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Making Sins play more like Honorverse - ideas?

Making Sins play more like Honorverse - ideas?

I've searched the forums and there have been very few mentions of Honorverse-like mods.  It seems the consensus is that the property is rather tightly held for Honorverse ship designs, so doing a complete conversion for David Weber's Honor Harrington series is unlikely.  Plus, looking at the ship designs for the setting, all the ships would mostly end up looking the same anyway, since they're all kind of cigar shaped.  That wouldn't be very interesting visually (at least not to me).

However, that doesn't mean the game couldn't be play like ships from the book series.  It doesn't really have to be changed as far as the models themselves go to make it play that way.  And, it wouldn't intrude on the intellectual property of the setting just to try to make it play similarly.  What would this mean to the game, then?

- Every ship type would have missiles.  Missiles are the primary weapons used in the setting.  Tech tree changes would be needed to make missile improvements more important, too, as range and power increase.

- Missile pods could be modeled by using the Missile Barrage ability.  It would be a research option to add on to some of the larger non-capital ship classes.

- I don't know of any ability or capability of Sins to model anti-missile defenses.  That's a big part of the book settings.  I'm not sure how to model this part of the setting.

- Ships weaponry is mostly located on the sides, which makes sense with the more area there.  This requires moving most of the weaponry to the left and right.

- Beam weaponry in the setting is short range and highly damaging.  However, given the range the game has available, it probably makes sense not to greatly increase beam damage.

- Fighters already exist, as do carriers, so that's not a big change.  However, the carriers in the setting are pretty much defenseless other than their fighters.  Fighters are pretty strong against large ships, so there may be some changes needed there.  Also fighters were a later addition to the setting as far as technology goes, so they will require research to attain.  Most likely only carriers would be able to bring the fighters into battle and not capital ships.

- One problem is that the Honorverse setting has battles with large numbers of "ships of the wall".  Capital ships in Sins don't really model the setting capital ships properly because the game tends to have only a few capital ships per side.  This would mean a rework of the existing ship classes to allow much larger non-capital ship types.  They would actually ramp up to the size of a capital ship at the high end and have similar hull and damage numbers to at least a starting level capital ship.

- So what are capital ships, then?  I'm thinking they represent your heroic characters, such as Honor Harrington herself.  They're your flagships of your fleets and thus have supporting abilities to inspire greatness during combat, just as the heroic characters in the books do.  Of course you'd be starting out with the largest ships early with a capital ship, but you wouldn't get the large fleet ships until they're researched, so it comes close to representing the setting.  This fits right in with the original Sins design, too, so that makes it easy to work with.

I have no experience with modding this game (or any other), so if anyone has any input or suggestions on what to do, please speak up!

29,943 views 44 replies
Reply #26 Top

I tracked down where the spiral galaxy files are and which ones are causing the problems.

 

They're in the Texture Folder.

 

galaxyspiral.dds

galaxyspiral2.dds

galaxyspiral3.dds

 

When I deleat them, it just leaves behind white blocks ... is there anyway to edit a .dds file or some other way to make things see through ... or replace them with a star?

 

~Reuben

 

P.S. if you don't remove the files COMPLETELY from the folder (instead of just creating a sub folder within the Texture's folder), the game still finds them. I removed them to my desktop and started getting results.

Reply #27 Top

Originly I had a hyper limit and outer system, but it just sorta makes it more confusing. I've been touching up correcting bugs and imbalances. Also, just making everything look better.

My goal with my HV Senerio Type map. Is just that a senerio. Colinazation will be limited unless your taking enemy teritory.

What I would like to add next is the Cap Ship mod. To boost how many caps you can make. I'll have a much more workable release in a couple of days.

Reply #28 Top

Is there a way that the map can already be 'explored'? That way we can know where we are going? I don't know if that is an option or not within Sins. :-\ I know both sides at least had limied intel on the other. (Bigger gravity wells would probably better simulate jumping 'on the edge of a system'.

Reply #29 Top

I've seen you posting some stuff around on the forums DarkCloud. I have been as well a little bit. Hopefully soon we'll have some directions to go and attack this beast and get it working the way we want. :-)

Reply #30 Top

boshimi336

After a few days of moding the ships and play style towards an honor style of play. I've decided Sins and honorverse don't mix very well. A few to many things you have to work around. In HV every system is a huge grav well. In Sins every planet. Due to the way it focus in on the wells. You can only make them so big without them doing funky stuff. So theirs a tactical size limit to the play area, that just don't mesh to well, with long range missile duels. In wise words, I'd have to know way more than I do to make the idea feasable in more than just a map since. Though with the knowlegde I've learned trying to make the HV mod work. I plan to start the Stars at War mappack and mod. I think it will convert much easier. Being their very similar. I will probably put a few touches on my HV pack and put it up for dl tomarrow.

Reply #31 Top

Cool. Danman said he would be looking into the 'white glob of death' issues and that he has an idea of what to do and where to go with it. Hopefully With that I'll be able to have my map up later as well. I was hoping that you could give me a quick run through how to place different structures on different planets, start up stuff, that sort of thing. :-)

Reply #32 Top

You could make stars into a regular planet type, delete the current stars, and set up a one-system map that way. You shouldn't have every planet connecting to every planet anyways, in Honorverse you had to fly normally between grav waves in many spots. You can use that to break up the map with large storm sectors. As long as you keep the number of choke points very high they might as well not exist.

Reply #33 Top

Problem Solved!!!!

 

I've taken black-da.dds, edited it's alpha chanel to white instead of black and then renamed it to fit galaxyspira.dds, galaxyspiral2.dds, and galaxyspiral3.dds. When you start up the game you no longer see galaxies of death, you just see little tiny stars. :-)

 

Also, this texture change does not cause mismatches during online play. :-) I will be putting this together in a small package for download later this weekend.

 

~Reuben

 

P.S. Darkcloud, now that I have this stuff figured out, I'm going to be starting to flesh out some planet stuff in my map. Would you be able to help me with getting planetary structures and starting templates properly setup once I get the planets in place? I will be using Entrenchment planet types and will not be using the celestial bodies mod.

Reply #34 Top

Excellent news.  Did you manage to get the map available for download?

Reply #35 Top

Alright, all spiral galaxies are now shown as a single star!!! This means no more white globs of death and fps stuttering to the point of lockup. :-)

 

Please refer to my 'Multiple Stars Graphics Mod' - https://forums.sinsofasolarempire.com/348205

 

There is a download link there which will make playing my previously linked honorverse map a bit easier (since it has 50 stars). -_-'

 

I do apologize, I have finals next week and so my time is a little bit limited at the moment. I am aiming to have my honorverse map with all 50 stars fleshed out with planets and ready to be a little bit play tested hopefully near the end of the week. I'll post it up for download and for additional assistance when I get to that point.

 

The big thing for me is that after I get the planets and phase lanes for each system set (also will be properly setting up wormholes). I will need help making sure the map is scaled correctly so that travel between stars takes longer than travel between wormholes as well as getting all the starting templates properly setup for each player, system, and specialized planets later on.

 

My big concern at the moment is that I might have created this map on a 'small' map template, and I am not sure if I can acurately scale it up to play properly. I may need to sit down for two days and rework what I have. Any ideas? I'll keep you all posted as I figure stuff out.

Reply #36 Top

Arn't they text files like everything else? You could c+p relevant information if needed.

Reply #37 Top

I haven't forgotten about you guys. :-) Just been very busy. After finals week, I got engaged, got my wisdom teeth ripped out, got a sinus infection (still am battling that) AND had to wipe my labtop's hard drive. Now with everything back up and running ... we'll see how things are going to go. I have the files backed up on my external, just a matter of getting everything situated again.

Reply #38 Top

End of school year activities have kept me really busy, too.  I haven't had time to play much of anything.  I haven't had time to see Star Trek yet, either.

Reply #40 Top

Well I've read most of your posts and think it's a great idea, in fact i have been working on a starfire mod for sometime now.

 

I have played with the map for Honorverse and have found it interresting the say the least, but not a problem my maps seems to be a little more then what i have heard from here 275 plantes and star from most, i removed the sins races and added 7 new race based on tec and 1 based on advent for the Basilisk race ( yet they are not playable yet ) there is a lot to do modeling is not my thing i have used most the ships in the game already and some from other mods ( gave them props ) but i think there's a lot more to be done.........

 

 

anyone that can code and model hit me up

 

 

btw

new missle and rd designs are coming from a friend say np

Reply #41 Top

Hopefully in the next week or two (as has been said before :-( ) I will have the graphics mod all figured out and I will be able to continue work on a larger version of the Honorverse Map which actually uses star systems. The only possible problem that could arise comes with Alleigence issues over a huge map and multiple star systems (though I need to look into this before I make a definitive statement).

 

~Reuben

Reply #42 Top

Hi everyone, I dont know if this is still needed or not but i managed to create a working cruise missile! It works fine, and i think the Ai uses it too, it can be shut down by AA fire, actually it can be shut down by anything, thus we dont need to mod AA guns on the ships. Of course this can be changed, but for now its good! So if anyone needs it, ill post it somewhere!

Reply #43 Top

As for anything else, i can code and work on models, except for texturing, i dont have the nervs for that, so if someone needs help, here i am!

Reply #44 Top

I have tried a different approach to creating huge multi star maps (50+) and have run into the same issue. I have thought about a third way to avoid messing with scale all together. Modeling everything further apart. I will try it out in the next couple of weeks and report back.