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    Commander Survival Kit (A new SIM Mod)

    Scheduled Pinned Locked Moved Modding & Tools
    231 Posts 31 Posters 98.0k Views 2 Watching
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    • C Offline
      CDRMV @Ctrl-K
      last edited by CDRMV

      @ctrl-k

      It is more an Hybrid of both in my opinion
      A UI and Sim Mod in this Case.
      The Description above has been updated of course.
      And the Mod Description will be updated as Well.

      The UI are the two Managers, the Helpcenter, the Transmissions and a few more. Basically anything what is programmed/coded with UI Elements Like Windows, Buttons, Movies, Pictures, Text and so on is the Frontend Aspect in this Case. The functionality behind the UI is the Sim/Backend Aspect.

      arma473A 1 Reply Last reply Reply Quote 2
      • nine2N Offline
        nine2
        last edited by

        Wow looks great

        C 1 Reply Last reply Reply Quote 1
        • C Offline
          CDRMV @nine2
          last edited by

          @nine2

          Thank you.
          More Updates are coming soon. 😉

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

            I will Update the mod_info.lua in the next Patch. The Mod will be marked categorized as an SIM Mod.

            1 Reply Last reply Reply Quote 1
            • arma473A Offline
              arma473 @CDRMV
              last edited by

              @cdrmv said in Commander Survival Kit (A new UI/SIM Mod):

              It is more an Hybrid of both in my opinion

              To be clear, the term "UI mod" means it is a mod that only affects the user interface

              A "Sim mod" is one that affects the simulation for other players. E.g. adding new units, etc. A sim mod can also affect a player's user interface. A sim mod can add new buttons on the user interface for the user to click on.

              There is no such thing as a "hybrid" mod

              A UI mod is one that you can use without causing a desync with other players

              A Sim mod is one that, if any player is using it, all of the players need to use it

              C 1 Reply Last reply Reply Quote 2
              • C Offline
                CDRMV @arma473
                last edited by CDRMV

                @arma473
                I have ask Ctrl-K about the Difference between an UI and a SIM Mod yesterday. But thank you for the additional Informations about that too. Of course this is an SIM Mod and I will Update the mod_info.lua regarding to that soon. And of course some others Descriptions such as Readme File, on Moddb and so on. I Just didn't know the Difference between these two types of Mods before so sorry for the misinformation.

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

                  A few more new Model previews:
                  These two Units will appear as new Air Reinforcements for the UEF and will be buildable in an Tech 3 Air Factory.

                  UEF Tech 3 Heavy Missile Gunship:
                  One of the rare UEF Units which uses an traditional Propeller Engine. Slow Move Speed,Some Missile launchers for Ground Targets. a light gatling Gun for Ground and Air Targets.

                  68472bab-5060-4f71-9de5-3f1ed050bf00-image.png

                  UEF Tech 3 AA Gunship:
                  A Heavy Gunship, which is designed to fight against enemy Air Units.
                  Prefered Target: Gunships or Transports.
                  Fast Move Speed, Some Missile launchers for Anti Air. A light Gatling Gun for Ground and Air Targets.

                  UEF AA Gunship.PNG

                  Note:
                  I'm currently looking for cool Names for these two Units.

                  BlackJaguarB 1 Reply Last reply Reply Quote 5
                  • JipJ Offline
                    Jip
                    last edited by

                    How about Gunslinger for the first one? 🙂

                    A work of art is never finished, merely abandoned

                    1 Reply Last reply Reply Quote 1
                    • S Offline
                      STlNG
                      last edited by

                      Cooper's hawk is a North American bird hunter but the UEF already have a Cooper. Goshawk for the AA gunship?

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

                        Gunslinger and Goshawk are good names
                        Maybe we can collect some Names First and Vote after that. maybe there are some other good Names in the mind of other Players here.

                        1 Reply Last reply Reply Quote 1
                        • ComradeStrykerC Offline
                          ComradeStryker
                          last edited by ComradeStryker

                          This sounds and looks freaking amazing!

                          If I may throw in my two cents for the Missile Gunship name:
                          Avenger

                          And for the T3 AA Gunship:
                          Akula

                          (Or the other way around. xD)


                          ~ Stryker

                          ( ͡° ͜ʖ ͡°)

                          1 Reply Last reply Reply Quote 0
                          • nine2N Offline
                            nine2
                            last edited by

                            Second one is a Strider for sure

                            1 Reply Last reply Reply Quote 0
                            • ComradeStrykerC Offline
                              ComradeStryker
                              last edited by ComradeStryker

                              Hey, @CDRMV
                              I checked out the mod and it seems super awesome and in-depth
                              Though, as awesome as it is... I do have a small concern.

                              It took a very long time to obtain points.
                              Even with adjustable time and the lowest timings available to start collecting points,
                              it took quite a while to get anything out of them.

                              I played with some buddies and we all agreed that it felt like we only got a point every 15 seconds or so.
                              We tried different things from destroying buildings and units to gathering reclaim and whatnot, but it was all the same.

                              Is there a guide or something?
                              We all looked around in the in-game UI and saw nothing of the sort on obtaining points faster.
                              Nothing on this post, here, either.

                              Are we missing something, here?
                              How do we obtain points faster?

                              Thanks!


                              ~ Stryker

                              ( ͡° ͜ʖ ͡°)

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

                                Hey @comradestryker,
                                The Point Generation for both Managers is currently using a 1 Point per 3 Seconds System. That means with each 3 Seconds you will get 1 Point automatically transfered from your HQ. However I plan to expand the Point Generation with some new additional Options to get more Points and to adjust the Standard Rate directly:

                                4 new Lobby Options (2 for each Manager) where the Player is able to Set the Point Generation Interval and Rate for each of the two Managers directly. For example 3 Points per 3 Seconds or 2 points per 1 Second and so on.
                                I will Work on a New Patch now, which introduce this.

                                For these two following options:
                                I will need to find a way how to Link it with the two Managers to get it to work.
                                But I will looking into it.
                                A new Building for each Faction which is able to generate additional Points over the time.

                                An Point Buff Kill System:
                                That means if you kill several different amounts of Units you will get additional Points.

                                Of course any of these Options above are needing to be Balanced or Limited carefully. The Manager should be always used as an Assistent for the Player to Support his Armys or ACU with additional Units as Reinforcements and/or with additional Fire Support. That means the Managers are Not Designed for to replace the regular Base/Unit Building of the Game.

                                I'm always open for any Kind of Suggestions regarding to this or any other topic of this Mod.
                                So If you have any Ideas or wishes to the Options above or to other Elements/Content of the Mod feel free to share them. 😉

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

                                  Hello everyone,

                                  I have published a new Patch for the Commander Survival Kit on the FAF Modvault.

                                  Version: 11

                                  Lets see what is new:

                                  Changelog

                                  New Lobby Options:
                                  4 new Lobby Options has been added to the Mod.
                                  2 for each Manager

                                  With these your are now able to set the Interval and Rate for the Point Generation directly.

                                  843e9e06-c47a-4513-b3e5-0f81d0648edf-image.png

                                  Avaiable Options are:

                                  Interval:
                                  1 Second
                                  2 Seconds
                                  3 Seconds

                                  Rate:
                                  1 Point
                                  2 Points
                                  3 Points

                                  Standard values for both Managers are:
                                  Rate: 1 Point
                                  Interval: 3 Seconds

                                  Keep in Mind:
                                  I highly recommend if the Mod is played in Multyplayer/Survival Mode.
                                  Each Player should use the same settings for Balancing Reasons and to make it fair for anyone.
                                  So talk to the other players in advance about which settings you want to use for the match.

                                  Mod Information Update:
                                  The mod_info.lua and the Mod Description has been updated.
                                  The Mod is now categorized as an Sim Mod.

                                  About Loud:
                                  The Second Loud Patch is still in Development.
                                  It will fix the missing new Lobby Options in the Loud Lobby.
                                  With the introduction of the 4 new Lobby Options for the Point Generation Rate and Interval.
                                  The Point Generation itself doesn't work in Loud anymore.

                                  The variables for the Wait time, Interval and Rate are getting an nil, because of the Missing new Lobby Options.
                                  If all new Lobbyoptions are finally added to the Loud Lobby anything will work again.

                                  Stay tuned for more Updates.

                                  Best regards
                                  CDRMV

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

                                    Here are a few more new Model previews:

                                    UEF Tech 2 Missile Gunship.
                                    A lighter Version of the Tech 3 Missile Gunship located on Tech 2.

                                    Needs a Name.

                                    c92bffa6-9787-4715-94d2-79e4b3576fc7-image.png

                                    UEF Ekranoplan
                                    A new type of Naval Vessel, which is fast and armed with Long Range Cluster Missiles.

                                    Techlevel:
                                    Tech 3 or Experimental

                                    Needs a Name.

                                    24af72a9-f5f9-4102-b398-f32279df5bb6-image.png

                                    736c296a-ecf9-4566-8af9-4d02547ccbac-image.png

                                    Regarding to Loud:
                                    The Issue with the Missing Lobby Options in Loud has been fixed.
                                    The Fix will be included in the next upcoming Loud Update, which will be released today.
                                    So you can check Out the new Lobby Options in Loud today.
                                    Make Sure to Check the Loud Client for an Update until tomorrow.

                                    A small Loud Patch of the Commander Survival Kit is still in Development, which will fix the uneven Prices for several Reinforcements and Fire Support Solutions in Loud.

                                    Stay tuned for it.
                                    Best regards
                                    CDRMV

                                    ComradeStrykerC 1 Reply Last reply Reply Quote 2
                                    • ComradeStrykerC Offline
                                      ComradeStryker @CDRMV
                                      last edited by ComradeStryker

                                      @cdrmv

                                      Thanks for the reply!
                                      This helped a ton.
                                      Looking forward to this and your future updates.


                                      I'll also toss in a few other names if that's alright.
                                      T2 Missile Gunship Name:
                                      Bellbird

                                      T3/Exp Navy Unit:
                                      Aquarius Class
                                      (Most, if not all UEF navy units have the "Class" name in it")

                                      I believe this would best serve as an Exp unit as UEF tend to have standoff Experimentals.
                                      Meaning long-range and fire from safety.
                                      Take, for example, the Fatboy, or the Novax.
                                      They can poke at the enemy from relative safety.

                                      Well, this is all if you want to keep with the UEF theme, hahaha.
                                      Your mod, your call.
                                      Though if it's a T3 unit, would you add in a different Navy Exp later down the line?


                                      ~ Stryker

                                      ( ͡° ͜ʖ ͡°)

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

                                        Hello everyone,

                                        I have published a new Patch for the Commander Survival Kit on the FAF Modvault

                                        Version: 12

                                        Lets see what is new:


                                        Second Loud Compatibility Patch:

                                        Changelog:

                                        Fixes:

                                        Lobby:
                                        All new Lobby Options are working now in Loud.
                                        If not make sure to update Loud in the Loud Client.
                                        The Fix is included in the newest official Loud Patch.

                                        Prices:
                                        Compared to Steam and FAF Loud has different Prices for some Fire Support and Reinforcements.
                                        For some reason Loud changes the original Prices of these.
                                        I have decide to keep the changed prices in Loud.
                                        The changed Prices are now using whole Numbers instead of Numbers with an comma.


                                        Mod Content Update:

                                        Changelog:

                                        Additions:

                                        Lobby:
                                        2 new Lobby Options has been added to the Mod:
                                        (1 for each Manager)

                                        3b467427-b572-43d1-8e9e-707aeb99d249-image.png

                                        fb3010a8-ba4c-4eee-a29b-859f4a553624-image.png

                                        Maximal Tactical Points

                                        Avaiable Options:
                                        1300 Points
                                        1600 Points
                                        2000 Points
                                        2300 Points
                                        2600 Points
                                        3000 Points

                                        Maximal Reinforcement Points

                                        Avaiable Options:
                                        2500 Points
                                        3000 Points
                                        3500 Points
                                        4000 Points
                                        4500 Points
                                        5000 Points

                                        Note:
                                        The Options can be expanded in the future with additional Values

                                        With these you are now able to set the Maximum of collectable Points of both Managers directly.

                                        Balance:
                                        Fire Support Manager:
                                        Increase the Standard Maximum of collectable Tactical Points from 1200 to 1300

                                        Air Strikes:
                                        Decrease the Price of 15 Bombers from 1650 to 1200

                                        Known Issues:

                                        None

                                        If you find something let me know.

                                        Best regards
                                        CDRMV

                                        1 Reply Last reply Reply Quote 1
                                        • BlackJaguarB Offline
                                          BlackJaguar @CDRMV
                                          last edited by

                                          @cdrmv DragonFire for the first ???

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

                                            @comradestryker
                                            No Problem 🙂
                                            The Commander Survival Kit has its own Github Repository too.
                                            So before i release a new Major Update for this Mod with the new the Content you can get the Developer Version as an Early Access. The next upcoming Major Version for the Commander Surival Kit is 2.0 and its Development will start now.
                                            The Content for it will be added first with some Early Access Updates on Github from time to time. 😉
                                            I will let you know here if a Early Access Update for 2.0 arrives.
                                            So anyone can test the Content in Detail before the new Major Release arrives to the Public.
                                            Stay tuned for it updates are coming soon.

                                            These are really nice names and I will note them.
                                            The Ekranoplan will keep follow the UEF Ttheme.
                                            So they will have their main Focus on long range for their Weapons.

                                            An Experimental Ekranoplan for the UEF is planned.
                                            So the Tech 3 is not the only one, which will appear in the Mod.
                                            New naval Units willl be added to the Mod as well.
                                            Including new Experimentals.
                                            Regarding to the Reinforcements Manager:
                                            Naval Units will arrive as Reinforcements in the future as well.
                                            But there are currently two things:

                                            First:
                                            Naval Units should only spawned on the Water Layer
                                            So i need to find a way to programm this.

                                            Second:
                                            The Appearence of Land Units for the Seraphim and Aeon can be used for their Naval Reinforcements as well. The Effect just needs to be larger to fit it more.
                                            The UEF and Cybrans are a Problem at the Moment.
                                            Should their Naval Units drop with an large Container or with an large Air Transport?

                                            ComradeStrykerC 1 Reply Last reply Reply Quote 2
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