Opinion? What's that?
Hulls your way!
Published on February 27, 2006 By kryo In Modding

Ever want to use a Dreadlord Hull, or some other race's hull as your own, or even just a different hull than the size you picked allows? Now you can! KHSM adds a 'blank' hull of each size (simply a hardpoint and nothing else), and makes ALL ship hulls in the game into jewelry. So now you can have any hull design you like, add hulls upon hulls as jewelry, or even create a ship ENTIRELY out of jewelry with no hull at all!

READ THE INCLUDED README BEFORE USING!

Now updated and improved for Dark Avatar!
Get the latest version here!




Comments (Page 12)
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on Feb 08, 2007
Question, does it work with DA, and if not will you be making one for DA? I doubt it does work, but I'm not sure.


It will work if you install it as normal for GC2 (batch file and all) then copy the KHSM folder over to the DA mods folder, but it won't include the new DA hulls. I'll see about doing a DA update when I get a chance.
on Feb 08, 2007
I noticed that in DA, you now have "blank" hulls as an option (or rather, little boxes with hardpoints on them...) I was ship building last night after install and noticed some of the default hull sizes have changed.

KHSM Blank Carge Hull vs. New DA Blank Cargo Hull went from 55 up to 60.
KHSM Blank Small Hull vs. New DA Blank Small Hull went from 26 down to 24.
etc...

Any reason for these changes? Was there some internal ship design testing that made you say, "Hey, we need to tweak these values." With the engine nerf and engines being much larger now, more space is always welcome, but is there some compelling game balance reason I should scrap or rework my existing small ship designs to work with the slightly reduced value?
on Feb 08, 2007
Ship sizes and costs were rebalanced for DA by the devs. When I get to update the mod for DA explcitly I'll fix the values to match those in DA.
on Feb 10, 2007
CantinaFly;

They also changed the cost, HP, and Logistics points for the ships.

It's actually pretty easy to update these values if you want to give it a swing.
Here's how:

1) go to your DA Mods directory where you have KHSM installed. Mine looks like this:

D:\Programs\GalCiv2\DarkAvatar\Mods\khsm

2) Once there go into \Data\ShipComponents directory and look for KHSM-BlankHulls.xml

Open it up in Note pad - It has all the values for the Blank Hulls.

3)Now we need to get the new DA data for the ship stats. It's in a File called GC2Types.xml and would be in this directory:

D:\Programs\GalCiv2\DarkAvatar\Data\English

4) Open it up in Notepad. It contains all the info for the components in the ShipYard.

5) Hit CRTL-f and have Notepad search for "Hull" (no quoatation marks). Since all the races have the same Stats for thier hulls (same size, HP, logistics, etc.) you only need to find one set of hull entries.

6) Let's start with the Tiny Hull. You should see a feild like this in GC2Types.xml:


Hull Name="TinyHull6">
DisplayName>Tiny /DisplayName>
Description>Tiny hulls are for fighters and scouts. They use 2 logistical points. /Description>
Cost>25 /Cost>
SensorRange>2 /SensorRange>
Size>16 /Size>
HP>5 /HP>
Model>Tiny_6 /Model>
Thumbnail>TinyBrick_6 /Thumbnail>
Speed>1 /Speed>
Category>Tiny /Category>
Logistics>2 /Logistics>
/Hull>


Now since KHSM has its own names and models, you just want the stats. So update the corresponding info into the KHSM-BlankHulls.xml. So Find the Tiny Hull entry in KHSM-BlankHulls.xml and write in the new cost, Size, HP, and Logistics values. The Sensor range and Speed were not changed from DL to DA (I don't so think any way).

Do this for all the Hull types listed in KHSM-BlankHulls.xml and then save. You're done. DON't Mess with the <'s or anything in them!! I had to mess with them to make them appear in this post. If you do so, you'll prolly crash your game when you go to play.

Here's KHSM-BlankHulls.xml before the update:

Hull Name="TinyBlank">
DisplayName>Blank Tiny /DisplayName>
Description>Tiny hulls have very little space but are cheap and only use 2 logistic points. This means you can build bigger fleets of them. /Description>
Cost>35 /Cost>
SensorRange>2 /SensorRange>
Size>16 /Size>
HP>6 /HP>
Model>Tiny_Blank /Model>
Thumbnail>Blank /Thumbnail>
Speed>1 /Speed>
Category>Blank /Category>
Logistics>2 /Logistics>
/Hull>

And here's KHSM-BlankHulls.xml after the Update:

Hull Name="TinyBlank">
DisplayName>Blank Tiny /DisplayName>
Description>Tiny hulls have very little space but are cheap and only use 2 logistic points. This means you can build bigger fleets of them. /Description>
Cost>25 /Cost>
SensorRange>2 /SensorRange>
Size>16 /Size>
HP>5 /HP>
Model>Tiny_Blank /Model>
Thumbnail>Blank /Thumbnail>
Speed>1 /Speed>
Category>Blank /Category>
Logistics>2 /Logistics>
/Hull>

Hope that helps! I personally think K R Y O's blank hulls are a litle more elegant than the "Brick" blank hulls.

And K R Y O, I had a question about your Fake Hulls set of Xml's. Where did you get the original info for the models (particularly the model ID and race relation)? Am I correct in assuming that in your XXXX_1X the 1 would correspond to the 1 in 1 found in the xml's in the ShipStyles directory (ie Torrian and Drath have the same ship designs)? This would lead to a total of 6 (7 counting the Blank-Brick Hulls) different styles?

I'm trying to update your mod to DA as a personal learning experience for me. It's actually really fun!

Thanks for the help!


Edit - Wow so, I guess this board tries to convert html-like info on the fly. Crap. Tried quoting the info no dice. SO, I just took out the < before each feild, element, what ever you want to call it. PLEASE make sure that your xml files have an < at teh beginnign of each feild. Sorry, I don't know hoe else to make it appear on teh board.
on Feb 10, 2007
Basically I just took the number from the sX_ prefix on the model and put it later in the name, as each model needs to still have a unique name when the prefix is removed (otherwise the game will only load one of them, preferring the one with the prefix that corresponds to the style you're using).

The original game has 7 styles, one of which is hidden (Dreadlords), and one of which is the generic style. Each style is made up of the models with the matching prefix:

S0 - Terran
S1 - Torian
S2 - Yor
S3 - Drengin
S4 - Altarian
S5 - Dreadlord
S99 - Generic

The blank hulls use S99 so that they appear for all races without needing multiple copies of each model.

In DA the style system has been overhauled; each race has its own prefix (which can be anything, not just sX_) which is used for the shipcfg files corresponding to that style. The models shown in ship design still depend on the sX_ prefix of the model files, but which one each race uses can be modded in the shipstyle files (all of the models are still in the same groups as before, but each race has its own core ships and templates).
on Feb 10, 2007
Edit - Wow so, I guess this board tries to convert html-like info on the fly. Crap. Tried quoting the info no dice. SO, I just took out the < before each feild, element, what ever you want to call it. PLEASE make sure that your xml files have an < at teh beginnign of each feild. Sorry, I don't know hoe else to make it appear on teh board.


Just replace every occurence of < with &lt; and the forum won't eat the tags.
on Feb 11, 2007
I just like to say that KHSM is my favorite mod and I hope a DA-compatible version is in the horizon.

To be honest, all I do in GalCiv2 is spending countless hour building new ships....
on Feb 12, 2007
I sorta do the same, I have taken about half hour per turn making new, relatively nice looking ships. It is hard to make a good ship when you dont have a mouse! Great Mod definitely, I dont use the basic hulls anymore. I have yet to actually use the Dread Lords hulls as well. They look cool, but not useful for what I like to build.
on Feb 13, 2007
KHSM 1.9 has been released. Changes in this version:

+ Zip file includes both GC2 and DA versions of the mod. Make sure you use the right one! Each has its own readme with directions. Note that all new features are for the DA version only.

+ The new DA trade/constructor modules are properly symmetrical, and can be mirrored using the rotation controls in-game. So there is now only one version of each fake module, rather than two.

+ Added fake spore and mining modules.

+ Added hardpoint cap for controlling AI ship design better.

+ Added asteroids as jewelry. Now your ships can really ROCK! (heh).

+ And of course, DA hulls are all added as jewelry as well (excluding the bricks).

See the link in the top post for the library page, where it can be downloaded. Enjoy!
on Feb 13, 2007
YaY!

Thanks K R Y O! I must admit this is my favorite mod. Hehe, now I can do a Silicoids race from MOO and have appropriately rocky ships!!

YaY!!
on Feb 14, 2007
KHSM 1.9 has been released.


to quote Hesh, "friggin awesome! you knew it would be."
on Feb 20, 2007
Kryo - Is this metaverse compatible (or any part of it)? Since I suck at making ships, I just create my ugly Frankenships and continue on... but sometime soon I hope to try and build someothing that doesn't cause my little Saturnian people to revolt out of embarassment.   
on Feb 20, 2007
Kryo - Is this metaverse compatible (or any part of it)? Since I suck at making ships, I just create my ugly Frankenships and continue on... but sometime soon I hope to try and build someothing that doesn't cause my little Saturnian people to revolt out of embarassment.


No, but there is a MV version which just adds the blank hulls (as ship designs). It's not updated to use DA's template functionality but you can simply upgrade the ship designs, then resave and create templates for yourself so you don't accidentally overwrite them.

You may also need to make extra copies of the .shipcfg files to match the prefix of whatever style you use in DA.

Get it here.
on Feb 23, 2007

My Gcal2/darkavatr folder does not have it's own mods folder

do i need to knock one up?
on Feb 23, 2007
In the DA options, click the Default button in the Change Mods Directory window. This *should* set DA to use its own Mods folder, and create it, rather than trying to share with GC2.
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