy Anti Air Unit in range and will deploy the Flare Projectiles to intercept the Anti Air Missiles. If the Factory Containers are going to be dropped on an Location the Air Unit will use the Flare System as well to make you know the Containers have been arrived on the Target Location.

                                          This Air Unit will later get two alternative Features for the Factory Containers to drop an special Designed Defense turret or Support Devices to give your Land Units a few useful Buffs.
                                          9f25e952-2079-41c9-bcb7-000e60f3d6b2-image.png
                                          30dcb158-56ef-4b9b-bf5f-5db6f8e44723-image.png
                                          6526587b-9082-4ea7-9bad-d44f898f8ec9-image.png

                                          All new Units are now available in Early Access on Github for Testing.
                                          They are included in the Mod: Commander Survival Kit Units.

                                          Looking forward for your Feedback.
                                          Stay tuned for more Updates. πŸ˜‰
                                          Best regards
                                          CDRMV

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                                            CDRMV
                                            last edited by CDRMV

                                            Hello everyone,
                                            its time for an new Development Update of this Project.

                                            Commander Survival Kit (Sim Mod):

                                            Callable Airstrikes and Air Reinforcements:
                                            Finally after some Experiments with the Code:
                                            Callable Airstrikes and Air Reinforcements by the two Managers are now working in the Campaign. The Code behind the Spawn Mechanic has been Improved to check whether the spawnposition is in the playable area of ​​the map. Additionally it checks which Gamemode (Campaign, Skirmish or whatever) the Player is currently playing to load the correct Spawn Code for them.

                                            9463b5da-c0fe-46ed-ae1f-816677458a80-image.png

                                            The Campaign Fix is now available in the official Github Version of the Sim Mod: Commander Survival Kit and will be included in the next upcoming official Release. If you use an old Version of the Commander Survival Kit please delete it first and install then the Github Version.

                                            Please Note:
                                            There is an small Issue in terms of the Disappear Mechanic, where Airstrike Air Units doesn't disappear if they reach the other Side of the Playable Area (Map). As always, I'm already looking for a fix. So stay tuned for upcoming Updates regarding to this.


                                            Commander Survival Kit Units:

                                            4 new Seraphim units has been added into the Mod

                                            'Isanthu Asthum' - Tech 3 Recycling Tripod
                                            A 3 Legged Walker armed with an Reclaiming Cannon.The Improved Targeting System of the Cannon allows it to reclaim enemy Land and Naval Units in an specific Range automatically. So this Walker use Reclaim only as its Main Weapon and comes with an large amount of Health Points. The Design is based on the Hierarchy Reaper Drone Walker from the Videogame Universe at War.

                                            Guide to use it correctly:
                                            Order the Unit to Move in the near of an Enemy Unit. If it stops it will start the Reclaim Process automatically. The Range of it is a Bit smaller to its Visible Range.

                                            a5cbe921-ddee-4bb5-9223-8d907737ef60-image.png

                                            'Isanthu Kthan' - Tech 3 Combat Multifunction Tripod
                                            A 3 Legged Walker which comes with 5 different Weapon Variations. That means this Unit comes with the Weapon Random and Enhancement Upgrade System to support several different Weapon Layouts as Variations. The Tripod gets access to an Strong Sniper Turret, Rapid Fire Energy Blasters or Beam Cannons. All three can appear as an single or mixed Weapon Layout Configuration. Since the tripod does not have a fully rotatable torso, it must be positioned strategically. Only then can he fire his weapons. The Design is based on the Tripod from the Video Game Half Life and on the BBC Tripod.
                                            2ab582ca-7825-4285-a21c-614b7e18e2d5-image.png
                                            0f657c03-750a-472e-827e-48714771f22e-image.png
                                            4ec272c3-62fc-4fa0-8488-246dac3c21b4-image.png

                                            'Isanthu Defanthum' - Tech 3 Deployable Rapid Fire Turret
                                            A 3 Legged Walker, which is armed with an new type of an Rapid Fire Turret.
                                            It comes with an Toggle Button to switch from Mobile to Stationary Mode and backwards. The Walker is amphibious, but is not be able to deploy into Stationary Mode in Water and Seabed. The Design is based on an unused Concept of an Hierarchy Walker from the Video Game Universe at War.

                                            Undeployed (Mobile):
                                            d199f925-d5e3-401a-85bf-642b3a7cc3d1-image.png

                                            Deployed (Stationary):
                                            7c76badb-f10a-4cfa-bc47-cc8c222cb62f-image.png

                                            'Isanthu Xhantha' - Tech 3 Mobile Missile Battery Tripod
                                            A 3 Legged Walker which is armed with 8 Ihana Missile Launchers for Long Range Fire Support. The Walker is amphibious and has an good Movement Speed. However he only has 1500 Health, which makes him weak against enemy attacks.
                                            06bc51f2-f027-4896-8854-409e8f325deb-image.png

                                            All new Units are now available in Early Access on Github for Testing.
                                            They are included in the Mod: Commander Survival Kit Units.

                                            Looking forward for your Feedback.
                                            Stay tuned for more Updates. πŸ˜‰
                                            Best regards
                                            CDRMV

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