Testing the waters - Legend Of Galactic Heroes

A mod for a series most of you will never have heard of.

As with many other people I saw Sins and thought that it would make a great game to mod, however being slightly stranger than many of you, the first series that sprung to my mind was Legend of Galactic Heroes, now im not even going to attempt to explain the series, but will atleast say that anyone who likes real sci-fi (The Foundation series, Dune etc) owes it to themselves to investigate it.

I had been resisting doing this until the mod tools came out and I could see just how modifiable the game was, but from what I can determine from "poking around" most of what I envision can be done with what we have now, even if it might take a little bit (ok maybe a lot) of creativity. The only obvious discrepancy between the mod and the series is that fleets will have to be somewhat smaller, but still as big as can be managed, but 10,000+ ships is somewhat unlikely.

So this is a general, anyone feel like helping out? as it stands I only really need a modeler\texturer.

And don't take this as a Mod announcement, just like it says testing the waters.
74,207 views 82 replies
Reply #1 Top
Love the series. I have no skill at modeling or texture work but I wish ya luck.
Reply #2 Top
Cool! We can always use another major mod project.
Reply #3 Top
Just saw some videos on youtube and I must say, its a very interesting series. I think that it would translate quite well to a mod. There certainly is many mechanics of the series that is very similar to Sins. It would certainly be something that I would love to play.

10,000+ ships would be excessive. Although, if the poly counts are kept to the smallest amount possible for each ship while still looking nice, I would think you could have quite large fleet battles.
Reply #4 Top
greatest idea till now. wanted to suggest it myself in the next days, you were faster ^^
LoGH rocks absolutely, and a LoGH mod was the first thing that came to my mind when i discovered sins.
i'll gladly contribute whatever i can if someone seriously starts this project, although im not too skilled with 3d modeling and stuff
Reply #5 Top
I logged in to reply to this. I am a huge LOGH fan, and I totally support this idea. If theirs anyway I can help, I'd be more then willing. my e-mail is [email protected] if you want to discuss it in detail.
Reply #6 Top
it's difficult. A lot of LoGh was about tactics and strategy. As it is, the only tactics you'll be using in Sins is "build more ships than you" since it's so difficult to manually assign orders without having them run all over the place, having areas of contest that are puny tiny small with huge round things in the middle that block all movement...

etc. etc. etc.

So you'd want to at least make much larger playing fields, more diplomacy actions, more lasers pew pew pew, admirals, more diplomacy actions, giant space fortresses of doom, more diplomacy actions, and golden haired boys.
Reply #7 Top
I'm sure increasing the size of gravity wells woudn't be that hard...diplomacy is defintly hard coded or such.....weapons should be very easy to add to a ship, as well as your own weapons (considering we already have a beam weapon on the tec battleship, we could just use that ...)

I think it's very possible if the right people get together.

but golden haired boys......I think that might be hard to aquire ;)
Reply #8 Top
Well, the ships themselves shouldnt be too hard to model. Most of them are just rectangles so it isnt like there is a great variety in the geometry. Only special ones would be some of the flagships that would need some work to do.
Reply #9 Top
it's difficult. A lot of LoGh was about tactics and strategy. As it is, the only tactics you'll be using in Sins is "build more ships than you" since it's so difficult to manually assign orders without having them run all over the place, having areas of contest that are puny tiny small with huge round things in the middle that block all movement...
End of quote


That LoGH was mostly about tactics has not escaped me, i was going to add to the tactical depth of Sins as much as i could. Things i have planned for the moment include (some are dependant on how much more we can mod) :

Firstly rather than having the Fortresses as buildable objects I intend on making them effectively planets that you have to conquer, obviously this will involve more than just shooting at them (similarly with all planetary conquest). See final point

supply lines required for effective ship use (ie no automatic ship repair or antimatter regen)

removal of arbitrary income (ie income only from trade and refinery ships),

(if i can figure it out) the disabling of shields when ships move (the engine just isnt designed to handle directional shields)

Ships will have harder counters to require more fleet management. details to be tweaked as needed

Capital ships are being replaced with unreplaceable Flagships, of which you get given a finite amount at the start of the game, probably each specialising in a specific area.

In a similar vein Flagship abilities are, instead of guns, shields, etc are going to be time-use orientated tactical bonuses.

Linked in with the above is going to be a heavily modified research tree, instead of spending money on researching new guns, you will be spending "Time" unlocking new tactics for your Flagships, and in general (I figure this will help make the games last a bit longer). Im still trying to figure out how i can set it up so that you can use asteriods as decoys, and Especially moving one of the smaller fortresses

All of this is going to be taking place on a Scenario map, so that yes you will have to take Iserlohn fortress if you want to wage war, or attack through Phezzan, but i have yet to determine how im going to deal with them. some form of damage to your economy should you choose to attack Phezzan maybe.

But yes i have big, complicated ideas, but if anybody has any suggestions im more than willing to take them on
Reply #10 Top
Awsome idea, loved the series. LoGH really popped in to my mind when I saw this game, especially that picture of a TEC general that you can choose as your display potrait.

Replace pirates with Earth Cult, and if you capture Phezzan you would have a way to destroy them. Phezzan would have to take more of a black market role, where you could sell, buy stuff and borrow money perhaps? Oh and as Phezzan (almost) always favored the underdog in the war maybe give the loosing side more favorable deals.

In the series they used fleet formations a lot, don't know if it's possible to add through modding or if it would be useful unless you added some kind of bonus for attacking from odd angles, like above/below/behind. Or perhaps simplify it even more, just make a rock, paper, scissor kind of style on the formations themselves, one formation devestating against another and so on. Changing formations would need to take a set amount of time, some admiral abilites could then reduce this time perhaps.

Anyway just writing down what popped into my head, hope you can pull this one off :)
Reply #11 Top
I'm also a big LoGH fan. I've done some research on the ships for another project I once had and I still have the data somewhere on my harddrive. Mostly ship pics and notes what they did.

I would recommend to do this mod not only for one map or variants thereof. People would get bored playing the same map over and over.

Cap ships: Another idea might be to tie them to personalities with the race choice. So you have a Reinhard von Lohengramm Galactic Empire and other Empires (factions). They mostly share stuff but are more aggressive/bold (Lohengramm), more economical (Kaiser Friedrich IV) or more defensive (the old Iserlohn Fortress Admiral).

Regarding tactics I would recommend to make the ships of the line cheap but hard to replace via build time. Ship factories should cost many slots to build (1-2 per system max.). No regen is also a good idea. Give the players a reasonable (read large) force to start with.
This way they can't just spam ships but have to build up lost ships in several systems and rally them at the right point. This makes raiding ship factories and taking planets much more painful as you also lose production capabilities that matter and cannot be replaced by just building another factory (slots requirement) churning ships out (build time).
Reply #12 Top
ok, a bit more time now, so i'll share what crossed my mind when i thought about a LoGH mod for a while

edit2: if anyone is reading this thread and has no idea what LoGH is, but likes epic space operas and power struggles between whole empires, lasting years, with a great cast of characters to flesh it out, watch it. i mean it, its the best epic-scale sci-fi/space opera series in existence, even if it is from decades ago. plus, its hilarious if you speak even a little german, all the more if you're from germany.

First, the thing about tactics. Fleet formations are probably the most important and most problematic thing in LoGH, as the battles were highly tactical in the anime, while they are mostly strategical in SINS, the game simply isn't built for complex formation tactics and stuff as i see it, so this could be not really possible to fully implement. but there could be workarounds to somehow get a bit of the feeling, one possibility being to just make the bigger ships turn even slower and have more directed weaponry and less to the sides and back (as most of the medium to large sized ships in both the Empire and the FPA had exclusively frontal weaponry), so it would matter more if you flanked your opponent, or caught him from behind. the problem with this is of course the lack of a fog of war, it's hard to surprise an enemy with a bold maneuver if he can see you coming the whole time.

now a few thoughts regarding maps, i think one complete map would be cool, but huge, and only doable if you disable the standard interstellar travel, and replace it with interstellar phase lanes placed in the editor
the reason: there are many star systems in the LoGH universe which have some importance, but if you can travel freely from star to star nothing would keep you from just taking a direct route from the system which Odin is in, to Heinessen, which would make the Iserlohn corridor and Phezzan somewhat useless as strategical points. so, with no free interstellar travel and restriction to pre-placed phaselanes, its possible to recreate the LoGH map even with multiple stars, its just a bit of a pain in the ass right now (because the interstellar lanes have to be placed in the editor instead of galaxy forge, but i guess that will change)

but i think, having more sub-maps is better, like the thoughts from the star wars mod, one big complete map for epic month-long struggles, and some sector maps for shorter encounters. like, battle for iserlohn as a playable "scenario" in which you have the iserlohn corridor in the middle, and 2 factions on both sides
which makes me think, would it be possible to restrict phase travel? so, that you had lane types which only some vessels could cross, for example a dangerous passageway between two systems, only usable by scouts and small craft, not by cruisers and capital ships. would make it possible to implement tactics to a certain degree in the map itself.
edit: this would be great for supply lines as well, which could then be raided by smaller forces without the possibility of defense from the whole fleet

i find most of the ideas from Terraziel great, nothing i'd really say "that suxx"
and, i like Shugyosha's idea of making ships longer in buildtime, so that its not really possible to just trash one fleet after another just because you hope to corrode the defenses after a while. fleets should matter, and not be easily replaced, as should be the captains/admirals (capships)

one thing i think would be somehow important is to up the number of fighter/bomber squads, and make them a little more fragile, in LoGH there was a lot of changing barrages between the cruisers and bigger ships, but also a lot of dogfights between the fighters. i would say something like, not 1 squad per carrier, but 10 or more, and to balance it out much less carriers (more expensive maybe, much more supply needed, longer build time)
so its like compression of the current carrier system (many carriers with few fighters) into one more compact entity (one carrier with lots of fighters) ^^
and i don't think there should be only capship carriers, as there are a lot of carriers flying around in LoGH, not just the flagships

thats all for now, sorry if its a bit bloated, badly formatted (at least i tried to highlight the important parts) and maybe including some errors, but its nearly 2AM now, and im dead tired xD

for my possible contributions to the project, i have modeled in 3d studio and maya at some time (that time being a long time ago, so expect not much), i am somewhat well-versed in photoshop (but suck at making textures, so that would need a bit of time to be useful), i could make maps, and i can bring in ideas (obviously, who cant), im somewhat skilled at drawing (pencil/paper or digital) so i could try to make sketches/schematics as a base for modeling or something like that
AND im a big LoGH fan, and highly motivated for this mod ^^

and now i'll hit the sack
Reply #13 Top
but i think, having more sub-maps is better, like the thoughts from the star wars mod, one big complete map for epic month-long struggles, and some sector maps for shorter encounters. like, battle for iserlohn as a playable "scenario" in which you have the iserlohn corridor in the middle, and 2 factions on both sides
which makes me think, would it be possible to restrict phase travel? so, that you had lane types which only some vessels could cross, for example a dangerous passageway between two systems, only usable by scouts and small craft, not by cruisers and capital ships. would make it possible to implement tactics to a certain degree in the map itself.
End of quote


well the map i have at the moment is a mini-galactic (1 planet rather than one star system) version based off of The Image Here but i would agree that sub-maps would be preferable. For interstellar travel as you say it will be considerably easier when they upgrade the Galaxy Forge so for the time being it would be more beneficial to only do the sub-maps. As to restricting phase travel, i wonder if its possible to restrict which ships can travel through wormholes, so that we could hijack the mechanic.

one thing i think would be somehow important is to up the number of fighter/bomber squads, and make them a little more fragile, in LoGH there was a lot of changing barrages between the cruisers and bigger ships, but also a lot of dogfights between the fighters. i would say something like, not 1 squad per carrier, but 10 or more, and to balance it out much less carriers
End of quote


The other thing to note is that fighters\bomber were considerably more powerful, and atleast able to take out medium sized frigates if let run loose. Continuing that train of thought on to ship costs and balance, I think its hard to say until we know just how many ship types there are, there are a fair few designs but ship roles are fewer, going from WWW Link atleast.
and in response to directional weaponry thats fairly easy to do (you just only put emitters on the front of the mesh and only use the front bank in the entity file), to the degree defined by the engine, which is still pretty wide arcs, hopefully thats something we can mod when we get better tools. as to the Fog of War, LoGH didnt make much use of it, as i recall they were all fairly aware of any nearby fleet movements, it was more how they reacted to the opposing fleets movements than suprise attacks

and now i am agreeing with Zaphear and saying, i'll come back when its not 1:30 am...*sleeps*
Reply #14 Top
Actually, there are a few more ships than are listed on that site. In some of the youtube videos you can see some shots of different flagships, cruisers, battleships etc. Some of the regular ships arnt named, but the flagships have there own name and classification I believe.

Also found a site that has some models from what looks to be a tabletop version of it.
WWW Link
They dont say what class the ships are, but they do have the names of them.

Although, really there arnt to many types of possible ships. Sins only has 3 kinds. LoGH seems to have battleships, carriers, destroyers, cruisers, frigates, fighters. Granted sins doesnt have that many, but there shouldnt be too much of an issue with the number of ships of each class. Worst case you could condense it down so that you have fewer classes, but more ships for each class. Could even create a few ships if need be.

I might be interested in modeling a few ships. Not like a whole time thing, but I might be able to do a few ships. The designs arnt terrible complex. Getting various pictures might take some work, but totally doable.
Reply #15 Top
Directional weapons: Yes that's a good idea.

Slower turning: I don't know. Besides the problem mentioned, it will also neuter retreats as you will get butchered before you turned and even cannot fire back because of directional weapons.

I guess there is no choice to translate the tactical feel in LOGH into something more strategical in a possible mod.

Links:
http://home.arcor.de/s.kohlmann/anime/lotgh.htm (german)
http://www.logh.net/
http://the.animearchive.org/legendogh/1/ (images)
http://www.yumei.com/gin/index-e.html (stuff and music guide)

There were also alot of resin kits of the ships with really detailed pics. Can't find them now, though.

Reply #16 Top
I might be interested in modeling a few ships. Not like a whole time thing, but I might be able to do a few ships. The designs arnt terrible complex. Getting various pictures might take some work, but totally doable.
End of quote


"We" shall be thankful for anything you can do, as it stands anything is better than nothing even if it takes awhile.

Ok, this has gotten much more response than i was expecting so first i suggest the following things...

1) Is a rolecall, to confirm willingness if naught else,as i see it doesnt matter what talents you can provide, because at the current stage a fan of the series is a valuable asset for design ideas and concepts

2) Is filtering through this thread and selecting the things "We" can all agree on, obviously new suggestions are welcome as well.

3) Picking the simplest ones to create a foundation upon which to build on.

4) emigrating to the Modcraft.net forums (unless someone has an objection)
Reply #17 Top
1) Im in, for whatever ^^ modeling, sketching, planning, maybe trying to translate japanese info sources (i speak a bit), emphasis on 'trying' xD

4) a dedicated (sub)forum would really be nice, to have more threads for the relevant parts of the mod, and a few for brainstorming, or something like that
Reply #18 Top
1) Id do some modeling and a bit of texturing. Probably due some ship codeing too since it doesnt seem too terribly complicated.

4) Really doesnt matter to me. Whatever is easier to do.
Reply #19 Top
I can help, too. As I said I have some info about ship classes and can put a list together for the arsenals of both races.

But the overall structure of the mod has to be worked out before anything real can happen.
Reply #20 Top
The way i see it the only things we need to have atleast the basic idea of before we can start are ( i count this as the stuff to glean from this thread before moving to Modcraft, anything further will get overly convoluted):

Factions
Game Mechanics (orbital structures, pirates)
Ship Design (general roles and uses etc)

And then once we have those we can move on to the more detailed parts. which in order for me go

Game Mechanics (Economy, Interstellar travel, Research)
Ship Design (weapons, abilities, counters etc)
Balancing the above (building costs, damage)
Map Design and creation
Entity Creation (modelling) - "Entity" is inclusive of ships, buildings, planetary bodies etc
Custom UI (inclusive of research buttons and unit creation buttons)



So to get the ball rolling. My opinions on :-

Factions

Well this might seem obvious, but i thought about it and wondered about the idea to sub-divide the two main factions into multiple smaller factions, that are similar but specialised into different areas, this might help ease the burden of the research tree which is where i had the specialisation going before.

Game Mechanics

I think that to make the mod concentrate on the fleets we need to try and minimise the number of orbital structures, decide what is absolutely neccesary and then remove the rest, suggestions can be things like combining repair platforms and factories, so that you get the impression of going back to spacedock to repair.

Pirates, as they stand in Sins, have no real place in LoGH, we need to make them more political disruption, maybe somehow hijack the insurrection research from the TEC, so that you are funding insurrection rather than piracy, i feel this would blend well with the Earth Cult

Ship Design

Ignoring Cap ships for now. Of the standard sins roles there are only three i feel have no real place in the LoGH universe 1) Colony ships, 2) Siege Frigates, 3)Anti-Fighter Frigates. The colonise ability probably needs to be merged with other ships as a "Ground Invasion", and planetary bombardment is just a no go as far as im concerned something that should be removed as soon as we can, or there should be Heavy penalties to doing it. as to anti-fighter again its power needs to merged with other ships including fighters themselves.
Reply #21 Top
@Factions: As I suggested before I would split them, too. But tied to personalities to create some atmosphere. One is more aggressive one mor economic (read above).

@Mechanics: Combining factories and repair/antimatter stations is a good idea. This should be really large structures that cost much in resources and slots and are very important.
Instead of pirates they would be mercenaries that are relatively weak but i guess its better to remove them.
As espionage and intrigues are part of the LOGH universe there could be an intelligence research field with stuff like sensors and insurrection.

@Design: We could model Invasions by having troop transports that bombard the planet with an ability. The bombardment shell is replaced with a shuttle graphic. As antimatter probably can't be automatically regenerated the transports have to return to your colonies to refill after an invasion.
Reply #22 Top
I just wanted to add that this all looks really awesome and I pretty much agree with everything that has been said. I really want to help out with this.
Reply #23 Top
@Fattierob, feel free to help anyway you can. For the moment you can just throw in your opinions on the topics noted above.

Continuing on

Factions

For clarity, when i say "factions" i am refering to the FPA and the Imperials, and when i say "sub-faction" i am refering to those that we subdivide the FPA and Imperials into (Possibly).

My only "issues" (if you can call them that) with splitting the factions, is how do we split them? by which I mean do we come up with how we want the sub-factions to play and Then apply LoGH fleets\admirals\personalites to them or do we select people\fleets from the LoGH universe to build the sub-factions around?
The main issue I see with the latter is the smaller selection for the FPA, and that it might be limiting with Flagship choice, and the main issue with the former is it could easily slide into the sub-factions being too generic.

Perhaps more importantly we need to decide, both how many and if we want there to be an equal amount of sub-factions per faction, The way i see it, we could make atleast half a dozen if not more sub-factions from the Imperials (NOTE: I'm not suggesting that we do so), but for the FPA 2 maybe 3 is the maximum.

As an aside to that, I will point out that although i feel that trying to place ourselves at any one point in the LoGH timelines would be Far too limiting, i also feel that we should try to avoid Character cross over between sub-factions as much as possible




*looks at what he has just written* I'm sure no other mod has this much trouble even deciding the factions.
Reply #24 Top
From what little I read and saw on LoGH it seems that the sub factions dont use in particular ship. Looks more like standard ships. (Again, I havent really looked into it, so Im not 100% on this.) As such, they would probably have buffs to their ships along with maybe some unique ships if there are any besides th flagships.

I like the idea of one central shipyard that is vital to fleets for repair and rearming. Makes them important enough to stick towards the rear of the fighting so that they are not endangered.

The invasion shouldnt be too difficult. The colonizers launch shuttles already so it should be a simple matter of using that effect as a invasion weapon.

Not quite sure how you would handle espionage and intel. I like the idea of insurrection and whatnot. However sensors might be a bit more difficult. As it stands, you see the entire grav well when you jump in so there isnt really much fog of war. You could have something that could spy on other planets and do sabotage and things. Probably something that will have to be looked at more closely.
Reply #25 Top
@Factions: I think we should take the persona-centered route, but try to select "commanders" for the factions that are quite different in personality and tactics used. so, like for example (example, not necessarily suggestion) the Schwarz Lanzenreiter (Black Lancers) as a elite offensive subfaction of the Galactic Reich with less focus on building and defense, and more ship-based tactics. so they are pwnage in ship to ship fight, but somewhat weak when it comes to multiple front battles and using your ressources efficiently (higher costs, longer build times, whatever), maybe even to the point of having abilities that disable enemies / cause some of them to flee (which is an interesting thought, is it possible to trigger the retreat function and make it un-overridable for a time?) because the Lancers are SO evil and badass that every pilot who knows them cowers in fear knowing they are coming. or something like that.
Another possible example for a quite similar offensive faction on FPA side could be the Rosenritter, even though i know they hadn't that big of a role in ship combat, but you could always make them specialised in invasions, with worse ships than the others but cloaking abilities (disguise as civilians) and better (maybe faster) invasion abilities, could try to board other ships and overtake or disable them, or something.
again, i know these examples aren't really perfect, but i guess you at least know what direction im aiming at ^^

@Mechanics part 1 - Infrastructure: I really like the notion of a big badass drydock/factory complex, one thing i dislike a bit in sins is that ship factories are not really vital, they are cheap, and they are built in no time, so if your enemy even bothers to destroy one or three of them, you won't care too much. As it was already somewhat decided that ship building should be slower and more expensive in LoGH, it would make sense to apply these restrictions to the factory as well, or more like especially to the factories. so, they are big, they are hella expensive, they are nothing you want to stick around on your frontline just in case someone decides to pay a visit while you're not at home, because you don't want to be cut off from production for how long it may take to build a new one. On that note, i think they also should eat up considerable amounts of tactical points, to the point where you can't just build one at any planet you come across, but you have to have a few dedicated docking planets, where your production facilities are placed, and these are the vital points of your military. Another passing thought on that, it could be made that you can only build big factories at ressource rich asteroids or something comparable, because of the ressource intake necessary to build freakin huge ships. would be a bit limiting if applied to every factory, but maybe split frigate and cruiser/carrier factories? if possible even limit the repair capability of factories to the kind of ship they can build/aka the kind that can fit inside to be repaired, but thats just a vague idea.

@Mechanics part 2 - Civilians: One thing that crossed my mind a few days ago, was civilians. A big thing in LoGH is the interactions with the civilian population, and in turn in some cases disguising yourself as civilians (or enemies for all that matters, iserlohn anyone?). so, would it be possible to make a civilian faction which is always there, AI controlled which for the most part just trades and is simply there? this would open up many possibilities in conjunction with "Public Relations" of some sort, you can't just fly around and harass the civilian population, or blow their ships and stuff up. And it would make sense that most non-military (orbital) structures are civilian owned and can just be aquisited by you (the military) for temporary use (like neutral mining platforms in SINS), on the other hand, the people aren't happy if you go around taking all their stuff, so maybe if you overdo it and harass them a bit too much, you get revolts and allegiance drops on your planets (as seen on heinessen in LoGH for example). Similarly you could have abilities that disguise you as civilians (IF technically possible), and the enemy may somehow notice that maybe this civilian trade ship is a bit strange, steering clearly for his planet and all, but does he want to just blow it up just in case? if it really IS a civilian ship, that would't exactly raise the public opinion of him. if he decides not to, it may well be a disguised assault force, inciting revolts or even taking over his planet (see it as liberating the populace from the oppressors by assassinating most loyalists and military leaders, if its strange to imagine that one ship can take control of a whole planet). Possibly the Civilian faction could be merged with phezzan, so that if you piss them off enough, you can't use the black market anymore, or something like that. people, after all, react a bit allergic to tyrants in most cases. on the other hand, civilian traders/freighters could be hijacked/aqcuisited for emergency frontline support or the bit of money you need to turn the tides, at a cost, that cost being diplomatic repercussions. for this whole thing to work, it had to be possible to set a faction as fixed neutral / ceasefire the whole time, with some things happening if your friendliness meter drops too much, but the whole thing stabilizing after a while and going up again, so maybe a base default value of 50% and a ceasefire, to which it returns automatically slowly, and drops/gains by doing specific things (gains by giving them money, liberating worlds but leaving them neutral = in civilian control, etc., drops by attacking civilians, acquisiting their stuff, etc.)
This all is a bit complex and i don't know how possible it is to implement without maprelated scripting and stuff, but i think it would be a really cool addition. feel free to discuss and make corrections if something is absolutely stupid in your eyes.

@Mechanics part 3 - Supply routes: One thing i almost forgot: i had an idea how supply to fleets could be done: if this is possible, you could create another variable value for ships, like antimatter but just call it, i dont know, simply 'supply' for all that matters, which drains slowly by itself, and is restored by supply ships (which could have an area of effect supply restore ability, don't know if its possible to fit automated ships like trade ships with abilities, but should be i think), OR you can make it that the supply value drains if no supply ships are around, but refills if one or more supply ships are in the same grav well, or in the vincinity of the ships. and for the necessity of keeping supply up, just make an automatic debuff gimping all ship values if supply is low, or even zero. so no ships blowing just up if they are out of food (which would be funny but stupid), but reduced functionality because the crews are really really hungry and can't work properly without enough food (and for simplicities sake, lets just say supply zero isn't really NO food in the sense of completely nothing left, but its down to extremely limited emergency rations for everyone, which isn't that morale-lifting normally)
One synergy with my proposed civilian system would be that you can restock supplies by pillaging civilians (as often seen in LoGH), but that would cost you a lot of diplomatic points with them. on the other hand, you could give planets the same supply value, and be rewarded points for sharing your supplies with planets who are low on them (because of enemy actions maybe), planets could refill their (takeable) supplies automatically but very slowly, and you would be rewarded for everything you give them if they are below half maximum or so. just an idea, but i think it would fit in nicely if tweaked a bit for usability.

@Mechanics - Addendum: One thing that would play together nicely with most of the above, would be a clear difference between specific planets. like, one planet type which is prosperous and rich, has a LOT of supply and stuff, and much money to milk out of them if you take it under military control, another planet type which is rich in natural ressources and can support heavy shipyards and stuff, as opposed to poorer worlds which aren't that good but can be used to redeem you for your militaristic actions by placating the civilians if you give them food and freedom. phezzan as the hub of economy which could seriously affect everyone on the map if taken (embargos and stuff maybe) but also as a symbol of civilian autonomy (people won't like it if you take it) and of course everyones favorite planet type, the fortress iserlohn, which can just blast enemy ships out of the sky with a superpowered cleansing brilliance with 10times the size and 20 times the damage xD

Afterthoughts:

as a bottom note, most of this goes in the direction of something Terraziel wrote, and which i found quite good, that you don't really research stuff, you just develop new tactics. the research is already there, it's not like you can develop a complete new type of ship in a few days/weeks time (didn't happen in LoGH either), but instead you take the extisting technology (ships) and think of new uses for it
along these lines, most of my suggestions here take that one step further, so that you don't even really build most stuff either (apart from military things like ships, factories and defenses), most of the civilian/industrial infrastructure is already there (obviously military leaders seldomly colonize and develop planets) but you take and use the existing stuff. so no building trade centers or reasearch centers or something like that, you just say "ok, this is a really nice trade center you have there, lots of connected trade routes, im sorry but the military needs this now, its war after all"

still, a mixed approach could be even better. so that you CAN actually research new stuff and build things, but thats expensive, takes a lot of time, and happens not often compared to the other option. so maybe you can indeed develop a new kind of ship, but it won't happen in a few minutes, and it will cost you dearly, but still, then you have something your opponent hasn't, and thats not too bad either.
And because the post isn't already long enough (lol..) another thought on that:
it would be sensible to be able to capture enemy structures instead of just destroying them (assault crews and stuff), but that should be an important decision, as, when you come across an enemy planet, which has a huge orbital factory, you can capture it and use it for yourself, but on the other hand, that gives the enemy the opportunity to take it back (especially if you are in the middle of his territory), so if you destroy it instead, you have no gain, but you are on the safe side that he has a significant loss (this all makes much more sense if the structures really are freakin expensive)
to not make capturing things overpowered, it could be only possible if no opposition is left in the gravity well, or it could take a while, other ideas are appreciated. but i think this approach would really deliver the feeling of LoGH more than just build a lot of stuff and blow up a lot of stuff. which didn't happen in LoGH, the blown-up stuff was mostly military ships (of that, really a lot though), and few else.

Soo, this was quite a long post, i'll stop now before no one even bothers to read it anymore xD i'll put more ideas into another post another time, no need to create an excessive textflood all at once (not that it isn't quite a large wall of words already <.<;)
so, im sorry if it got a bit long-winded, but i hope you find something useful in there ^^