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    CDRMV

    @CDRMV

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    Best posts made by CDRMV

    • Commander Survival Kit (A new SIM Mod)

      402a7278-1cf0-401d-b9b3-39edacc46c50-image.png

      Homepage:
      https://www.moddb.com/mods/commander-survival-kit-csk

      Downloadable on the FAF Modvault:
      Just search for Commander Survival Kit or CDRMV.
      Keep in Mind official Versions are only uploaded by myself (CDRMV)

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

      Discord:
      https://discord.gg/q74KQyh

      Hello everyone,
      I'm glad to present you a new Sim Mod for the Game.
      It is called the Commander Survival Kit (short C.S.K.)
      This Mod introduce these two following new Managers into the Game.

      cc1d8705-2640-47bb-a82c-597495b44976-image.png

      A Reinforcement Manager:
      Players are now able to call Reinforcements on the Map.
      In Detail you can call Land- or/and Air Reinforcements with this Manager.

      d7c769b7-3324-4e35-95ba-2390db8bb43e-image.png

      4450a998-c9c4-4e37-ae15-ba11e7155a00-image.png

      A Fire Support Manager:
      With this Manager your are able to call additional Fire Support on the Map. For example Artillery Barrages, Air Strikes or Beams.

      Air Strike Section:
      fa1f45b9-77d0-45b5-855a-391381d12813-image.png

      Artillery Section:
      14de2564-b9f3-4d6e-9fa2-7b3fceed489d-image.png

      Missile Section:
      d0c5dbdc-b1e2-47a7-ae32-b08451ae8534-image.png

      Beam Section:
      c745add7-fda5-4c4a-a404-54dbc1e42fb3-image.png

      Special Section (Second Page):
      0643a5f4-bfb8-4510-ab3d-bf765284eb39-image.png

      A ingame Helpcenter:
      Here you can find some Video Tutorials for several Questions.
      For example How to call Land Reinforcements or Artillery Barrages?

      bbe64362-1edb-4573-9acd-6d1969cfe717-image.png

      Transmissions:
      Just as an Decoration Transmissions have found a new Way to be introduced into the Game outside of the Scenario Code.
      These Transmssions are from your HQ/Leaders and gives your some useflu Tips or Status Report about both Managers.

      9d1bea37-4816-4f66-b3c3-0570c3147269-image.png

      8 new Lobbyoptions:
      You get access to these 8 new Lobbyoptions:
      Reinforcements avaiable in:
      Fire Support avaiable in:

      You are able to set the Wait Time, Point Generation Rate and Interval and the Maximum of the collectable Points individually of both Managers.

      Avaiable Wait Times are:
      5 Minutes , 10 Minutes, 15 Minutes to Max 60 minutes

      Available Point Generation Rates are:
      1, 2 or 3 Points

      Available Point Generation Intervals are:
      1 Second, 2 Seconds and 3 Seconds.

      Options for Maximal Tactical Points are:

      1300 Points
      1600 Points
      2000 Points
      2300 Points
      2600 Points
      3000 Points

      Options for Maximal Reinforcement Points are:

      2500 Points
      3000 Points
      3500 Points
      4000 Points
      4500 Points
      5000 Points

      0f3e49f3-c654-4d11-bb6f-8b13b0920bfa-image.png

      Two Point Generation Systems:
      The HQ starts to transfer the Reinforcement and Tactical to your ACU after the Wait Times above are over.
      You can collect these Points to "buy" Reinforcements or Fire Support Solutions. However always use them wisely.

      General Layout Overview:
      30001da1-e58f-4012-b98b-e0026f454eaf-image.png

      7373e753-af1c-45d0-938a-6236d25f3d47-image.png

      Background Story:
      The Idea for this Mod was coming from the Games:
      World in Conflict and Command & Conquer
      The Reinforcement Manager was orginally planned as an exclusive Feature for FBP Orbital. A new Space related Mod for the Game, which is currently in Development by myself. However I have decide to make both Managers avialable as an Standalone UI Mod to release them earlier.
      So the Commander Surival Kit was born.
      This is actually my first large Lua Project for the Game and my first try tow work full scale in Lua Programming.
      So the Lua Code behind it is not prefect and can be improved in the future as well. But i will need help in that.

      Video Presentation:
      Want to check it out more visually instead of Pictures?
      No Problem:

      https://www.moddb.com/mods/commander-survival-kit-csk/videos

      These Videos are included as Tutorials in the Helpcenter

      Where can I download this Mod?:
      On Moddb:
      https://www.moddb.com/mods/commander-survival-kit-csk/downloads

      For Steam it requires the Lobby Enhancement Mod 4.6
      it is included in the Download as SCD File

      And of course on the FAF Modvault:
      Search for Commander and you will see it:
      0b9f1ba1-45af-4285-8bfb-da8a6789bef9-image.png

      For which Gamemodes is this designed for?:
      This Mod is primary designed for the FAF Survival Mode.
      However it can be used in Skirmish, Multiplayer and Campaign as well.

      Regarding to the Campaign:
      The two Lobbyoptions and their Wait Times are deactivated in the Campaign so the Point Generation for both Managers will directly start at the Beginning of the Match.
      This will give you an additional Backup during the initial Campaign.

      What is planned for the Future?
      The Mod is of course still in development.
      So you can expect some new Updates and Content.

      Here is an Overview for the upcoming planned Content:

      Naval Reinforcement Manager
      With this Manager you will be able to call Naval Units as Reinforcements on the Map

      Dropable Turrets (Defenses):
      These new Defenses have Enhancement Upgrades and an Defense Engineering System. So you will be able to improve them and build additional Defenses around them.

      Dropable Buff Devices:
      Some useful dropable Devices will give your land Units or structures several additional benefits. For example additional Health, Weapon dame Increase or more. However these Benefits are temporary and the device will disappear after some time.

      Nomads:
      The current version only supports the 4 Factions from the Game (UEF, Cybrans, Aeon and Seraphim)
      Of course the Nomads will get access to their own Managers as well.

      New Reinforcements:
      Of course some additional selected Units from other popular Mods will indirectly appear in the Mod as new callabe Reinforcements. For example brewlan, 4th dimension, Blackops and more.

      New callabe Fire Support Weapons:
      of course the roster of callabe Fire support Solutions will be expanded with new ones.

      New Units:
      This Mod is orignally not direcly a new Unit Mod.
      But it will content some new Units.
      For example as an Preview for the next Version:

      UEF Experimental Bomber:
      Name: Omega 229-A

      Render 1.PNG

      UEF Tech 3 Heavy Bomber:
      Name: B-1265 Preacher

      Render 2.PNG

      UEF Tech 3 Ground Attack Fighter:
      Name: A-50 Thunderbolt

      untitled.png
      b9065784-d468-4f4e-8622-4997842e2169-image.png

      UEF Tech 3 Heavy Transport Plane:
      Name: C150 Globebuster

      7a3e4e97-c3cd-420b-bd8f-41cdaab5304b-image.png

      Fixed Issues
      Performance Issues causes by the Transmissions
      Loud Compatible Issues
      Tooltip Issues

      Compatible Gameversions:
      FAF, Steam and Loud

      Known Issues
      None

      All in all:
      I wish anyone interesting and fun fights with this new Kit for your Commander
      Looking forward for your Feedback about this Project.
      Any Suggestions, Help, Critism or whatever is welcome.
      Share them here, on Moddb or on the offical Discord server.
      Stay tuned for more upcoming Updates regarding to this Project.

      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,

      Its time for an new but small Development Update for this Mod.

      "Centipedarix K-47", Experimental Defense Walker
      278edf71-260c-44f7-bfa2-0ebebd59d4f5-image.png

      0d730fe1-5243-4f4e-865b-db0f22e5f9bb-image.png

      05b49fa0-2edf-4190-b069-2fafbe1a9a0e-image.png

      6a36ce4e-31ca-475a-a1b4-ab7f0c1afea7-image.png

      fb014ec2-a1c4-4558-bba4-66d32fe92706-image.png

      The First new Cybran Experimental has been added and is now available in Early Access on Github. Like any other new Units for this Project this Unit will be included in Commmander Survival Kit Units (short CSK Units)

      This Unit is actually an large Mechanical Centipede and categorized as an Experimental Defense Walker for the Cybrans.
      Its Main Feature is the Enhancement Upgrade System, which adds additional Weapon Turrets and Abilities to this Unit.

      Note:
      The Cybrans will get other Centipedes on lower Techlevels soon as well.
      They are currently in Development and will be added into CSK Units soon.
      However these will not be the only new Cybran Units in this Project.
      So we will see some more soon. πŸ˜‰

      Stay tuned for more Updates
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,
      its time for an new Christmas Development Update of this Project.

      Lets see what is new:

      The Introduction of Underground Units:
      worm.PNG
      worm2.PNG
      Tech 3 Worm.PNG
      worm4.PNG
      worm3.PNG
      worm5.PNG
      CSK Units will introduce an new type of Unit, which are able to Move below the Ground Layer. These Units have an Toggle Button to switch from Surface to Underground Mode and backwards. To Counter them these Units are targetable in Surface Mode usally, but we will see Ways to Damage them in Underground Mode too. πŸ˜‰ The first functional Units are two mechanical Worms for the Cybrans, which have been added to the Mod for Early Access. Compared to other Units in this Concept these Worms are not able to Move in the Surface Mode.
      There are only Movable in Underground Mode.

      "Model: C-57" - Tech 3 Cyber Worm:
      A mechanical Worm, which is designed to move behind enemy Defense Lines for Surprise Attacks. It is armed with an Microwave Laser Beam

      "Model: C-1000X" - Experimental Cybrer Worm:
      As the tip of the mechanical WormΒ΄s of the Cybran Army. This large Worm is armed with an massive amount of Weapons:
      A Powerful Microwave Laser, some Missile Launchers and 4 Proton Cannons. A really deadly Experimental excelent for surprise Attacks. πŸ˜‰

      New Land Unit:

      "Cyrox 3000" - Experimental Attack Cyborg
      The second Cyborg for the Cybrans has been added to the Mod as well.
      This one is clearly based on the famous japanese Kaiju Godzilla and is like the original really Deadly. The basic Weapons of this Cyborg is an poweful Photonic Beam Laser and two Nanite Missile Launchers. Note: This Cyborg as well the four Legged Behemoth Experimental Support Cyborg have an functional Idle Animation to make it more realistic.

      d94b140a-348a-424b-a954-8a6f9ab90148-image.png

      Cybran_Cyborg_34.PNG

      Cybran_Cyborg_31.PNG

      However that is not all the cyborg has access to two Ablities:

      Instable Photonic Laser Projectile:
      Cybran_Cyborg_28a.PNG

      Cybran_Cyborg_28.PNG

      Cybran_Cyborg_28b.PNG
      This Ability/Weapon is inspired by the new Atomic Breath of Godzilla in the Movie Godzilla Minus One. Godzilla is causing an large Nuke Explosion by using his Athomic Breath in the Movie. The Weapon causes an nuke Explosion on inpact and has an Maximum Range of 60 and an Minimum Range of 30. So anything between these two Values will be Destroyed. However keep in Mind this Weapon can Damage ally units as well. So use it wise. To make it Balanced this Weapon has an long reload Time as well

      Photonic Shockwave:
      Cybran_Cyborg_29.PNG
      Similar like Godzilla in the Monsterverse from the Movies of Legendary Pictures. The Cyborg is able to unleash an Photonic Impulse Shockwave to Destroy Enemies around it. This Ability doesn't cause any Damage to ally Units. The Size of the Sphere Effect and the Radius increase from 0 to 30 The Damage of this Shockwave has been set to 15. However with each Interval the Shockwave Increase to 30 the total Damage is 500 at the end. This Ability doesn't has an Reload yet and is designed to be used manually for Emergency Situations (Defense Purposes).

      Hope you like it and stay tuned for more Updates.
      I wish you all a nice Christmas Celebration and see you soon. πŸ˜‰

      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,
      here is an new Development Update of this Project.
      This time the Cybrans are getting two new toys.
      Note: this is the first Wave of 2. πŸ˜‰

      Please give an warm welcome for these two new Units:

      "Eraser Mark-1" - Tech 2 Shredder Drone
      A automated Drone, which is designed to for Close Destruction. The Drone causes damage in the near of the enemy Unit by Moving. Order the Drone to patrol around an enemy Structure or Land Unit to cause damage to it. Multiple Drones increase the damage by moving effect so build a squad of 10 - 20 Drones for an Attack Run.

      ShredderDrone2.PNG

      ShredderDrone1.PNG

      "The Gear" - Tech 3 Combat Scout
      An special type of Drone in the Form of an large mechanic gear.
      Its armed with two Rapid Fire EMP Blasters, an advanced Radar System and an Personal Cloak Device. This Unit will get access to a few additional Features in the next upcoming Updates.

      CombatScout1.PNG
      CombatScout2.PNG
      CombatScout3.PNG

      Hope you like them and stay tuned for more Updates. πŸ˜‰
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,
      Its time for an new Development Update of this Project.
      This Time the first Wave of new Seraphim Units and a new UEF Support Air Unithas been seen on the Battlefield.
      Lets jump to it to see them:

      'Isthu Asama' - Tech 3 Heavy Assault Walker:
      A four legged armored Walker, which comes with an integrated Bubble Shield Generator. The Walker is armed with 4 Rapid Fire Energy Weapons and two Tactical Missile Launchers. This Unit will get AA Missiles in the next Update, as an alternative Weapon to the Tactical Missiles. Both will be linked with an Weapon Toggle Button to switch them. The Walker is buildable in the regular Tech 3 Land Factory, Amphibious and Fast. The Design is based on the Chimera Stalker from the two PS3 Video Games Resistance 2 and 3
      acae7ed0-6031-4962-8cd6-8750d053b0dc-image.png
      22e01f21-da82-4872-b044-726bf82677cd-image.png

      'Isthu Yhona' - Tech 3 Super Heavy Missile Walker
      A large 4 Legged Walker armed with two Tactical Missile Launchers which fires 6 Missiles in Total. However the Walker comes with an Special Toggle Ability to Enable or Disable the Mini Tactical Nuke Mode. This Mode gives your the Ability to Build 6 Mini Tactical Nukes, which can be fired Manually to an Target Location. The Design of this Walker is based on the Chimera Goliath Walker from the Video Games:
      Resistance Fall of Man, Resistance 2 and Resistance 3.
      c682316b-0174-415b-a1fd-32666a78eb91-image.png
      37b1b630-71a0-419e-9159-41b30e107a29-image.png

      'Isanthu Mayatha' - Tech 3 Super Heavy Assault Tripod:
      A large Armored 3 Legged Walker. It is armed with two advanced Energy Beam Cannons with an higher Damage Output and larger Range compared to the Combat Scout Tripod. The Design is based on the Alien Tripod from the 2005 Movie War of the Worlds.
      1ee2d038-0aeb-4b5c-922d-37a74e9e5821-image.png
      be5ec155-d38f-448f-8767-41610c825864-image.png

      'Isanthu Gtho' - Tech 3 Combat Scout Tripod
      A 3 Legged Walker, which is armed with an powerful Energy Beam. Its integrated Radar and Sonar Device makes it really usable as an Scout. This Unit is amphibious and can walk on the seabed. This Walker will get the Acid Cloud Ability in the next upcoming Early Access Updates. The Design is based on the Hierarchy tripod walker from the Game Universe at War.
      c0068d41-20c3-4000-b657-9f8b481ebbe7-image.png c2d6be87-9b39-48ff-a019-b7a783858595-image.png

      'Mithoo' - Tech 3 Type 2 Attack Drone:
      A large Air Drone which is artmed with two Rapid Fire Energy Blasters. The Design of this Unit is based on the Type 2 Drone from the Games Earth Defense Force 5 and 6.
      78985c3c-8bb2-4206-91b1-33abc4f95484-image.png

      'ASham' - Tech 1 Flying Saucer
      This small Seraphim Flying Saucer is actually an Prototype of an Flying Anti Gravity Vessel. It is armed with an Rapid Fire Energy Weapon in its Center.
      6afddd3a-90eb-43ac-b194-dca356de7c5e-image.png

      'ASham Ithum' - Tech 2 Flying Saucer
      The Successor of the ASham but with different Design, which is developed over an small Quantum Portal Core Generator. This Flying Saucer uses the Quantum Portal Core Generator to an fire Energy Weapon on the Target. The Energy Weapon is fired by an Device form the other Side of the Portal and comes out of Energy Core in the Center of this Flying Saucer.
      ace3d30c-bd58-4a83-ac8e-1bbf697bb83a-image.png

      'ASham Itas' - Tech 3 Flying Saucer
      The Successor of the ASham Ithum. It is armed with Improved Quantum Portal Core Generator to shot an Energy Beam on the Target. The Beam is fired by an Device form the other Side of the Portal and comes out of Energy Core in the Center of this Flying Saucer.
      933ac5d7-e9e3-400e-8f39-6c0e4805882f-image.png

      As mentioned before the UEF has get a new Support Air Unit as well.

      'BC-77 Globemaster' - Tech 3 Reinforcement Plane
      A large Cargo Aircraft, which is designed to Transport Support Devices and Vehicles to the Battlefield. The Unit will drop three Factory Containers, which are able to build a single Land Unit of your choice as Land Reinforcement. Each Container will disappear after the Build Process is finished and needs to be called by the Plane again for more new Land Reinforcements. Additionally this Air Unit comes with an Prototype of my Anti Air Missile Flare System for preview Testing. The Flare System Checks of any enemy Anti Air Unit in range and will deploy the Flare Projectiles to intercept the Anti Air Missiles. If the Factory Containers are going to be dropped on an Location the Air Unit will use the Flare System as well to make you know the Containers have been arrived on the Target Location.

      This Air Unit will later get two alternative Features for the Factory Containers to drop an special Designed Defense turret or Support Devices to give your Land Units a few useful Buffs.
      9f25e952-2079-41c9-bcb7-000e60f3d6b2-image.png
      30dcb158-56ef-4b9b-bf5f-5db6f8e44723-image.png
      6526587b-9082-4ea7-9bad-d44f898f8ec9-image.png

      All new Units are now available in Early Access on Github for Testing.
      They are included in the Mod: Commander Survival Kit Units.

      Looking forward for your Feedback.
      Stay tuned for more Updates. πŸ˜‰
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Update:
      After testing out a few things
      I have found out the Transmissions are the main cause for the Performance Issue.
      The Helpcenter and its Tutorial Videos doesn't cause the Performance Issue.
      So i will rework the Transmissions and publish a small fix soon.
      Stay tuned for it. πŸ˜‰

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      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.

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      @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.

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,

      Progress Update for Commander Survival Kit Research.

      Unbenannt.PNG

      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

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      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:
      1852c587-1779-42dc-8328-d04cdf4e0dd7-image.png
      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 Ship

      Draft 1
      85df860b-f05e-42e2-9ea9-cb9416671b70-image.png

      Draft 2
      40cb31f8-e128-49f2-a7f7-29e1fde59270-image.png

      Legend:

      Red = Take-Of
      Green = Landing
      Yellow = Bridge/Island

      This is the Model of Draft 1:
      abff7297-58ff-48d8-8bfe-0b9db96daf4e-image.png

      655c81e0-972b-4567-afb7-c7a7fd37c8be-image.png

      This is the Model of Draft 2:

      6afe0e19-573a-4ea4-9fef-33e919952879-image.png

      5b305927-922e-4d23-a0fb-9fe343a1e95e-image.png

      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. πŸ˜‰
      See you soon and stay tuned for more Updates
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV

    Latest posts made by CDRMV

    • RE: Commander Survival Kit (A new SIM Mod)

      @JoTape79
      Hey Thanks for the Feedback and glad to hear you like it. πŸ™‚ Regarding to the Seraphim: I know this Faction currently doesn't has any new Units in Mechdivers and needs alot love. Currently I think about it what Kind of Units they should get. There are currently 4 Options in my Mind:

      Option 1
      The Seraphim could get thier own Designs of the Helldivers 2 Illuminate Unit next to of the Aeon. Since the Aeon have learned from the Seraphim it would make alot of Sense If they have similar Versions of these Units but with different Abilities, Stats and an Design which fits the Seraphim more.

      Option 2
      Since the Terminids are planned to appear in Mechdivers in the future as Well there is the Possibility to add them on the Side of the Seraphim but with an Redesign to fit them more. Alternative the Terminids could appear as an Playable Subfaction or as an spawned Civilian Enemy on the Map. If this is the Case Option 3 will be implemented below

      Option 3
      Or the Seraphim get Custom Units only for example alot of Tripod Walkers, Hover Tanks and other Alien Stuff, which could be based on some popular Sci Fi Franchises or on new Concept Artworks created by an Member of my Development Team.

      Which of these 3 Options will be implemented in the future is still Not fully sure at the Moment. So I will probably going to do an Long Survey soon to See which Option gets the Most Votes by the Community here, on Moddb and on my Discord Server.

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone
      its been a while since our Last Development Report.
      This time we have some News related to Mechdivers.

      helldivers_logo-1.png

      First of all the official Moddb Page of Mechdivers is now Online:

      https://www.moddb.com/mods/mechdivers
      So you can now directly follow the Development of the Mod more directly. The Mod itself will later get its own FAF Forum Post soon.

      Now I give you an Overview about the newest Additions which has been added into Mechdivers recently:
      The following Units are now available in Early Access on GitHub.

      dfb34f52-6c49-4a17-8886-56e19d5db1b7-17784425467798661458743797911931.jpg

      3fda229b-e575-4c13-bafd-46e3fe785b92-1778442571901846156221762863864.jpg

      9eaa097b-23d9-4684-8b8b-2d1cb7da9f5e-17784425934006854746748114365729.jpg

      Liberty Class' - UEF Experimental Super Destroyer (Spaceship)
      This Spaceship has been added into the Mod a month ago and will be part of an new Support Ability. Each UEF Player will get access to his own Super Destroyer which gives him access to callable Orbital Bombardments and Reinforcements with an nice Designed Manager. The Aeon and Cybrans will get thier own Spaceships too which are based on the ones from Helldivers 2. (Do you know which ones specifiaclly? ;)) The Spaceships itself are not buildable by the Player as an regular Unit. To counter them we will going to see Anti Spaceship Cannons (one per Faction) soon. How this inital Feature works in Detail will be revealed later. Currently this Feature is highly in Development but the Super Destroyer itself is already available in Early Access in the Mod but what you see there is not the finished/final State of this Feature. πŸ˜‰ There is still alot to do.

      New UEF Mechs
      Lumberer
      This Mech is armed with an Anti Tank Cannon and an Flamethrower
      c0d12673-b6cd-48eb-b51a-9a6f682b2603-17784427281734663767518122252818.jpg

      Breakthrough
      This Mech is armed with an Balistic Shield and an Heavy Flak Cannon
      The Heavy Flak Cannon is an Grenade Launcher, which is armed with Fragmentation Grenades. He works similar like an Shotgun.
      0a1cbbc2-c36a-4ffe-a2d4-f7a5d1b45c1c-17784427555904944325200580363243.jpg

      Note:
      Currently I Work on an new Modular Mech System, which will be revealed soon.
      So stay tuned for it. πŸ˜‰

      cf85afa1-4725-4f15-b2bc-33a7cdeaecee-17784427888397854607384257259420.jpg

      afaeeff2-b8ea-4cc4-a317-1fd741e3a778-1778442886192116050130695814937.jpg

      'Radical' - Cybran Tech 2 Advanced Shotgun Cyborg
      The first Variant of an artificially created Cyborg Soldier. This cyborg was created from the genetic material of an highly successful Cybran Commander with the help of the Enigma 4 enzyme This enzyme makes this Cyborg significantly larger than conventional human-sized cyborgs.

      He is armed with a hydrogen shotgun and has access to the Speed Booster ability. He is currently temporarily buildable in the Advanced Heavy Factory. Later, a new building will be available that will allow them to be created/builded.

      bcaee8d7-0f09-4cd8-a823-bd8dbd6bddca-17784429331307039043698471670733.jpg

      'Agitator' - Tech 2 Advanced Assault Cyborg
      The second Variant of an artificially created Cyborg Soldier. This cyborg was created from the genetic material of an highly successful Cybran Commander with the help of the Enigma 4 enzyme This enzyme makes this Cyborg significantly larger than conventional human-sized cyborgs.

      He is basically an Armored Version of the Radical but armed with an single Hydrogen Blaster. This Blaster has access to the Overcharge Ability to allow him to shot an single High Damage Hydrogen Projectile on an given Target. This Cyborg will later get an additional Support Ability to buff ally Land Units in its Vision Range similar like the Aeon Monolith but with an different Buff Effect.

      1187945d-99e4-40c5-8ba3-5f94d08473c2-17784429757213518991035884801305.jpg

      'Omega Engine' - Tech 3.5/Elite Heavy Shotgun Tank Bot
      An another Variant of the Vox Engine armed with two Heavy Hydrogen Shotguns and two Heavy Fusion Mortars, which can stun enemy Units. This Unit has an short Range and is more usable in Close Combat.

      Of course more is coming soon.
      Stay tuned for it
      Best regards
      CDRMV and from the Team

      posted in Modding & Tools
      C
      CDRMV
    • RE: Get Playable Area of Map

      @rama
      I use this Function below in my Mods several times.
      Mostly for my callable Reinforcements and Air Strikes.

      
      function GetPlayableArea()
          if ScenarioInfo.MapData.PlayableRect then
              return ScenarioInfo.MapData.PlayableRect
          end
          return {0, 0, ScenarioInfo.size[1], ScenarioInfo.size[2]}
      end
      
      posted in Modding & Tools
      C
      CDRMV
    • RE: Faster Way to Check Terrain Pathability

      @Rama
      There are several ways to check whether a position is on water or on land to prevent Units to be spawned on an incorrect Layer.
      I have use some of them in my Mods several Times.

      First Example is from Mechdivers
      I use the Code below in an While Loop to get the current Layer of an Drone Position in Realtime :

      local position = self:GetPosition()
      local terrain = GetTerrainType(position[1], position[3])
      self.check = string.find(terrain.Name, "Water")
      		
      -- self.check = nil (The drone is over Water)
      -- self.check = 1 or any Value which is not nil (The drone is over Land)
      
      If self.check ~= nil then
      -- Position is on Land -> Spawn Reinforcement Beacon Unit 
      else
      -- Position is on Water 
      end
      

      Example two is from the Commander Survival Kit

      local location = self:GetPosition()
      local SurfaceHeight = GetSurfaceHeight(location[1], location[3]) -- Get Water layer
      local TerrainHeight = GetTerrainHeight(location[1], location[3]) -- Get Land Layer
      LOG("Water: ", SurfaceHeight)
      LOG("Land: ", TerrainHeight)
      		
      -- Check for preventing Land Reinforcements to be spawned in the Water.
      if SurfaceHeight == TerrainHeight then 
      -- Position is on Land -> Spawn Unit
      else
      -- Position is on Water 
      end	
      

      Maybe this can help you to fix the Issue.you have.
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: AI Wave Survival Mod Information

      @g4ever
      Hi I take an Look into the attached Crash.log.log you have Post since I saw you Play with the Commander Survival Kit and Future Battlefield Pack Legends in this Match. The Error Messages related to the `DestroyAllTrashBags is caused by the Missing DeathImpact Weapon on these following Units UAA0002, URA0003 and URA0002, which are Drones from my Mod Future Battlefield Pack Legends. The Problem is the Log is full of Error Messages related to other Mods as Well. So next to of the Issue with the Drones the other Errors could have an Impact on the Desync too. I will going to Patch the Drones in Future Battlefield Pack Legends soon. The Fix will be released on GitHub First for Testing before I will Upload a new Patch Version on the FAF Modvault. So I will inform you If the Fix is uploaded on GitHub.
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,
      I and my Team want to present the newest Development Progress for CSK Units and Mechdivers. This time the new Content for both Mods is focused on the Aeon only.
      So lets jump in into this huge Development Report.

      fe1a8233-9baa-4521-9f49-5b5b2dcaf984-image.jpeg

      New Units for Commander Survival Kit Units (CSK Units):

      290c3c30-5bd8-4518-93b5-8254a1376def-image.jpeg

      'Deramath Class' - Experimetal Assault Battleship
      A large Battleship, which is focused on Ship to Ship Combats and Heavy Coastal Bombardments.

      147742a5-8cff-43ee-97cc-bfc7737c0ea1-image.jpeg

      'Mordor Class' - Experimental Fortress
      A large heavy armed Super Battleship. It comes with its own integrated Energy Generator and several different Weapons Types for Balanced Naval Battles.

      Note:
      The Model + Design of both Aeon Naval Units was created by zhanghm18 for CSK Units.


      New Units for Mechdivers

      5ccbbe56-e3ad-42bb-ab94-12544eb997f9-image.jpeg

      e8e7ecb2-49ca-47cb-a9ff-3dfc914a057c-image.jpeg

      'Warp Ship'
      Two Variants of the Illuminate Warp Ship from Helldivers 2 has been added to the Mod for the Aeon. The first one is buildable on Tech 1 and will serve as an new Land Factory. The other one appears as the Drop Sequence of Land Reinforcements called by the Aeon Tech 2 Watcher Drone. The Design is based on the Illuminate Warship from Helldivers 2

      You can check out the Video Demonstration here on Moddb:
      https://www.moddb.com/mods/commander-survival-kit-csk/videos/aeon-warp-ship-drop-sequence-mechdivers

      ec154c3a-aa7c-476b-aa61-6ae225b00ec2-image.jpeg

      'Gazer' - Tech 1 Laser Beam Defense
      A Turret which is armed with an single Laser Beam Emitter. It fires the same Laser Beam, which is used by the Harvester Tripod but is weaker.
      The Design is based on the Illuminate Gazer Beam Tower from Helldivers 2

      2e6e2976-aa9b-42c4-b935-87fb8d41fa00-image.jpeg

      'Lightning Spire' - Tech 1 Tesla Defense
      A Turret which is armed with an Lightning Weapon.
      The Design is based on the Illuminate Lightning Spire Tower from Helldivers 2

      1c4918ac-69ed-4b8a-91c8-3a95fc02bce6-image.jpeg

      'Cognitive Disruptor' - Tech 2 Tactical Jammer
      A new Type of Jammer, which reduces the perception of enemy Units inside its Range. That means this Jammer reduces the Movement Speed and Vision Range of those Units. If they leave the Range of the Jammer their Vision Range and Weapon Ranges will be reset to the original Values. The Design is based on the Illuminate Cognitive Disruptor form Helldivers 2

      d2070144-7956-4186-bfb0-28fc9519aa7f-image.jpeg

      'Monolith' - Tech 2 Support Building
      This new Tech 2 Building gives ally Land Units Regeneration and Health Buffs in its Range.

      9bc7c619-56c5-4209-b062-ee16085fc628-image.jpeg

      'Gatekeeper' - Tech 3 Assault Tripod
      A armored Tripod, which is piloted by an Light Assault Bot in a Shield Bubble. The Walker is armed with two Quantum Cannons, which switch automatically between an slow Firing mode with greater Damage output into an Rapid Firing Mode with less Damage Output. He is buildable in the regular Tech 3 Land Factory and Amphibious.
      The Design is based on the Illuminate Gatekeeper Tripod from Helldivers 2

      e5ed71b5-db60-45cf-95b6-2b52e5d197c8-image.jpeg

      'Veracitor' - Tech 3 Melee Tripod
      A armored Tripod, which is piloted by an Light Assault Bot in a Shield Bubble. The Walker is armed with two sharp Titanium Claws which will be used in Melee Attacks. He will going to attack any enemy Land Unit which is inside its Vision Range as long as the Firestate is not set to Hold Fire . Buildable in the regular Aeon Tech 3 land Factory and is Amphibous. The Design is based on the Illuminate Veracitor Tripod from Helldivers 2.

      879e31a7-42b6-4687-91b8-f3a9438862c9-image.jpeg

      'Elevated Overseer' - Tech 2 Advanced Jetpack Bot
      The first Overseer Bot Series which comes with an Jetpack and an Rapid Fire Energy Blaster. It works similar like the two Drones ingame so it will not Land and doesn't need to be refueled. Can be shot down by Anti Air and is buildable by the Warship (Landed) and in the regular Tech 2 Land Factory. The Design is based on the Illuminate Elevated Overseer from Helldivers 2.

      cd1fc77d-946c-4168-80f8-7e93cbd471f6-image.jpeg

      'Overseer' - Tech 2 Advanced Assault Bot
      The second Overseer Bot which comes with an Lance Weapon has been added to the Mod. Later he will get access to an Left Arm Shield and an Melee Attack for his Lance. He is buildable by the Warship (Landed) and in the regular Tech 2 Land Factory. The Design is based on the Illuminate Overseer from Helldivers 2.

      8f1b8093-cfb4-436e-85a6-b3047b9d1945-image.jpeg

      'Crescent Overseer' - Tech 2 Advanced Artillery Bot
      The third Overseer Bot, which comes with an Heavy Artillery Plasma Cannon has been added to the Mod. This Unit has access to the Direct Fire/Indirect Fire Mode Toggle Ability. He is buildable by the Warship (Landed) and in the regular Tech 2 Land Factory. The Design is based on the Illuminate Crescent Overseer from Helldivers 2.

      Hope you like them and stay tuned for more πŸ˜‰
      Best regards
      CDRMV and from the Team

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,
      today I want to present you two new Units, which have been recently added into Mechdivers and CSK Units.

      Mechdivers:
      f59f8ffe-ef61-473c-bbe5-79ea91070431-image.jpeg

      e28bf22b-e65d-4258-b9ce-8c8f49269265-17736153284638822246785869577496.jpg

      'Phobos' - Tech 3 Heavy Bomber
      The Base Version of an Heavy Bomber Series has arrived.
      This Bomber is armed with an Anti Air Flak Cannon Turret on its top to shot down enemy Fighters. However its Main Weapon are the 24 Armor Piercing Bombs which will be dropped by this Bomber in an devastating Carpet Bombing Strike. He is Buildable by the UEF Landing Pad. The Design is based on the crashed SEAF Bomber from the Game Helldivers 2.

      Now available in Early Access on Github. This Unit is included in the Mod: Mechdivers.


      CSK Units:
      f7f7eed8-1bd3-4982-8c02-4cbc2f371689-image.jpeg
      The following Unit has been created by my Team Members @strutman12345 and Wardem.
      I have do the Coding Part to make it functional and to integrate the Unit into CSK Units.

      Concept Artwork:
      image-469~2.png

      Screenshots:
      e923b378-2126-467d-842a-d80560426815-17736155870952801496818439200941.jpg

      94892bfc-7d62-4b71-9641-560f17ae2b70-1773615613279606309901067376487.jpg

      Eradicator - Tech 3 Tactical Ballistic Missile Walker
      A large Walker, which is armed with an Tactical Ballistic Missile. Has access to an optional Directfire Mode and is arned with an additional Particle Laser Beam Emitter.

      Now available in Early Access on Github. This Unit is included in the Mod: Commander Survival Kit Units (CSK Units)

      Stay turned for more Updates.
      More is coming soon. πŸ˜‰
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,
      its been a while since our last Development Report for Mechdivers.
      The time has come to present you the next Wave of new Content for it.

      Big thanks goes to wardem0510 a new Member in my Development Team for his work to improve the Textures of my Units.

      a3f4e088-9b0d-408c-91d1-03c07c0b7ee6-image.png

      7cb1e396-da2a-4ace-bb3b-cc177927d5ad-image.png

      'Eagle' - Tech 3 Groundattack Fighter
      This new Tech 3 Air Unit is now buildable as 10 Variants in the regular Tech 3 Air Factory, which comes with different Weapons such as:

      • Miniguns
      • Armor-Piercing Bombs
      • Napalm Bombs
      • Smokescreen Bombs
      • 500kg Bomb
      • Missile Pods
      • Cluster Bombs
      • Acid Bombs
      • Ion Bombs

      The Design is based on the Eagle 1 Fighter from the Game Heldivers 2


      cd768693-1936-4ebe-afb2-1e050bf1ddab-image.png

      Deimos - Tech 3 Heavy Mortar
      A specific Artilley installation with the Ability to switch its Grenade types by the installation of thier specific Enhancement Upgrades. This Artillery fires 1 Grenade per Salvo and requires the build of the Deimos Supply Tech 3 Ammunition Storage (see below for more details about this Building) to fill/refuel its Cannon with an Grenade. The Enhancement Upgrades will alos been unlocked once the Deimos Supply has been builded and its Storage is not empty. You can build 3 of them by an Tech 3 SACU's or Tech 3 Engineer. The Design is based on the SEAF Artillery from the Game Heldivers 2.

      Check out the Video Demonstration:
      https://youtu.be/Qptrpp1zQek


      cf49516e-22da-4e60-9c79-e1eb9e5501c0-image.png

      Deimos Supply - Tech 3 Ammunition Storage
      This Support Structure is actually designed to refuel the Deimos - Tech 3 Heavy Mortar with Grenades (Ammunition). Its current Storage Capacity is set to 50 and once it get empty a Cargo Hercules Transport Gunship will appear to refuel it atomatically. However the arrival of the Gunship and the refuel Process takes time so please be patient. Can be builded only once by an Tech 3 SACU's or Tech 3 Engineer. The Design is based on the Storage Structure, which usually appears next to of the SEAF Artillery in the Game Heldivers 2


      c0e12419-8835-4b07-9f5f-a452f310430a-image.png

      'KΔ«lauea' - UEF Experimental ICBM Launcher
      A large Strategic Missile Launcher, which fires an ICBM Missile to the given Target Location set by the Player. The Design is based on the ICBM Launcher from the Game Helldivers 2.


      06479e9d-4fa1-44da-9dd4-cc1fb552dcaa-image.png

      'UD-250 Bastion MK X' - Tech 3 Heavy Tankhunter
      This Tankhunter is armed with an powerful large caliber Gauss Cannon, which is usually used by Coastal Defenses or Battleships. The Cannon is not mounted on an Turret but on the Chassis of this Tank. So the Tank will automatically align his Chassis to the Target to Fire his Gauss Cannon. Next to of this the Tank is armed with an additional Machine Gun mounted on the Gauss Cannon. This Unit is buildable in the UEF Tech 3 Land Factory. He is not transportable but amphibious. The Design is based on the Bastion Tankhunter from the Game Helldivers 2


      fc269aad-bcae-476f-98c8-e75de2be600d-image.png

      75b29dd2-0eac-4796-84e1-7b0ce6ff7902-image.png

      e70bbde6-699b-4f9c-b45e-ec9333817f10-image.png

      'Vox Engine' - Tech 3 Heavy Tank Bot
      This armored Vehicle is armed with 2 Heavy Hydrogen Laser Cannons, 2 Hydrogen Laser Gatling Turrets and 2 Icarus Missile Launchers. It is amphibious and can be transported. Buildable by Tech 3 Engineers and SACUs. The Design is based on the Automaton Vox Engine from the Game Helldivers 2.

      All of these Units are now available in Early Access on my Github Repository.
      There are included in the Mod: Mechdivers.

      Hope you like it and stay tuned for more Updates. πŸ˜‰
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello everyone,
      I have upload Version 27 of the Commander Survival Kit (CSK) on the FAF Modvault.

      Overview:

      Bug Fix:

      Cybran Land Reinforcements Manager (Experimental Section)

      Callable Experimental Unit:

      'Scathis' - Cybran Experimental Mobile Artillery

      • Add an Version Check for Vanilla and FAF, which loads the correct Unit Code for the specific Gameversion. This fixes the Issue that the Unit wasn't able to fire in FAF (Was reported by @bayopello)

      @kilatamoro I have seen your 1 Star Review for the Commander Survival Kit recently.
      Personally I think the Issue you mentioned is caused by an another Mod. The Commander Survival Kit doesn't has a Function, which keep your Units selected (It doesn't even touch them).

      So the Questions which I have for you are:

      • Were any other mods activated?
      • When did the problem start?
      • Were there any errors in the log?
      • Is there a replay of the error that I can watch?
      • If you Play the Commander Survival Kit without any other Mods activated did the Issue appear as Well?

      As always if you find any Issues with the Commander Survival Kit please let me know about that directly. So I can look into it to fix it or I can work on it to make the Mod compatible with the specific Mod.

      Thank you for your Support. πŸ˜‰
      Anyway have fun and stay tuned for more Updates related to Mechdivers.
      Best regards
      CDRMV

      posted in Modding & Tools
      C
      CDRMV
    • RE: Commander Survival Kit (A new SIM Mod)

      Hello @bayopello
      glad to hear you love the Mod.

      About the two Topic you mentioned above:

      Topic 1:
      You can still spawn reinforcements and airstrikes being dead.
      Personally I See this more as an Feature instead of an Bug. However it should get an Lobby Option, which allows you to manage this directly before you start a Match. I think it could be useful in an Survival related Match as an example, where Players fight against waves of AI Units. A Player, which has lose his ACU and Base during this Fight he could be still able to help his ally Players with additional Reinforcements and Fire Support or can try to rebuild his Base. In Multiplayer I can See that could be unfair If an Player who has lose anything is still able to call something. So yes to solve this I would make this Manageable as an Feature with its own Lobby Option in the Lobby.

      Topic 2:
      Also when you are spawning the schathis is bugged and doesn't shoot
      That is clearly an Bug and I already know where the Problem is.
      The Mod adds an Clone of the Mobile Scathis into the Game.
      The Reason for this is Brewlan changes the Scathis from an Mobile Artillery to an Structure.
      So to make the Mod still Compatible with Brewlan I have add this Scathis Clone to reintroduce the Mobile Artillery Scathis to make it Callable as an Land Reinforcement Unit. The Problem is the Code is still the one from Vanilla and Not the one from FAF. So I will need to add the FAF Code of this Unit with an Version Check to make this Unit functional in FAF. I have forget that so thanks to let me know. Since this Issue is FAF only I can Upload an Hotfix on the FAF Modvault to fix this. For Vanilla and Loud is this Not needed since they use the Vanilla Code but it will be included in the next Patch.

      posted in Modding & Tools
      C
      CDRMV