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.
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.
-
Looking forward to it!
-
@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
-
@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
-
I completely agree with you. Flexible game settings will make this mod great for any type of battle, including Survival modes
-
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