Commander Survival Kit (A new SIM Mod)

Hello everyone,
The Fire Support Manager of the Commander Survival Kit has get new Additions.
Of course for all Factions. ๐Ÿ˜‰
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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 Results

Stay 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!

( อกยฐ อœส– อกยฐ)

@comradestryker

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.

Looking forward to it!

( อกยฐ อœส– อกยฐ)

@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. ๐Ÿ˜‰

Greetings! I liked your mod, very cool ๐Ÿ™‚ 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

@cychwa_klaymberg
Hey glad to hear you like it. ๐Ÿ˜‰
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

I completely agree with you. Flexible game settings will make this mod great for any type of battle, including Survival modes ๐Ÿ™‚

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 Center

Aeon Tech 2 Reinforcement and Tactical Centers:
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Seraphim Tech 2 Reinforcement and Tactical Centers:
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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.
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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
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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
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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 Versions

HQ 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.
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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.
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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.
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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
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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:
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UEF Drop Repair Turret:
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UEF Drop Supply Station:
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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. ๐Ÿ˜‰

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

Stay tuned for the next Development Report
Best regards
CDRMV