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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Honorverse Mod

Submitted by Mus76 on Tue, 2006-10-24 21:11. SE:V MODs

Anyone thinking about doing an Honorverse Mod based on the works of David Weber? I could never do it but would jump at the chance to play something like that.

Setup the map as right before the start of the war between Haven and Manticore. Create some kind of resource drain for the Haven player that necessitates the war (maybe kinda tricky), put the other factions in there as well as playable but put them far enough out that they dont get involved right away and setup treaties with the Sol based organization (name eludes memory ATM) to prevent early interference. Simulate "rolling ship" by giving smaller classes more of a chance to interpose their wedge in combat but smaller ships wedges deflect less damage. Change the tech trees to reflect the technology of the Honorverse with varying levels of quality of ECM, ECCM, weapons, gravitics and other things culminating in things like Pod ships, LACs and LAC carriers, Ghost Rider, MDMs, etc.

Thats the basic concept. Someone wanna run with that? Only thing I dont know is if it would be possible to simulate combat in hyperspace and if theres anyway to mod in traveling other than through warp holes.

‹ a mini edit - can it be done? Coding Questions ›
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Rilbur's picture

Mod or scenario?

Submitted by Rilbur on Tue, 2006-10-24 22:21.

Are you thinking mod or scenario? What you're asking about seems more like the alter, and impossible.

On the other hand, I am thinking on a "honorverse-like" mod, using drones as missiles, and giving beams a much nastier punch than missiles.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Is it impossible in SEV to

Submitted by Mus76 on Wed, 2006-10-25 04:08.

Is it impossible in SEV to modify the starting points of races? If so thats too bad. I think pretty much everything else about this game could handle a concept like that, but if you cant have empires start with more than one planet and setup preexisting diplomatic relationships it wouldnt be possible to pull it off very well.

Oh well.

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Rilbur's picture

SEV

Submitted by Rilbur on Wed, 2006-10-25 11:53.

Without a map editor, all you can do is create tech trees and what not. Not even a map editor can give you what you want, btw, you'd need a full-blown scenario editor to manage it.

edit:

The long and short is, there is NO WAY to make what you want in this game. At all.

edit edit:

Its possible to create a mod that captures a lot of the spirit behind what you're asking -- my "missile combat" (still in theorycraft stage, I may not actually make it) mod, for example, would be heavily HH influenced in a lot of ways. But to actually create the scenario behind it would be impossible.

edit edit edit:

And just to make clear, reading back on your original post, a LOT woudl still have to be left out. Ships have shields inthis game, not wedges/sidewals, and there is no way to mod that fact except call shields sidewalls and accept there aren't gaps in the front or back, and no invulnerable top/bottom.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Captain Kwok's picture
Mod Designer

SE:V Map Editor in the future...

Submitted by Captain Kwok on Wed, 2006-10-25 12:53.

You can pick the starting systems for empires when you generate a map although the assignments are random.

I'm fairly sure they'll be a map editor in the near future. You'll at least have the ability to pick starting planets and random or numbered starting points as in SE:IV's map editor.

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shields/wedges/hyperspace

Submitted by Mus76 on Thu, 2006-10-26 04:22.

Rilbur wrote:
And just to make clear, reading back on your original post, a LOT woudl still have to be left out. Ships have shields inthis game, not wedges/sidewals, and there is no way to mod that fact except call shields sidewalls and accept there aren't gaps in the front or back, and no invulnerable top/bottom.

Right. I knew that you would have simulate that stuff with the shields. The thing I think would really be impossible is hyperspace battle. Too bad theres no "offroad" ship movement (AFAIK, I havent played this series much yet) in SE that could serve as that.

As popular as the HH series has been Im pretty suprised there hasnt been a wargame put out for it.

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Rilbur's picture

Boardgame

Submitted by Rilbur on Thu, 2006-10-26 09:41.

Mus76 wrote:
As popular as the HH series has been Im pretty suprised there hasnt been a wargame put out for it.

I *THINK* there was a boardgame of some kind... Saginami island tactical simulator, or something like that.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Simulating HH style wedges

Submitted by Weber Fan on Fri, 2006-10-27 12:00.

Actually, I think you could very simply simulate the wedges in HH. What you do is bring the accuracy of all of the weapon WAY down. This simulates the effect that most hits deflect harmlessly off the wedge and do no damage. Then you simulate the sidewalls with shields.

However, I see no way of simulating the vulnerable forward and rear gaps in the wedges. If only you could make the sheilds only protect the ship from hits coming from the side.
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The goggles... they do nothing!

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So, am I the only person

Submitted by MrScout on Sun, 2006-10-29 01:58.

So, am I the only person that's actually started on a mod like this?

Curiously, I have found (given the available source material) that virtually all non-mounted components come to 1kT. Of course, its rather difficult to fit much of anything in a 65 kT hull for a DD/FG.

The idea of using drones for missiles is excellent, to a point. There comes to be a problem with it in the area of cargo. Even the smallest drone you can come up with will be 1 kT. The launcher is 1 kT (by necessity, if you care to remain true to the books even slightly). The Hawkwing class DD appeared to have upwards of 100 missiles available (at 1kT, but more likely 3kT), this yields 300 cargo required just for magazine space!

Additionally, the best way to implement sidewalls is probably leaky shields.

If you want to switch to ordinance, you lose the ability to make your own missiles with mix and matched parts. I'll probably keep the missiles as drones and proceed on that assumption. I also see balance issues in the future.

You can construct (say) 200 missiles on first turn... as drones, you could launch all 200 missiles at your neighboring empire (provided you started in the same system), and wreak havoc. Probably not all that fair.

I may consider starting you off further back... maybe in Edward Saganami days.

Of course, I don't believe Mr. Weber ever mentioned advanced aliens in his books. Eye-wink

Mark

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Rilbur's picture

A Few Things

Submitted by Rilbur on Sun, 2006-10-29 10:45.

A Few Things: A) I think weber's ships were measured in megatons, not kilotons (may be wrong, I'm going by memory).

B) Increasing the scale is hardly "cheating", its accomadating the game's mechanics. Just get the RELATIVE scale right.

C) Use drones as missiles, and instead of giving them regular engines, give them special engines that consist of 1 regular move point and a (large) combat move bonus. I have a demonstration-only mod if you want it (Point-Defense bugs make it unplayable, though, as do issues with ramming damage). Because you can make drones drain all their supplies in a single move, that SHOULD destroy the drones if they try and move out of their launcing sector.

edit:

Please be aware, that misile burn-out at range currently seems to be undoable, as I can't think of any components that steadily drain supplies while IN combat.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Well, the ships were

Submitted by MrScout on Sun, 2006-10-29 16:54.

Well, the ships were measured in kT, with totals of fleets measured in mT. See Chapter 34 of The Short Victorious War for references of average tonnage weights. There were also some very helpful sites online regarding weights of specific classes.

Interestingly enough, also, the missiles weighed in at about 80 tons each (e.g., 12 missiles to the kT.. while I'm seeing 3kT per missile)! It might be worthwhile to shrink the missiles to 1 kT for the warhead, and the drive and computer core are space-free. It might cause problems for someone to carry several thousand 0 tonnage counter-missile drones or something though.

Mark

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Rilbur's picture

Relative Scale

Submitted by Rilbur on Sun, 2006-10-29 21:02.

Stop fixating on the fact that KT stands for Kiloton in SE; just get the RELATIVE scale right. If you try and force things to come out 1-1 you're never going to get anywhere. Just pretend that when the game says KT it means just plain ton (or modify the strings so it does, I believe thats possible).

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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