kryo kryo

RELEASE: Kryo's Hull System Mod

RELEASE: Kryo's Hull System Mod

Hulls your way!

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!



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Reply #151 Top
Nice I'v been looking for this for a wile now THANK YOU!

P.S Very nice job well put together.
Your Truly Deaden
Reply #152 Top
I can use the blank points and the dummy components, but am not able to use ship hulls as jewelry (my type or any other type). The readme says they should appear under 'Your Style', 'Other' or 'Generic' but they aren't there.

I'm using version 1.2.

Any help will be appreciated.
Reply #153 Top
Run the batch file as per the readme.
Reply #154 Top
Proving once again it is not what you don't know that bites you but what you know that isn't so.

I was absolutely positively certain I had run the batch file... but running it just now fixed the problem, so I am now certain I was wrong.

Thank you very much - especially for the speedy response.
Reply #155 Top
from where did you get the dread lords models anyway?
Reply #156 Top
The batch file just duplicates the hull models from the game itself so they can be used as jewelry (normally you would not be able to have them all at once due to the way the files are named). The mod only includes new models for the blank hull and hardpoint formations.
Reply #157 Top
Mod updated to include some 'light' jewelry whose textures were included with the game, but not the models.
Reply #158 Top
I love your mod, but ever since I installed, I ran into too problems.

1. Dread Lords in campaign use Human hulls
2. With the exception of the Human hulls, the core frieghter model has become a simply Human Cargo Hull for all races. The design still works, but the oieces are invisable except the hull. In addition, all races use the Human hull for the freighter. The other core designs are unefected.
Reply #159 Top
Considering that the mod doesn't touch any of the core designs or files at all, I have no idea how that could happen unless you installed it incorrectly, or somehow got a very old version and tried using it with the latest patch, or something equally out-of-the-norm.
Reply #160 Top
The thing with the core frieghter did not show up until I ran the Bac file., if that means anything.
Reply #161 Top
The thing with the core frieghter did not show up until I ran the Bac file., if that means anything.


It appears that the Drengin, Torian, and Altarian style freighter shipcfg files have been screwed up since the release of 1.2 (I generally play Yor myself, so I never noticed that before). This is an issue with the game itself, and has nothing to do with the mod.
Reply #162 Top
Ah! I never noticed until after I installed your mod, so I just assumed... Well, thanks for the information.
Reply #163 Top
Kryo Mod + GC2 = Love

Love your mod, Kryo. Always have. There's been a version of it or another running as long as you put 'em out. MANY THANKS.

Reply #164 Top
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!


for some reason IT doesn't work
Reply #165 Top
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.
Reply #166 Top
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.
Reply #167 Top
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?
Reply #168 Top
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.
Reply #169 Top
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 the 1 would correspond to the 1 in 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.
Reply #170 Top
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).
Reply #171 Top
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.
Reply #172 Top
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....
Reply #173 Top
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.
Reply #174 Top
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!
Reply #175 Top
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!!