Commander Survival Kit (A new SIM Mod)
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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 -
Final Designs for the Resarch Interface
Aeon:
Cybran:
UEF:
Seraphim:
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Hello everyone,
Progress Update for Commander Survival Kit Research.
New Lobby Option:
I have add a new Lobby Option to the Mod.
Here you can set which Research System do you want in the match.
The Option is usually set to disable, which has this following Effect:The Research System will work similar like the one in Supcom 2.
You just need to collect the Research Points by the Research Center.
If you have enough collected Points you can invest them on a Research Project.
Just click on one of the Buttons and the Content will be unlocked immediatelyIf you set the Option to enable it will have this following Effect:
You will need to collect the Research Points by the Research Center.
If you have enough collected Points you can invest them on a Research Project. Just click on one of the Buttons and the Research Progress will start. You will see a Progress Bar show up on the Button as well. The Button itself is still clickable compared to the other Option above. So if you click on the Button again the Research Progress will be aborted and you will get the invested Points back.New Advanced Research Tooltip:
The regular Tooltip from the Game was for me a little bit to simple.
So i have create a new one for my Research Buttons.
On this Screenshot you see the functional Prototype.
The Informations are still needed to be added to it.
But anyway this should give you a nice Preview for what is waiting for you.This new Toolitp will have these following Informations:
- Cost/Price
- Title
- Description
- Prerequisite
- Research Time
(Only available if the Research Progress is enabled)
Stay tuned for more Updates.
Best regards
CDRMV -
Hello everyone,
Progress Update on Commander Survival Kit: ResearchResearch Interface Improvements:
Status for the Buttons has been addedRed = Not enough Points
Green = Enough Points available
Orange with tick = Research Project finished / Content Unlocked
Grey = Locked ProjectNew Line Textures
Extern Research Information and new Tooltip:
The Icon of any Project, which is in the Research Progress will now show up in the Main Interface of the Game. Located directly next to of the Research Button and the Overview of the collected Research Points.
A Progress Bar is included here as well.Additionally I have created a new designed Tootip to support the initial Research Interface in CSK Research. This new Tooltip is currently still in Development and will content thse following Informations:
- Project Title
- Cost
- Description
- Prerequisite
- Research Time
What you see on the Screenshot above is the current functional Prototype of the new Tooltip in action.
Stay tuned for more Updates.
Best regards
CDRMV -
Hello everyone,
currently I'm working on some new Naval Units for the UEF.
Here are the first two finished Models with Texture:Tech 3 Guided Missile Destroyer:
Based on the Aleigh Burke Class Destroyer from the US Navy
Planned Name: Burke Class or John Paul Jones Class
Tech 3 Amphibious Assualt Ship:
Designed as an Support Carrier this Ship has access to an Hovercraft Factory as well.
Note: Texture is soon finished.The UEF will get an Tech 3 Aircraft Carrier as well.
The Model for it is currently in Development.Stay tuned for other new Naval Units.
Best regards
CDRMV -
Those look great @CDRMV , I can help you with the mobile factory setup once that is merged in. See also:
Then it can produce hover units on the fly
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@jip
Hey Jip :),
Glad to hear you like them.
Very good thanks for the Information.
I will let you know If there are merged in.
Is it possible to make it Work with Loud and the Steam Version of the Game too?Regarding to the Introduction of Amphibious Transports:
I plan to Create Amphibious Transports for CSK.
These Transports will use the Same new Transport System, which is used for the Bunkers.
For anyone who is interested Here is the Detailed Guide how this Works:https://forum.faforever.com/topic/6034/commander-survival-kit-a-new-sim-mod/53
Since this System currently functional with Structures only.
I will need to Create an Prototype of an Amphibious Transport with this System. Unfortunately, I'm afraid the in-game Ferry ability itself won't work with it. So I will need to Create later my own Ferry Ability to Support this new Transport System. This will be a lot of Coding Work and afort but I think it is good to try this as an Experiment. Maybe I will need some help in this as well. -
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@cdrmv said in Commander Survival Kit (A new SIM Mod):
Is it possible to make it Work with Loud and the Steam Version of the Game too?
I'm not sure. In order for it to work it requires various changes. It is compatible as in that if you include those changes in your mod that it would work there too. But I'm not sure if you're then still compatible to FAF, unless you specifically check for FAF there
I could ask Sprouto if he's interested in the setup, that may fix it for LOUD
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@jip
I already use Version Checks in my Mods to keep the Compatiblity with each Gameversion.That would be great because Loud would Profit from this New Feature too.
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Hello everyone,
I want to inform that any new Unit, which is coming into CSK will be included in an seperated Unit Pack.
It will be called CSK Units and will be a standalone Mod.
Compared to CSK and CSK Research CSK Units will only include the new Units, Effects, Projectiles and Abilites.
Anything UI and SIM related Content such as the two Managers or the Research Interface will be not included in this Unit Pack.
Player which are only interested to play with the new Units only will also get an support as well.CSK Units has its own Development Progress will be Released Independent from CSK and its Research Addon.
Regarding to new Naval Units:
I want to present you a Model and two rough Design Drafts for the Aircraft Carrier.UEF Tech 3 Fast Battleship:
Based on an modernized Montana Class
Planned Name: Missouri Class
Texture now in Development.UEF Tech 3 Aircraft Carrier:
Note:
I have created two different Drafts for this ShipDraft 1
Draft 2
Legend:
Red = Take-Of
Green = Landing
Yellow = Bridge/IslandThis is the Model of Draft 1:
This is the Model of Draft 2:
Both Carrier Models are still in Development.
Which one do you prefere more?
The Design with the highest Rate comes into CSK.I will post the finished Textured Models and other Progress on the next Development Update.
See you soon and stay tuned for more Updates
Best regards
CDRMV -
I couldn't find, but what do the colors refer to in your design?
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@jip
Hey Jip,
Sorry my Mistake I have forgotten the Legend:Red = Take-Of
Green = Landing
Yellow = Bridge/IslandThe Post above has been updated.
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I have copy the Model of the Amphibious Assault Ship above and do some modifications on the Design.
These are the modifications in Detail:
- Side Hangar has been removed
- Stern Hovercraft Factory has been removed
- Replace the Large Bridge Section with an smaller one.
- Some Changes on the Flight Deck
The Result are two Models, which are good for an UEF Tech 3 Aircraft Carrier.
Design 1:
Design 2:
What do you think about this?