FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    1. Home
    2. CDRMV
    C
    Offline
    • Profile
    • Following 0
    • Followers 1
    • Topics 1
    • Posts 144
    • Groups 0

    CDRMV

    @CDRMV

    298
    Reputation
    33
    Profile views
    144
    Posts
    1
    Followers
    0
    Following
    Joined
    Last Online

    CDRMV Unfollow Follow

    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

      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)

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

      The First new Aeon Units are currently in Development.

      Behemoth Experimental Habitat Walker

      Aeon Experimental6.PNG

      Shisa Experimental Assembly Walker:

      Aeon Experimental2.PNG
      Arrival Sequence:
      Arrival Sequence.PNG
      Both Walkers have an Arrival Drop Sequence if the Build Process is finished.
      Or if they are spawned by the Unit Spawn Console.
      How this Squence looks like will be presented later with an Demonstration Video.

      Final Note:
      Both Walkers will have different Abilites and have access to Enhancement Upgrades.
      They are inspired by the Hierarchy Walkers from the Game Universe at War.

      posted in Modding & Tools
      C
      CDRMV

    Latest posts made by CDRMV

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

      Hello everyone,
      its been a while since the latest Development Report of this Project. I want to present you the Development Progress for the next Version of the Commander Survival Kit. Lets Begin with the new Features and Improvements, which have been added into the Mod recently.

      New Designs:

      Note:
      The Command Center has been renamed into Reinforcement Center

      Aeon Tech 2 Reinforcement and Tactical Centers:
      bbf3f6d9-8c12-4944-8b8a-e9c80aa5c1ba-17280859231298191069851132840074.png
      c1b0ea4f-b554-4757-b7ff-27e7760b2c76-172808587208774270992779253322.png

      Seraphim Tech 2 Reinforcement and Tactical Centers:
      image-198.png
      image-182.png

      Naval Reinforcements Manager:
      The Naval Reinforcements Manager is now fully finished. In the next upcoming Version Players will be able to call Submarines, Frigates, Destroyers, Cruisers Battleships, Battlecruisers, Aircraft Carriers and more as Naval Reinforcements on the Map.
      1c646653-ea51-40f9-af1e-8693d18bbfc3-17280860800022382030111449361403.png

      Available Units Section:
      In the previous Versions of the Mod all available Units Independent of the Techlevel, where included in this Section as callable Reinforcements. To make it more organized this Section has been separate into 4 switchable Pages
      Tech 1, Tech 2, Tech 3 and Experimental in Detail
      The fourth Page "Experimental" is usually disabled
      be1997f2-33d2-4db7-8c53-35b116ef3c7a-1728086117750343662707939246011.png
      eee5d227-14ce-432a-8979-886000f33d76-17280861473022832169264418404092.png
      0df5afb6-3cd8-4abd-8a27-c84889445ba6-17280861781627636770669135186974.png

      Callable Experimental Reinforcements (Optional):
      In the next Version of the Commander Survival Kit. Experimental Units can be called as Reinforcements. They can be called from the fourth Page Experimental of the Available Units Section of each Reinforcements Manager. However there are usually Set to be Not callable in the Lobby. So Players will need to Set the Option to callable If they want to have Access to Experimental Reinforcements in the Match. UEF callable Experimental Land and Naval Reinforcements will be delivered with an Squadron of Cargo Gunships, which Transport them with Tractor Beam Emitters
      7f5337bb-b345-4985-aa9a-03b2d404337c-17280863120936740438933122539203.png
      image-227.png
      image-298.png

      New Structures
      The next upcoming Version of the Commander Survival Kit will introduce some new Possibilities to Set Up an more Structure wise Gameplay compared to previous Versions

      HQ Communication Center (For all Factions):
      If you Set the specific Lobby Option to buildable the two Main Buttons of the two Managers will be available only If the Player builds the HQ Communication Center. This new buildable Structure on Tech 2 unlocks the two Main Buttons of the two Managers. It can only be builded once by each Player. If this Building get Destroyed you will lose the Access to both Managers as Well. So you will need to rebuild it to get the Access to both Managers Back.
      7d734060-6e2e-48ef-9875-ac95ce6bcf6d-17280865576743319700696594858294.png
      34c4f62f-97db-4837-9961-4aba6a0d942e-17280865811112527338402470820719.png
      40b4f72d-acf0-4df3-9561-a9a9ce3c60f2-17280865971563747906984610307013.png
      image-123.png

      Reinforcement and Tactical Point Storages (For all Factions):
      In the next Version of the Commander Survival Kit Players will be able to Increase the amount of Collectable Points of both Managers directly in the Match with these two Buildings. Each Player can only build one of these two Buildings. Both Buildings can be Upgraded from Level 1 to Level 5 which Increase the amount of Collectable Points of both Managers with 1000. You can Increase them to 5000 in total if you Upgrade both Buildings to Level 5. The Access to these two Buildings can be managed with thier own Lobby Option.
      Additionally the other two Lobby Options to Set an specific Value for the amount of Collectable Points of both Managers can be Set to 0 now. So you can now Play the Mod with Structures only to Manage both Managers directly in an Match.
      b1992c33-0a0b-40a4-a585-a135566bec05-17280866861364073409749805881084.png
      e3f2b9e3-314e-4f68-b15b-cbfd50055bf7-17280867149756778504971636230258.png
      832d5a46-c8c4-49b2-b564-474dbf9a4f30-17280867363928020009807439018081.png
      1a04da39-e603-41a6-ab22-862369239955-17280867568798192600954562037031.png
      0d50d7e3-0e7a-482a-850c-2f8ff9684fef-17280867901972140932200297378984.png
      3b129756-71f6-4cd7-95f4-6a665472fa69-17280868074726438946673210314249.png
      825c342f-7b59-42f4-a40a-824d1a8a55d8-17280868281967660851896395521485.png
      c14a29a0-47a9-4ef8-b603-ac88a9cd515d-17280868676385982980577166500894.png
      13b7782f-1c51-416d-80d1-006f0d53cfcd-17280874264324305297618664027619.png
      26441c35-f3cf-4532-9bd6-1e9f42b71b48-17280874575091945238464710782476.png

      New Drop Mechanics for UEF Land and Naval Reinforcements:
      Tech 1 and Tech 2 Land Reinforcements will now be delivered by two different Cargo Planes which Drop them with Parachutes. Tech 3 Land and all Naval Reinforcements will be delivered with an Cargo Gunship.
      image-256.png
      image-269.png
      image-204.png
      ca918a53-cddb-426b-ab62-f321ce2cc97c-17280876741403459602586596864548.png
      60829aac-be03-4565-9909-5a7154414d37-17280877015477955773098667674493.png
      1a933b3d-5fd1-4837-9d11-32b7528feba0-17280877177027882879719238799305.png
      fce2582c-bb21-4831-bac2-5f6044175179-17280877370736299714405106114581.png

      Other new Lobby Options:
      Land. Air and Naval Reinforcements can now be managed with thier own Lobby Options. Example: If you don't want to have Air Reinforcements in your Match you can now fully Disable the Air Reinforcements Manager. Air Strikes have get their own Lobby Option as Well. So If you don't want to have any Air Strikes in your Match you can fully Disable them in the Lobby as Well. This Feature was Requested by @cychwa_klaymberg
      image-189.png

      Currently in Development:
      The next upcoming Version of the Commander Survival Kit will introduce several new Air Strikes from Torpedo Bombers, Ground Attack Fighters and more.

      Drop Turrets and Devices Section:
      Players will be able to call Drop Turrets and other Support Devices in the next Version. Both have Access to the Enhancement Upgrades which can be used to Upgrade them with new Abilities, Weapons and other Effects. You can see here an Preview of the:

      UEF Drop Turret:
      f8bbb93e-857a-494c-9920-4fb0603b5c49-1728087930129430870520664849751.png
      UEF Drop Repair Turret:
      8f70b3b5-e926-47ee-93c1-e7d33eeaf69c-1728088188438881626604420787528.png
      UEF Drop Supply Station:
      image-176.png
      They will Not be buildable by Engineers, ACUs or SACU's compared to regular Turrets. So they will be callable only by the Drop Turrets and Devices Section from the Fire Support Manager. More Details related to them will be presented in the next Development Report.

      Several other Improvements:
      The Spawn Mechanic of the Air Strikes, callable Air Reinforcements and Others which are similar to them has been Improved. Expandable Maps with Playedable Areas (such as Campaign Maps) are now supported by this Mechanic.

      Alright I think this is enough for this Report and gives you a nice Preview of what is coming in the next Version of the Commander Survival Kit, which will be Released in Dezember. If you want to Check Out the New Features before the new Version arrives in Dezember in Early Access. Please Download the GitHub Version of the Commander Survival Kit. πŸ˜‰

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

      Stay tuned for the next Development Report
      Best regards
      CDRMV

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

      @cychwa_klaymberg
      Hey glad to hear you like it. πŸ˜‰
      Nice Idea and Suggestion do you have I like that
      The Integration of New Lobby Options to Enable or Disable callable Land, Naval or Air Reinforcements from the Reinforcements Manager in the Match can be added into the Mod.

      New Lobby Options for Air Strikes and the other things from the Fire Support Manager are possible as well. The only thing is the Mod will introduce a large additional amount of New Lobby Options into the Game, which could overwhelm some Players at the begining. But I think it makes the Mod fully customizable and even more enjoyable as an Result

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

      @comradestryker
      Regarding to the new upcoming Version of the Commander Survival Kit (Version 1.20). The Development of it still progressing very Well and several new Features has been added to the Mod recently, which I will present here soon in the next Development Report. There are a few other Features for Version 1.20, which are still in Development and they will be presented later. However the finished new Features can present already.
      So stay tuned for the next upcoming Development Reports. πŸ˜‰

      posted in Modding & Tools
      C
      CDRMV
    • RE: Firey Explosions mod FAF

      @ZBC
      Hey ZBC,
      thank you so much for your hard Work to bring the classic Firey Explosions Mod to FAF.
      Looking forward for upcoming Updates and you own Explosion Mod in the future.
      Keep Up the good Work.
      Best regards
      CDRMV

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

      @Rama
      Hey Rama,
      It is possible to get the Information of the Hidden Area outside the Map
      Uveso has Show me an Way how to do that.
      I primary use it for several Spawn Mechanics of callable Reinforcements and the Airstrikes which are included in my Commander Survival Kit.
      So maybe it could help you for what you want.
      But you will probably need to modify the Code for your purposes.

      GetPlayableArea:
      This Function checks for the existence of an playable rectangle (area) on the map.
      If one exists it returns the playable rectangle (area)
      If not it simple returns the size of the map

      GetNearestPlayablePoint
      This Function checks whether the given unit position is outside the playable rechtangle (area)..
      If the Unit is located outside the Map it returns a new generated Vector inside the Playable Area
      If Not it doesn't return anything.
      The included Check for ScenarioInfo.type == 'skirmish' is optional
      So If you want to use the Code for specific Game Modes only you can use the Check.
      For example: Campaign, Skirmish or anything else.

      If you have any additional Questions related to this.
      I still have Contact with Uveso on Discord to pass them on to him.

      GetPlayableArea = function()
          if ScenarioInfo.MapData.PlayableRect then
              return ScenarioInfo.MapData.PlayableRect
          end
          return {0, 0, ScenarioInfo.size[1], ScenarioInfo.size[2]}
      end,
      
      GetNearestPlayablePoint = function(self,position)
      
          local px, _, pz = unpack(position)
      	
      if ScenarioInfo.type == 'skirmish' then
      local playableArea = self.GetPlayableArea()
      
          -- keep track whether the point is actually outside the map
          local isOutside = false
      
          if px < playableArea[1] then
              isOutside = true
              px = playableArea[1] + 1
          elseif px > playableArea[3] then
              isOutside = true
              px = playableArea[3] - 1
          end
      
          if pz < playableArea[2] then
              isOutside = true
              pz = playableArea[2] + 1
          elseif pz > playableArea[4] then
              isOutside = true
              pz = playableArea[4] - 1
          end
      
          -- if it really is outside the map then we allocate a new vector
          if isOutside then
              return {
                  px, 
                  GetTerrainHeight(px, pz),
                  pz
              }
      
          end
      end
      end,
      
      

      Best regards
      CDRMV

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

      @comradestryker

      If everything goes according to plan, we will see the next official version of the Commander Survival Kit (Version: 1.20) between Christmas and New Year's Eve this year. If not then in January or February 2025 Until the new version of the Commander Survival Kit is released, you can download the official developer version from GitHub at any time. The Developer Version will be expanded with new functions and features with the next Early Access updates. At the moment the development progress for the next version of the Commander Survival Kit (Version: 1.20) is progressing very well.

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

      Hello everyone,
      Just want to let you know I'm working on several new Stuff for the Commander Survival Kit this time.
      Regarding to the Survey of the Introduction of callable Experimental Reinforcements:

      Although there wasn't much participation in the survey here, the results on my Discord server were clearer. Callable Experimental Reinforcements will be added into the Reinforcements Manager of the Commander Survival Kit soon. They will be available for Land, Air and Naval. However they will be optional. That means a new Lobby Option to manage them will be added to the Mod as Well. So Players will be able to Enable or Disable the Access of Callable Experimental Reinforcements for thier Matches. The Access of Callable Experimental Reinforcements is usually disabled.

      Additionally I'm working on several other new Stuff for the Commander Survival Kit:

      For example new types of callable Air Strikes for each Faction.
      New Drop Mechanics for callable UEF Land and Naval Reinforcements.
      A more sorted Available Units Section of the Reinforcements Manager (Tech 1, Tech 2, Tech 3 and Experimental)
      As mentioned above on the upcoming Introduction of callable Experimental Reinforcements
      Two new buildable Structures (what they do will be revealed later)
      Callable Dropable Turrets
      And more.

      Stay tuned for upcoming News and Updates related the topics above.
      Best regards
      CDRMV

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

      Hello everyone,
      The Fire Support Manager of the Commander Survival Kit has get new Additions.
      Of course for all Factions. πŸ˜‰
      8caf32e4-5814-49ea-81db-e0a067ae6b7e-image.png

      213baf3c-2960-4f7f-9c8b-0f45a6d60d1c-image.png

      Players are now able to call a Strategic Missile on an Target Location. Or they can now Intercept an Incoming Strategic Missile with an callable Anti Strategic Missile over an Target Location.

      These new callable Missile Barrages are now available in Early Access on Github. They can be find inside the Missile Section of the Fire Support Manager (Commander Survival Kit)


      Two Surveys:
      The following Surveys are focused on the two Managers of the Commander Survival Kit.

      Should Experimental Units appear as callable Reinforcements?

      Available Options for this Survey:

      • Yes
      • No
      • Only with an Lobby Option (Enable/Disable)

      Should Experimental Air Units appear as callable Air Strikes?

      Available Options for this Survey:

      • Yes
      • No
      • Only with an Lobby Option (Enable/Disable)

      Both Surveys are Open until next Sunday
      I'm looking forward for the Results

      Stay tuned for more Updates
      Best regards
      CDRMV

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

      Regarding to the Issue about the Disappear Mechanic of the Callable Airstrikes.
      After a few additionally Analyzes by myself the Code itself is working in General. I have notice that the Air Units will disappear mostly If they reach the Border of the Playable Area/Map. However they will Not always disappear If Enemy Units are in thier Range for some Reason. So sometimes they will start to do an Attack Run after that until No Enemy Units are in thier Range. If the Airstrike Air Units are in Idle Stage again they will disappear as expected. Even If there are inside the Map, which can look funny sometimes. An Possibile Cause of this Problem could be an Overlap of the Playable Areas on the Map, which Breaks the Code a Bit for a few Areas but that is an theory by myself. I will still Look to find an fix for it, which I can't clearly give an garantee for it. So maybe we will need to Life with this small funny Issue in the future.

      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.

      Commander Survival Kit (Sim Mod):

      Callable Airstrikes and Air Reinforcements:
      Finally after some Experiments with the Code:
      Callable Airstrikes and Air Reinforcements by the two Managers are now working in the Campaign. The Code behind the Spawn Mechanic has been Improved to check whether the spawnposition is in the playable area of ​​the map. Additionally it checks which Gamemode (Campaign, Skirmish or whatever) the Player is currently playing to load the correct Spawn Code for them.

      9463b5da-c0fe-46ed-ae1f-816677458a80-image.png

      The Campaign Fix is now available in the official Github Version of the Sim Mod: Commander Survival Kit and will be included in the next upcoming official Release. If you use an old Version of the Commander Survival Kit please delete it first and install then the Github Version.

      Please Note:
      There is an small Issue in terms of the Disappear Mechanic, where Airstrike Air Units doesn't disappear if they reach the other Side of the Playable Area (Map). As always, I'm already looking for a fix. So stay tuned for upcoming Updates regarding to this.


      Commander Survival Kit Units:

      4 new Seraphim units has been added into the Mod

      'Isanthu Asthum' - Tech 3 Recycling Tripod
      A 3 Legged Walker armed with an Reclaiming Cannon.The Improved Targeting System of the Cannon allows it to reclaim enemy Land and Naval Units in an specific Range automatically. So this Walker use Reclaim only as its Main Weapon and comes with an large amount of Health Points. The Design is based on the Hierarchy Reaper Drone Walker from the Videogame Universe at War.

      Guide to use it correctly:
      Order the Unit to Move in the near of an Enemy Unit. If it stops it will start the Reclaim Process automatically. The Range of it is a Bit smaller to its Visible Range.

      a5cbe921-ddee-4bb5-9223-8d907737ef60-image.png

      'Isanthu Kthan' - Tech 3 Combat Multifunction Tripod
      A 3 Legged Walker which comes with 5 different Weapon Variations. That means this Unit comes with the Weapon Random and Enhancement Upgrade System to support several different Weapon Layouts as Variations. The Tripod gets access to an Strong Sniper Turret, Rapid Fire Energy Blasters or Beam Cannons. All three can appear as an single or mixed Weapon Layout Configuration. Since the tripod does not have a fully rotatable torso, it must be positioned strategically. Only then can he fire his weapons. The Design is based on the Tripod from the Video Game Half Life and on the BBC Tripod.
      2ab582ca-7825-4285-a21c-614b7e18e2d5-image.png
      0f657c03-750a-472e-827e-48714771f22e-image.png
      4ec272c3-62fc-4fa0-8488-246dac3c21b4-image.png

      'Isanthu Defanthum' - Tech 3 Deployable Rapid Fire Turret
      A 3 Legged Walker, which is armed with an new type of an Rapid Fire Turret.
      It comes with an Toggle Button to switch from Mobile to Stationary Mode and backwards. The Walker is amphibious, but is not be able to deploy into Stationary Mode in Water and Seabed. The Design is based on an unused Concept of an Hierarchy Walker from the Video Game Universe at War.

      Undeployed (Mobile):
      d199f925-d5e3-401a-85bf-642b3a7cc3d1-image.png

      Deployed (Stationary):
      7c76badb-f10a-4cfa-bc47-cc8c222cb62f-image.png

      'Isanthu Xhantha' - Tech 3 Mobile Missile Battery Tripod
      A 3 Legged Walker which is armed with 8 Ihana Missile Launchers for Long Range Fire Support. The Walker is amphibious and has an good Movement Speed. However he only has 1500 Health, which makes him weak against enemy attacks.
      06bc51f2-f027-4896-8854-409e8f325deb-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