Commander Survival Kit (A new SIM Mod)
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No Problem.
I was already planning to add New Categories to the Units before the First Version of this Mod was released a few Months ago but I actually Forged it to add them for some reason..
I dont have any expierences in AI Development in Terms of Survival so far. So thanks for the Note regarding to add New Categories to the Units of this Mod to make it more compatible with that.The Carpet Bombers are droping a high amount of Bombs compared to the regular Bombers of the Game.
There are designed to be used for the Fire Support Manager as callable Bomber Air Strikes only.
That is the Reason why there are Not buildable by the Player or AI in General Otherwise you See the result already If they would be buildable. I think the Carpet Bombers have Damage Friendly activated for the Bombs, which explains why you have lost your Forward Firebase. This can be deactivated in their Weapon Code located in the Blueprint FileThe Asteroids are similar like the Callable Artillery Barrages from the Fire Support Manager. They are using a Air Unit with an invisible Model and fires the Artillery Shell If a Unit is in the Weapons Range. The Asteroids are similar like that but the Air Unit fires the Asteroid as an Projectile instead of an Artillery Shell. They are currently Not included in the Fire Support Manager directly and will appear in the Future in a New Section called Natural Desasters next to of callable Earth Quakes, Vulcanos, Tornados and more.
Regarding to New Categories you can already add these to you List:
LIGHTNAVALDROPCAPSULE
MEDIUMNAVALDROPCAPSULE
HEAVYNAVALDROPCAPSULEThese are New Categories which are using by the upcoming new Naval Reinforcements Manager. The Naval Reinforcements Manager is currently available in Early Access on the GitHub Repository of the Commander Survival Kit for Testing.
I agree more options for your AI Survival Mod are always good. The Commander Survival Kit is/was actually designed to be used with any AI Survival Mods and with the FAF Survival Mode in General. The nice Thing is some of the Callable Weapon Barrages or even the Callable Reinforcements could be used for the Development of New Missions as Well.
For example a Scripted Heavy Air Strike or Artillery Attack or Reinforcements on a specified Position during the Mission. There is alot of room to future use of these things in my opinion. -
Hello everyone,
Currently I'm working on an Prototype for the first Vehicle Bunker, which appears in the Commander Survival Kit.
A Vehicle Bunker is a new type of an Passive Defense Building.
This new Structure is able to storage Land Units in an integrated Storage.
The Mechanic works similar like an Aircraft Carrier.
But it is different compared to other regular Transport Functions in the Game.The Bunker is currently avaiable in Early Access on the Github Repository of the Commander Survival Kit for Testing:
https://github.com/CDRMV/Commander-Survival-KitIt is a Tech 1 Building and buildable by the UEF Commander and all Techlevel Engineers.
The Bunker has access to 8 Machine Gun Turrets (2 on each Side).
However these Turrets are usually not enabled and will not fire if no Land Units are stored in the Storage.
That means the Bunker will only fire/enable its Machine Guns if Land Units have been added to the Storage.I want to explain how it works:
First of all the bunker comes with three new Buttons:
Entrance
Clear Storage
Exit
Add Units to the Storage (A Guide):
Step 1 :
Select a Squad of 10 Land Units (type is irrelevant)
Step 2:
Order these selected Land Units to Guard/Assist the Bunker.
Right Click on the Bunker.
Step 3:
Wait until all Land Units are positioned around the Bunker.
Step 4:
Press the Entrance Button to add the Units into the Storage
The Land Units are now stored in the Storage of the Bunker.
Unleash Units from the Bunker (A Guide):
Step 1 :
Select the Bunker
Step 2:
Click on the Exit Button
The Land Units are leaving the Bunker and form up around the bunker.
Clear the Bunkers Storage:
Step 1:
Select the Bunker
Step 2
Click on the Clear Storage Button
All Units will be deleted from the Storage.
Important:
The Bunker has an Maximum of 11 Storage Slots but can only store 10 Land Units in total.
If you order 11 Land Units to Guard/Assist the Bunker and press the Entrance Button.
All Units will be deleted and not stored into the Bunker Storage.
To prevent this make sure to order 10 Land Units only to be Stored into the Bunker.
Or just don't press the Entrance Button.
The Units will only be added into the Storage if you press the Entrance Button.
So you can adjust the amount Land Units directly before you add them into the BunkerFinal Notes:
All Factions will get access to 3 Vehicle Bunkers
One for each Techlevel.
Each of them will have more HP, better Weapons and a increased Storage Capacity for Land Units.
Including an Support for higher Techlevel Land Units to be stored into the Storage.
The Tech 3 Bunker will be able to store the ACU and will have enough HP to survive a Nuke. -
Hello everyone,
The two new UEF Helicoperts/Gunships, which have been revealed some Weeks ago are now avaiable in Early Access on Github.
There are:
"Vell AH-51 Cobra" Tech 2 Missile Gunship
"Aoeing AH-135 Apache" Tech 3 Heavy Missile Gunship
Both are Buildable in the Tech 2 and 3 Air Factory depending on the Techlevel.
AI Support and the Unit Build Icons are included as well.Note:
These two new UEF Air Units will be added to the Air Reinforcement Manager in one of the next upcoming Early Access Updates for Version 2.0 aswell.More Screenshots:
Stay tuned for more Updates
Best regards
CDRMV -
A Preview for new UEF Land Units:
UEF Tech 3 Heavy Battle Tank:
Name: M20 Abrams
Class: Heavy Battle Tank
Techlevel: 3
Weapons:- 1X Improved Gauss Cannon
- 1X MG Turret
Status: Now available in Early Access (Github)
UEF Tech 3 Heavy Tankhunter:
Name: M90 Assasin
Class: Heavy Tankhunter (UEF Version of an Sniper Unit)
Techlevel: 3
Weapons:- 1X Advanced Armor Piercing Gauss Cannon
- 2X MG Turrets
Status: Now available in Early Access (Github)
UEF Tech 3 Mobile Missile Battery:
Name: M720 HIMARS
Class: Mobile Missile Battery
Techlevel: 3
Weapons:- Hellfire Missile Launcher (12 Missiles)
Status: Now available in Early Access (Github)
Stay tuned this Post will be expanded with more Unit Previews.
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All of this looks sooooo good!
Can't wait to see it's release!
~ Stryker
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Two new Units and a new Ability has been added to the Mod:
UEF Tech 3 Combat Scout:Name: M10 Bradley
Class: Combat Scout
Techlevel: 3
Weapons:1X Advanced Small Caliber Gauss Cannon (3 Shells per Salvo)
1X Minotau Missile Launcher (4 Missile in Total)Abilities:
Smoke Generator
Generates a Smoke Cloud at the Position of the Unit.
Any Ally Land Unit and the Scout itself will be untargetable by the Enemy inside of the Cloud.
Note: This Ability is still in Development but functional and can be tested on Github.Status:
Now available in Early Access (Github)
UEF Tech 3 Ammo Tank:
Name: M88-AM Supplyier
Class: Ammo Tank
Techlevel: 3
Weapons:
NoneAbilities:
Smoke Generator
Generates a Smoke Cloud at the Position of the Unit.
Any Ally Land Unit and the Scout itself will be untargetable by the Enemy inside of the Cloud.
Note: This Ability is still in Development but functional and can be tested on Github.Status:
Now available in Early Access (Github)A few Screenshots of the Smoke Generator:
Stay tuned for more
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Hello everyone,
5 new Units has been added in Early Access on the Github Repository of the Commander Survival Kit.
they will be avaiable in the next upcoming large Version 2.0 of CSK.Land:
UEF Tech 3 Heavy Siege Tank:
Name: Leopard 200
Class: Heavy Siege Tank
Techlevel: 3
Amphibious: Yes
Weapons:1X Heavy Gauss Cannon Turret with 3 Barrels
3X Machine Gun TurretsAir:
UEF Tech 3 Groundattack Fighter:
Name: A-50 Thunderbolt X
Class: Groundattack Fighter
Techlevel: 3
Weapons:1X Gatling Gun for Ground Targets
4X Advanced Anti Air Missiles
4X Ground Targeting Aero MissilesUEF Tech 3 Heavy Bomber:
Name: B-1265 Preacher
Class: Heavy Bomber
Techlevel: 3
Weapons:10x Anti Matter Bomb Capsules
Each Capsule contains 4 Anti Matter Bombs
4X Anti Air Railgun TurretsUEF Experimental Bomber:
Name: BX-2000 Phoenix
Class: Experimental Bomber
Techlevel: Experimental
Ability:
Weapon Switch
Primary Weapons (Switchable):
1x Fat Men dropable Strategic Nuke MissileOr
15 Anti Matter Bomb Capsules
Each Capsule contains 6 Anti Matter Bombs inside.7X Anti Air Railgun Turrets for self Defense against enemy Air Units.
Naval:
UEF Tech 2 Ekranoplan:
Name: Sea Dragon MKI
Class: Ekranoplan
Techlevel: 2
Weapons:6X Tactical Missiles
(Will be replaced with an new type of Missile soon)Stay tuned for more Updates.
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That exp bomber would make a great addition to FAF, honestly.
I've thought of a similar idea before.Janus-like exp bomber, that has an alt-fire for long-range tactical nukes.
Can't wait.
~ Stryker
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4 New Units are now available in Early Access on Github for CSK.Naval:
UEF Tech 1 Dreadnought:
Name: Mikasa Class
Class: Dreadnought
Techlevel: 1
Weapons:
2x Main Gauss Cannon Turrets
10x Secondary Casemat Gauss Cannon TurretsUEF Tech 2 Dreadnought:
Name: Nassau Class
Class: Dreadnought
Techlevel: 2
Weapons:
6x Main Gauss Cannon Turrets
12x Secondary Casemat Gauss Cannon TurretsUEF Tech 2 Artillery Battleship:
Name: Fuso Class
Class: Artillery Battleship
Techlevel: 2
Weapons:
6x Main Artillery Gauss Cannon Turrets
12x Secondary Casemat Gauss Cannon TurretsCybran:
Tech 2 Mobile Naval Weapon Platform:
Inspired by the Alien Vessels from the Battleship Movie.
More of them are coming.
Name: Assasinit Class
Class: Dropable Hybrid Spaceships (In FBP Orbital only)
Mobile Naval Weapon Platform (In CSK and FBP Orbital)
Techlevel: 2
Weapons:
2x High Damage Pen Shell Launchers -
Teaser:
This Teaser presents you two new Lobby Options.
They are for two new upcoming Point Generation Systems, which will be included in 2.0.
More Details are coming soon.
Stay tuned for it. -
Development Update
Introducing the new Point Generation Center System:
Description:
Each Faction will get these two following new buildable Structures on Tech 2:- Command Center
- Tactical Center
What is thier purpose:
A Command Center generates 1 Point for the Reinforcements Manager.
A Tactical Center generates 1 Point for the Fire Support Manager.
The Player will also be able to get Points by these two Centers for both Managers directly in the Match.New dynamic Lobby Options:
The next version of CSK introduces new Lobby Options and expands a few existing ones as well.
This will make these following Situations possible:
The Player can use the Centers to get additional Points next to of the automatic Point Transfer by the HQ.
If he want he can disable the automatic Point Transfer by the HQ to play Matches with the Centers only.
Or he can fully disable all Point Systems to play CSK as an regular Unit Mod.Is there a Build Limit for the Centers?:
Yes you can only build 5 Centers in total.
That means you can build 5 Command and 5 Tactical Centers in a Match
The Structures will be removed from the Buildlist automatically if you build 5 of them.
So you will no longer be able to build the Structures.
However if you lose one or more Centers by an enemy Attack.
The Structures will be buildable again.Can I check it out?:
Yes the Centers and the new Point System behind them are already fully functional.
You can test them out if you install the Early Access Version form the Github Repository of the Commander Survival Kit.
The UEF and Cybran Centers are finished so far.Any Screenshots for the UEF and Cybran Centers?
Of course here are few Previews.
UEF Tech 2 Command Center
UEF Tech 2 Tactical Center
Cybran Tech 2 Command Center
Cybran Tech 2 Tactical Center
Aeon Tech 2 Command Center
Aeon Tech 2 Tactical Center
What is coming next?:
Currently I'm working on the new Models for the Centers of the Aeon and Seraphim.
The new Models will replace the current Placeholder Models form the Game. After that is done I will work on some new Units for each Faction.Stay tuned for more Updates
Best regards
CDRMV -
Those holograms are a great touch
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@jip
Thanks for the feedback Jip
The Idea behind those Holograms is to give the Player a better Overview about the purpose of these Centers and for which Manager its stands for.I have update the Post above with the introdution of the Aeon Centers. The Design of the Holograms for each Faction has been updated as well to fit them more.
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Hello everyone,
I want to present a Project, which is currently in Development by myself.
Commander Survival Kit: Research:
Commander Survival Kit: Research (short CSK: Research) is the first offical Addon for the Commander Survival Kit. This Addon introduce a advanced Research System with an specific UI, which makes it possible to unlock Technologies, Features and Buffs by Researching. This Mod adds the Research Center into the Game for all Factions. A new Structure, which generates Research Points in the Match. Players can use the collected Points to unlock Techlevels, New Units, Buffs and more stuff by research.
CSK Research will be an standlone Mod, which doesn't requieres the Installation of CSK. What you see here is the current early Development Stage. The UI is basically finished for all Factions. Now I'm working on the Researchable Content for this Mod. Stay tuned for more Updates regarding to this.
Best regards
CDRMV -
will it not be that there will be 20 cool new units with their own new properties and the rest 400 will be the same and not much different from regular FA units?
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@goodriddance
The New Units in the Commander Survival Kit will be more Unique compared to the regular Units from the Game itself or from FAF.
That means they will have different Abilities, Characteristics, Roles and more. -
Nicceeeeeeeeeeeeeeeeeeeeeeeeee
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Just a little input - a ton of games that have these kind of 'command points' (aka super meter) have recognised that it's good to give points to players that get in on action.
In fact, it can often be much better than giving points to players that build 'point creation' buildings - since that just rewards turtle/eco play, which is already rewarded with mass and energy.Have you given much thought to a system akin to :
Units dying give x% of their mass cost to the player that destroyed them
Units dying give 80% of the above x%, to the player that lost them.
?This tends to be roughly the format that games like Dawn of War 2 use, and it tends to work nicely as a way of encouraging players to 'get stuck in' in big team games.
Just some thoughts. Nice work on the mod!
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@sylph_
A Kill Reward Point System is already in Development as the third Alternative Option where you can get the Points for the Managers.
The other two are:
The automatic Point Transfer from the HQ:
The Point System which is available in the current Version of the Mod. And the new Point Generation Center System, which gives the Player the Points by Building the Command and Tactical Centers. In the next Major Version of CSK the Player will be able to Manage all 3 Point Systems directly in the Lobby.
That means he has the full Control which one He want to use in the Match. And that is Not all the Player will be able to combinate those Systems as well. It will be possible to Play Matches with more then one System activated. For example:
The automatic Point Transfer from the HQ
With the Point Generation Centers to get additional Points directly in the Match.Or He can fully deactivate all 3 Point Systems to Play CSK Like a regular Unit Mod with the new Units.
This will give the Mod more flexibility in General.
So it will be depending on your own decision what do you prefere more to use in your Matches. -
Hello everyone,
Progress Update for Commander Survival Kit Research.
I have change the Design of the Research Interface for all Factions.
The Research Interface is now located on the Left Site and can be closed by the X Button on the Right Side Edge of the Window.
Next to of that I have add some new Buttons to the Research Tree of the UEF Structure Section. A few of them are already functional and can unlock the specific Technology. Anything what you see here is still in Development.Stay tuned for more Updates.
Best regards
CDRMV