Commander Survival Kit (A new SIM Mod)
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Hello everyone,
The Fire Support Manager of the Commander Survival Kit has get new Additions.
Of course for all Factions.
Players are now able to call a Strategic Missile on an Target Location. Or they can now Intercept an Incoming Strategic Missile with an callable Anti Strategic Missile over an Target Location.
These new callable Missile Barrages are now available in Early Access on Github. They can be find inside the Missile Section of the Fire Support Manager (Commander Survival Kit)
Two Surveys:
The following Surveys are focused on the two Managers of the Commander Survival Kit.Should Experimental Units appear as callable Reinforcements?
Available Options for this Survey:
- Yes
- No
- Only with an Lobby Option (Enable/Disable)
Should Experimental Air Units appear as callable Air Strikes?
Available Options for this Survey:
- Yes
- No
- Only with an Lobby Option (Enable/Disable)
Both Surveys are Open until next Sunday
I'm looking forward for the ResultsStay tuned for more Updates
Best regards
CDRMV -
Hello everyone,
Just want to let you know I'm working on several new Stuff for the Commander Survival Kit this time.
Regarding to the Survey of the Introduction of callable Experimental Reinforcements:Although there wasn't much participation in the survey here, the results on my Discord server were clearer. Callable Experimental Reinforcements will be added into the Reinforcements Manager of the Commander Survival Kit soon. They will be available for Land, Air and Naval. However they will be optional. That means a new Lobby Option to manage them will be added to the Mod as Well. So Players will be able to Enable or Disable the Access of Callable Experimental Reinforcements for thier Matches. The Access of Callable Experimental Reinforcements is usually disabled.
Additionally I'm working on several other new Stuff for the Commander Survival Kit:
For example new types of callable Air Strikes for each Faction.
New Drop Mechanics for callable UEF Land and Naval Reinforcements.
A more sorted Available Units Section of the Reinforcements Manager (Tech 1, Tech 2, Tech 3 and Experimental)
As mentioned above on the upcoming Introduction of callable Experimental Reinforcements
Two new buildable Structures (what they do will be revealed later)
Callable Dropable Turrets
And more.Stay tuned for upcoming News and Updates related the topics above.
Best regards
CDRMV -
How long until the full release of your mod?
I just redownloaded FAF after my hiatus and remembered your mod.
It was a blast to play with the previous versions! -
If everything goes according to plan, we will see the next official version of the Commander Survival Kit (Version: 1.20) between Christmas and New Year's Eve this year. If not then in January or February 2025 Until the new version of the Commander Survival Kit is released, you can download the official developer version from GitHub at any time. The Developer Version will be expanded with new functions and features with the next Early Access updates. At the moment the development progress for the next version of the Commander Survival Kit (Version: 1.20) is progressing very well.
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Looking forward to it!
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@comradestryker
Regarding to the new upcoming Version of the Commander Survival Kit (Version 1.20). The Development of it still progressing very Well and several new Features has been added to the Mod recently, which I will present here soon in the next Development Report. There are a few other Features for Version 1.20, which are still in Development and they will be presented later. However the finished new Features can present already.
So stay tuned for the next upcoming Development Reports. -
Greetings! I liked your mod, very cool I think it would be great to add a function to disable/enable abilities in the game lobby, for example, if we want to play without air or airstrikes
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@cychwa_klaymberg
Hey glad to hear you like it.
Nice Idea and Suggestion do you have I like that
The Integration of New Lobby Options to Enable or Disable callable Land, Naval or Air Reinforcements from the Reinforcements Manager in the Match can be added into the Mod.New Lobby Options for Air Strikes and the other things from the Fire Support Manager are possible as well. The only thing is the Mod will introduce a large additional amount of New Lobby Options into the Game, which could overwhelm some Players at the begining. But I think it makes the Mod fully customizable and even more enjoyable as an Result
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I completely agree with you. Flexible game settings will make this mod great for any type of battle, including Survival modes
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Hello everyone,
its been a while since the latest Development Report of this Project. I want to present you the Development Progress for the next Version of the Commander Survival Kit. Lets Begin with the new Features and Improvements, which have been added into the Mod recently.New Designs:
Note:
The Command Center has been renamed into Reinforcement CenterAeon Tech 2 Reinforcement and Tactical Centers:
Seraphim Tech 2 Reinforcement and Tactical Centers:
Naval Reinforcements Manager:
The Naval Reinforcements Manager is now fully finished. In the next upcoming Version Players will be able to call Submarines, Frigates, Destroyers, Cruisers Battleships, Battlecruisers, Aircraft Carriers and more as Naval Reinforcements on the Map.
Available Units Section:
In the previous Versions of the Mod all available Units Independent of the Techlevel, where included in this Section as callable Reinforcements. To make it more organized this Section has been separate into 4 switchable Pages
Tech 1, Tech 2, Tech 3 and Experimental in Detail
The fourth Page "Experimental" is usually disabled
Callable Experimental Reinforcements (Optional):
In the next Version of the Commander Survival Kit. Experimental Units can be called as Reinforcements. They can be called from the fourth Page Experimental of the Available Units Section of each Reinforcements Manager. However there are usually Set to be Not callable in the Lobby. So Players will need to Set the Option to callable If they want to have Access to Experimental Reinforcements in the Match. UEF callable Experimental Land and Naval Reinforcements will be delivered with an Squadron of Cargo Gunships, which Transport them with Tractor Beam Emitters
New Structures
The next upcoming Version of the Commander Survival Kit will introduce some new Possibilities to Set Up an more Structure wise Gameplay compared to previous VersionsHQ Communication Center (For all Factions):
If you Set the specific Lobby Option to buildable the two Main Buttons of the two Managers will be available only If the Player builds the HQ Communication Center. This new buildable Structure on Tech 2 unlocks the two Main Buttons of the two Managers. It can only be builded once by each Player. If this Building get Destroyed you will lose the Access to both Managers as Well. So you will need to rebuild it to get the Access to both Managers Back.
Reinforcement and Tactical Point Storages (For all Factions):
In the next Version of the Commander Survival Kit Players will be able to Increase the amount of Collectable Points of both Managers directly in the Match with these two Buildings. Each Player can only build one of these two Buildings. Both Buildings can be Upgraded from Level 1 to Level 5 which Increase the amount of Collectable Points of both Managers with 1000. You can Increase them to 5000 in total if you Upgrade both Buildings to Level 5. The Access to these two Buildings can be managed with thier own Lobby Option.
Additionally the other two Lobby Options to Set an specific Value for the amount of Collectable Points of both Managers can be Set to 0 now. So you can now Play the Mod with Structures only to Manage both Managers directly in an Match.
New Drop Mechanics for UEF Land and Naval Reinforcements:
Tech 1 and Tech 2 Land Reinforcements will now be delivered by two different Cargo Planes which Drop them with Parachutes. Tech 3 Land and all Naval Reinforcements will be delivered with an Cargo Gunship.
Other new Lobby Options:
Land. Air and Naval Reinforcements can now be managed with thier own Lobby Options. Example: If you don't want to have Air Reinforcements in your Match you can now fully Disable the Air Reinforcements Manager. Air Strikes have get their own Lobby Option as Well. So If you don't want to have any Air Strikes in your Match you can fully Disable them in the Lobby as Well. This Feature was Requested by @cychwa_klaymberg
Currently in Development:
The next upcoming Version of the Commander Survival Kit will introduce several new Air Strikes from Torpedo Bombers, Ground Attack Fighters and more.Drop Turrets and Devices Section:
Players will be able to call Drop Turrets and other Support Devices in the next Version. Both have Access to the Enhancement Upgrades which can be used to Upgrade them with new Abilities, Weapons and other Effects. You can see here an Preview of the:UEF Drop Turret:
UEF Drop Repair Turret:
UEF Drop Supply Station:
They will Not be buildable by Engineers, ACUs or SACU's compared to regular Turrets. So they will be callable only by the Drop Turrets and Devices Section from the Fire Support Manager. More Details related to them will be presented in the next Development Report.Several other Improvements:
The Spawn Mechanic of the Air Strikes, callable Air Reinforcements and Others which are similar to them has been Improved. Expandable Maps with Playedable Areas (such as Campaign Maps) are now supported by this Mechanic.Alright I think this is enough for this Report and gives you a nice Preview of what is coming in the next Version of the Commander Survival Kit, which will be Released in Dezember. If you want to Check Out the New Features before the new Version arrives in Dezember in Early Access. Please Download the GitHub Version of the Commander Survival Kit.
Link
https://github.com/CDRMV/Commander-Survival-KitStay tuned for the next Development Report
Best regards
CDRMV -
Hello everyone,
I Just want to let you know the Development Progress for the next upcoming Version of the Commander Survival Kit is going forward as planned. The next Development Report will be focused on the new Drop Turrets and Devices Section of the Fire Support Manager. Players of each will be able to call in 2 Drop Turrets and a Supply Station with this Section in the next Version. All 3 Drop Units have Access to Enhancement Upgrades, which gives them new Abilities, Features or Weapons. Of course each Faction have thier own Variations of these 3 Drop Units, which makes them more unique from each other. More Details about them will be presented in the upcoming Development Report, which will be posted soon. Stay tuned for it Best regards CDRMV -
Hello everyone,
Its time for the next Development Report of this Project.
Today I want to give you an Overview of the new Drop Turrets and Devices Section of the Fire Support Manager.Drop Turrets and Devices Section (All Factions):
Each Faction can call 3 Units in this Section:
Of course there are unique for each Faction and have differences.- Drop Turret
- Drop Beam Turret
- Drop Supply Station
Each of them has access to Enhancement Upgrades to Improve their Fire Power, give them more Weapons or Abilities and a few of them can change their Gameplay. They are not buildable by Engineers or SACU's. So they are only callable by this Section.
Of course a new Lobby Option to Manage the Access to make them callable or not has been added as well:
'Ionus' - Tech 3 Drop Turret
Health: 10000
Armed with an Improved Graviton Cannon
Delivered by: Teleportation Ring
Has access to these following Upgrades:
- Armor (Increase the Health to 15000)
- Targeting Sensors (Increase the Range of all Weapons)
- Quantum Cannon (Single to two Barrel Version)
- Quantum Disruptor (Replaces the Graviton Cannon)
- Miasma Artillery (Single to two Barrel Version)
- Secondary Zealot Missile Launchers
- Secondary Laser Cannons
- Secondary Quantum Cannons
'Obolus' - Tech 3 Drop Beam Turret
Health: 10000
Armed with small Stable Tendium Laser Beam Cannon
Delivered by: Teleportation Ring
Has access to these following Upgrades:
- Armor (Increase the Health to 15000)
- Targeting Sensors (Increase the Beam)
- Energy Storage (Increase the Damage of the Laser Beam)
- Laser Beam Projector
- Stargate (Laser beam comes out from an small Stargate)
- Moral Improver (Gives ally Units an Regen Buff in Range)
'Calisto' - Tech 3 Drop Supply Station
Health: 5000
Comes with 4 Boosters to gives ally Land Units an temporary Weapon Range Buff)
If you have use all Boosters the Manually Self Destruct Ability will be unlocked
Delivered by: Teleportation Ring
Has access to these following Upgrades:
- Armor (Increase the Health to 15000)
- Fluid Controller (Manually or Automatically Repair of ally Units in Range)
- Impulsewave Generator (Generates Shockwaves (If enemy Units are in Range the Unit wqill damage them with Shockwaves)
- Dimension Generator (Generates an Dimensional Interference which sucks enemy Units slowly into an another Dimension)
- Shield Generator
'Tetranit' - Tech 3 Drop Turret
Health: 5000
Armed with two Rapid Fire Impulse Laser Cannons
Delivered by: Drop Drill Capsule
Has access to these following Upgrades:
- Armor (Increase the Health to 15000)
- Targeting Sensors (Increase the Range of all Weapons)
- Two addional Rapid Fire Impulse Laser Cannons
- Proton Artillery
- Missile Launcher
'Obelisk Mark 1' - Tech 3 Drop Laser Beam Turret
Health: 5000
Armed with an Light Photonic Beam Laser
Delivered by: Drop Drill Capsule
Has access to these following Upgrades:
- Armor (Increase the Health to 15000)
- Targeting Sensors (Increase the Range of the Beam)
- Cooling Cells Level 1 to 4 Laser beam Improvement Upgrades (Increase Damage)
Screenshot with Armor Upgrade:
'NS-1 Hexagon' - Tech 3 Drop Supply Station
Health: 5000
Can generate 4 Nanite Clouds as Boosters
Nanite Clouds will repair ally Units in Range.
Enemy Units will be temporary Stunned and Damaged by the Nanites if they are in their Cloud
If you have use all Boosters the Manually Self Destruct Ability will be unlocked
Delivered by: Drop Drill Capsule
Has access to these following Upgrades:
- Armor (Increase the Health to 15000)
- Nanite Capsule Launcher (Comes with Silo Build and Manually Lauinch Ability)
- Level 2 to 5 Improvement Nanite Upgrades (Increase Damage to enemy Units)
- Cloaking Generator
- Can be upgraded to an High Explosive Cloaking Mine
'Sentry' - Tech 3 Drop Turret
Health: 10000
Armed with an Machine Gun
Delivered by: Cargo Gunship
Has access to these following Upgrades:
- Armor (Increase the Health to 15000)
- Targeting Sensors (Increase the Range of all Weapons)
- Ammo Supply's (Increase the Damage of all Weapons)
- Two Machine Guns (Replaces the single Machine Gun)
- Gauss Cannon (Replaces the Machine Gun)
- Two Gauss Cannons (Replaces the single Gauss Cannon)
- Plasma Gatling Gun
- Two Plasma Gatling Guns (Replaces the single Plasma Gatling Gun)
- Missile Battery
Example Screenshot with an few installed Upgrades:
'Niray' - Tech 3 Drop Repair Turret
Health: 10000
Comes with an Repair Laser Beam (Manually or Automatically Repair of ally Units in Range)
The Repair Laser beam can be replaced with an Military Laser Beam Cannon with an upgrade
So it can be used as an Defense Turret as well
Delivered by: Cargo Gunship
Has access to these following Upgrades:
- Armor (Increase the Health to 15000)
- Targeting Sensors (Increase the Range of the Military Laser Beam)
- Cooling System (Increase the Damage of the Military Laser Beam)
Example Screenshot with an few installed Upgrades:
With the Military Laser Beam
'S-15 Knox' - Tech 3 Drop Supply Station
Health: 5000
Comes with 4 Ammo Containers to give ally Land Units an temporary Weapon Range Buff
If you have use all Boosters the Manually Self Destruct Ability will be unlocked
Delivered by: Cargo Gunship
Has access to these following Upgrades:
- Armor (Increase the Health to 15000)
- Shield Generator
- Stealth Generator
- 4 Engineering Drones
- 4 Combat Drones (Armed with Machine Guns)
Note:
The Drones are working similar like the Kennel Engineering Drones.
So you are able to give them Orders directly.Compared to the other 3 factions the Seraphim are using an interesting Concept.
All 3 Units are Tripods (Walkers) which have access to these two Modes:- Movable
- Stationary
You can switch both Modes with an specific Toggle Button.
So you can use these Units as Movable Land Units or as Stationary Defenses
Once called all 3 Units are coming from the Orbit with an nice Drop Arrival Sequence.
They are coming with 5000 Health.
If you want to increase their Health to 15000 you will need to install the Armor Upgrade
However this Upgrade will force all 3 Units to switch to Stationary Mode.
Once the Armor Upgrade is completed the Units will loses the access to the Movable Mode.
But you can install the Movable Mode Upgrade to remove the Armor to get the access Back.
'Ishanthu Defanthum Asha' - Tech 3 Drop Deployable Turret
Health: 5000
Armed with two Chromantic CannonsMovable Mode:
Stationary Mode:
Has access to these following Upgrades:
- Armor (Increase the Health to 15000 - Forces the Unit to switch to Stationary Mode)
- Tactical Missile Launchers
- Secondary Energy Cannons
- Energy Capsules (Increase the Damage of all Weapons)
- Movable Mode Upgrade
'Ishanthu Defanthum Eaum' - Tech 3 Drop Deployable Beam Turret
Health: 5000
Armed with an Chromantic Beam CannonMovable Mode:
Stationary Mode:
Has access to these following Upgrades:
- Armor (Increase the Health to 15000 - Forces the Unit to switch to Stationary Mode)
- Repair Mode (Manully or Automatically Repair of ally Units in Range)
- Artillery Cannon (Replaces the Beam Cannon)
- Support Beam Emitters and Beam Improver Upgrades
- Movable Mode Upgrade
'Ishanthu Senathum' - Tech 3 Drop Deployable Supply Station
Health: 5000
Comes with 4 Energy Capsules as Boosters to give ally Land Units an temporary Weapon Range Buff
If you have use all Boosters the Manually Self Destruct Ability will be unlocked
Each Booster gives ally Units an temporary Weapon Range Buff in Range.Movable Mode:
Stationary Mode:
Has access to these following Upgrades:
- Armor (Increase the Health to 15000 - Forces the Unit to switch to Stationary Mode)
- Shield Generator
- Regenaration Aura Generator (Gives ally Land Units an Regen Buff in Range)
- Dimesnional Shockwave Generator (If enemy Units are in Range the Unit wqill damage them with Shockwaves)
- Dimensional Interference Mine Mode (Converts the Unit into an High Explosive Stationary Mine)
- Movable Mode Upgrade
Alright this is enough for this Report (Alot to read actually).
Currently I work on the latest Major Content for the next Version of the Commander Survival Kit.
Several new callabe Air Strikes are coming to the Fire Support Manager soon.
So the next Development Report will be focused on it and will show you several new Air Units as well.
Stay tuned for it and see you soon. Good Hunting Commanders
Best regards
CDRMV -
Hello everyone,
its time for the next Development Report of this Project.Today I want to reveal serveral nice UI Improvements and the first new callable Air Strike.
All of them will be included in the next upcoming Version of the Mod.Introducing the new Support Panel:
In the current Version of the Mod you can open the two Managers with these two large Buttons:
Both have an Basic Point Display on Top of them which shows how many Points you have collected and the Maximal Value.
Depends on which Manager you open you will see these two following UI Elements:
The two large Buttons (Back and Forward) for the Fire Support Manager
Or the Layer Overview with the 4 Buttons Land, Air, Naval and Space of the Reinforcement Manager:
However I have recently Change the inital Main UI as following:
Below the two regular Panels Economy and Multifunction of the Game you will now see an new Panel.
This is the Support Panel, which includes the two Main Buttons in an more simple Way.
An improved Point Storage Display and an new Income Display for both Managers.The new Income Display shows how many Points you will get with each Second Interval you have choosen in the Lobby.
Of cause the Storage Display and the new Income Display support the regular HQ Point Generation System, the Point Storages and the two Centers where you generate the Points for the two Managers if you build them. So the two Displays will update autmatically if you have build them.Of course the Panel can be Hidden or Showed with the Arrow Toggle Button on the Left Side.
The Forward and Back Buttons of the Fire Support manager has been direclty included into the Header of the Manager
there are located over the Help Button now and smaller in their Size.
The 4 Layer Buttons of the Reinforcements Manager are now located in the Header as well:
The header will automatically Update the Title and open the specific Manager of the Layer Button you have press.
Add Squadron Size Sliders for each callabe Air Strike
Each Air Strike in the current Version of the Mod has access to 4 different Size for its Squadron.
1, 5, 10 and 15
In the next upcoming Version of the Mod each callable Air Strike will now get an Slider.
So you can now directly set the Size of the Squadron with any Value between of 1 to 15.
This makes now possible to call in Air Strikes with 2, 4, 6 or 8 Air Units in any Situation as well.
Depends on the Squadron Size the Price will dynamical Increase or Decrease as well.
New callable Air Strike - Torpedo Bomber:
In the next upcoming version of the Mod each Faction will now be able to call in an Squadron of Torpedo Bombers.
The Size of the Sqaudron can be set with the Slider, which has an Impact on the Price to call them.
This makes it now possible to call in an Air Strike if you have problems with enemy Naval Units.Aeon:
Cybran:
UEF:
Seraphim:
Of course these will now be the only new callabe Air Strike in the next Version:
They will be several more and will use new Units from CSK Units and a few retextured ones from my FBP Legends Mod.Here are few Previews:
Unused Concept Artwork by TJ Frame
My own Model as an Recreation:
Unused Concept Artwork by TJ Frame:
My own Model as an Recreation:
New Aeon Tech 2 Bomber
Unused Concept Artwork by TJ Frame:My own Model as an Recreation:
Several of the Rextured Units from my Mod FBP Legends will appear as "Guest Units" in this Project:
Official unused Concept by GPG for Surpeme Commander:
My own Model as an Recreation:
Official unused Concept by GPG for Surpeme Commander:
My own Model as an Recreation:
Official unused Concept by GPG for Surpeme Commander:
My own Model as an Recreation:
And some more are coming....
Campaign Options Manager
For any Players out there, which are playing the Mod with the Vanilla Version of the Game.
If you want to play the next upcoming Version of the Mod in the Campaign. New Lobby Options usually don't working the Campaign of the Base Game. So I have decide to develop this new Manager to set them directly in this Game Mode. The Manager will direclty appear at the beginning of the Opening Squence of each Campaign Mission.The Game will be automatically Paused by the Manager so you can set the Settings you want in peace and without any rush. The manager comes with 3 Main buttons Save Load and Done. The Game qwill be continued if you press the Done Button and anything which you have set will be transferred to the Code to make it functional. With the Save Button you will be able to save your Settings for the next Mission and load them in with the Load Button. The Manager will not appear if you play the FAF Coop Campaign, because you can set the Lobby Options direclty in the Lobby.Campaign Transmisiion Location Change:
Transmissions which are seen in the Campaign or in the FAF Coop Campaign will now appear in the Middle of the Screen.
The Change was needed because these Transmissions where appearing on the Left Side of the Screen previously, which can overlap the main UI of this Mod.
Alright this is enough for this Report.
Stay tuned for more Updates and see you soon.
Good Hunting Commanders
Best regards
CDRMV -
Hello everyone,
here is an little Development Update of this Project.First of all I have Improve the Quality of the two Main Buttons of the new Support Panel for each Faction:
Aeon
Cybran
UEF
Seraphim
New Designs
These two following UEF Units already appear in the Commander Survival Kit and deliver and drop the requested Tech 1 and 2 Land Reinforcements of the Land Reinforcements Manager with Parachutes. However the previous Design of both Units was just an Placeholder and these two new Designs replace it now.'C-170A Skymaster' - Tech 1 Cargo Plane
The new Design of this Air Unit is based on the Lockheed C-141B Starlifter from the US Air Force. However since the UEF already uses the Name Starlifter for its Tech 2 Air Transport. I have change the Name to Skymaster
'BC-77 Globemaster' - Tech 2 Cargo Plane
The new Design of this Air Unit is based on the Boeing C-17 Globemaster from the US Air Force.
Hope you like them and stay tuned for more Updates.
Best regards
CDRMV -
Hello everyone,
here is an small Development Update of this Project.
Last Time I have presented the new Designs for the UEF Cargo Planes. However I have decide to Create two new alternative Designs for them, which gives them an more Futuristic Appearence. Both are now looking like large Cargo Jets. The Techlevels of both Units has been Changed as Well.'C-170A Skymaster' - Tech 2 Cargo Plane (Right)
'BC-77 Globemaster' - Tech 3 Cargo Plane (Left)
New callable Airstrikes
Blu 3000 and Blu 4000 conventional bombs
These two Weapons where previously available in the Special Section and worked Like an Artillery Barrage. However in the next upcoming Version of the Commander Survival Kit the two Bombs will appear in the Air Strike Section of the UEF Fire Support Manager and will Work as an Air Strike.The two Bombs will be delivered by the Knockheed C140. A large modified Variation of an old Civilian Cargo Plane.
This Plane uses Propellers as its primary Engine Technology, which are actually rare in the Army of the UEF.
Compared to Jet Engines Propellers make it for the Plane more easier to fly slowly over an Target Location to Drop the Bombs more precise. Both Bombs will be dropped with an Parachute and the Design of the Bomb Model is based on the Blu-82/Daisy Cutter Bomb from Reality.Hope you like them and stay tuned for more Updates.
Best regards
CDRMV