David Weber's Honorverse |
Since I decided that since I got bored of playing stock SE: V, I would try and make a Honorverse Mod and Scenario. I've only just scratched the surface so far, so it may be a few months before a public version will be released.
Most important changes:
Tech tree revamp, a lot of stuff will be deleted and/or modified to fit Honorverse. I will add a few of my own innovations based on Honorverse to add abit of flavor (Face it, the honorverse weapons are pretty limited, x-ray laser missiles, and lasers and grasers. So expect a few variations on those, I might also leave a few SE:V stock weapons in).
Simulation speed: I'll try to make the acceleration curves fit as best as I can to fit the Honorverse ships (btw, anyone know if you can get a component to change stats such as acceleration and turn rate?). However, in order for battles not to take hours, I'll probably increase the "background" simulation speed by about 10x.
Combat focus: Missile duels and point defense will play a much larger role, with energy weapons being much more lethal. Also, ship classes have been changed and modified to fit Honorverse Canon as best as possible. At this stage, I can't say for sure what that will mean for component sizes.
Pace: Shipyard build capacity has been boosted significantly, so larger fleets can be assembled quicker. However, this does mean that battles will get larger, and potentially laggier on lower end systems.
Possible changes
Unfortuneatly, school will be starting back up for me soon, so a few things that I wanted to overhaul may not work their way in with the first version. Things like an overhaul of facilities or an in depth universe creation.
Also, with the amount of modifications involved, the AI won't play it very well at all, so best played with friends. Also, I'm not a good graphics artist, so don't expect many shiny new component pictures, I may photoshop a few to change color schemes, but I'm no artist.
A few things I won't include:
Wedges and Sidewalls, SE:V just doesn't have the engine capability to do it. I might see what I can do about shields that can be partially penetrated though.
True FTL capability: I would need some help with this one, but the only thing I can really do about this is to make the Manticore and Erewhon junction wormholes reach a lot further than normal warp lines, let me know if you have ideas.
Shipsets: Because I can't model, though if anyone can and is interested, please contact me.
Missile Pods: I see no way to deploy missile pods except via drones, and those would give you more than one salvo when launched.
Current version: .1 alpha
Current Estimation of Completion: 5%
Done so far:
*Differant sizes of shields and armor.
*Modified ship mounts to provide extended range.
*Modified ship sizes to conform to Honorverse
*Missile reload and damage increased signifigantly
*Point Defense damage and accuracy increased signifigantly. Also added a few new flavors of PD.
*Addition of Capital Sized Missiles that do much more damage and are more difficult for PD to stop.
*Increased shipyard production rate (Not Final, probably will get tweaked closer to end).
*Many text changes to design type, colony type, and such.
*Several changes to current energy weapons damage, range, and names, but still mostly superficial.
To Do Next List:
*Universe Creation: I'll be using an Honorverse map and incorporate most of the major systems.
*Empire Creation: (Manticoran Alliance, Republic of Haven, Solarian League, Silesian Confederacy, Andermani Empire) Still debating whether to create the Graysons as an indepedant empire or as part of the manticoran alliance.
*Combat Simulation adjustments: Using ship mass to determine acceleration, while keeping all military ships of a navy with similar acceleration.
*Tech Tree Overhaul
Stuff I need help on:
Empire tech trees: Is there a way to preset a tech tree at certain levels for single empires.
Empire Placement: Is there a way to force Empires to start on a specific system. If not, I'll create it, play the game to the point of hostilities between Manticore and Haven, and using stellar manipulation to force starting points and save the game and present it as a scenario.
AI Scripting: The mod will obviously be best played with human players, but an improvement in the AI would be fantastic if possible.
Modeling: New shipmodels are not planned to be included unless someone volunteers for it (Not too time consuming, since Honorverse warships share the same general shape).
Class Restrictions: I'm pretty sure this is possible, but not sure how to pull it off: How do I restrict particular componenents to specific classes of ships? (Ie. Destroyer Impellar nodes, Dreadnaught Impeller nodes).
Effectiveness of Point Defense: As it stands, PD is either 100% effective or virtually worthless. So missile duels can take a full 5 minutes of combat with no victor. Is there someway to make the accuracy of PD like 70-80% at point blank, degrading more with range?
Re: David Weber's Honorverse
"Class Restrictions: I'm pretty sure this is possible, but not sure how to pull it off: How do I restrict particular componenents to specific classes of ships? (Ie. Destroyer Impellar nodes, Dreadnaught Impeller nodes)."
I don't know if you can do it directly, but you can set it to only let them be placed on hulls of a certain size(kt).
Re: David Weber's Honorverse
If you are interested, one of my games turned into an impromptu Weberfest. My Arachnids, from Starfire, conquered practically all of the Kingdom of Manticore 
Re: David Weber's Honorverse
Awhile back when sev first came out some dude named kana was going to try an honorverse mod, but no idea what became of it. I had started a shipset based on the manticore fleet, but never finished it, in part due to lack of interest, a new job and at the time I couldn't texture for crap(and yeah I started reading the books instead of working the shipset...) Also I never actually figured out what all goes with a shipset besides the texture and the model(IIRC it's a file for the slots, a bunch of renders in different sizes for the thumbs and such, a thingee for engine glow, an ai file... I hate messing with txt files... I kinda miss SE3, just a row of stamps and there you go... or Se4 a lot more stamps but it was so easy to keep em straight)
I have the base "spindle" shaped ship from the references I was given(mostly profiles of the game pieces) and one of the pinnace ships, they'd just need to be re-sized and re-textured according to their class(which is what I sucked at then, but now I found a few good books on how to do 3D texturing and know gimp a little better and might take another whack at it)
Re: David Weber's Honorverse
I don't know if you're aware of it but there is a Honorverse game coming
http://www.rulethehonorverse.com/
I don't think it's anything more than your standard browser game, but I'll be giving it a go.
Re: David Weber's Honorverse
I was wandering how do wedges and sidewalls work in there universe? With insight i can probibly help you design a system to emulate there effect...
Re: David Weber's Honorverse
A wedge is the main drive of a ship. Normally there are two one for top, and one for bottom. Wedges are virtually impenetrable to weapons fire, but you can't fire through them either. However this is a highly directional effect limited to the top and bottom of the ship. The sides are protected by far weaker shields that are designed to be fired through. The sidewalls can be broken through, but it's primarily kinetic energy that does it. IE a missile hitting the side wall causes feedback in the generators thus weakening the shield. Some energy weapons also cause enough feedback to take down shields. The difference between the two is mostly scale. The main impeller wedges are fixed in configuration and the biggest energy user on the ship. Sidewalls are smaller and more flexible to allow for outgoing weapons fire.
Now why can't it be implemented? It's the directality of the shields. SE5 just doesn't do it.
Re: David Weber's Honorverse
true.. But from my understanding (other souses included) its the engines that create both fields.
more engines => faster ship => harder to hit
\> stronger shields
OK, well then. anyway the wedges no however the sidewalls. Id say a combination of armor and shields to make there effect. Use SEIV leaky Shields and GG Leaky Shields. The reason being is the seiv system allows for very strong hits (shields low at time). Sev shileds To back it up for its layering effect and its leaky effect... That is make stock armor have the shield abilities ("generate" and "form damage") then in the armorandshields file make them have a penetration and damage value... Then adjust values as you see fit. The reason for the GG mod shields is so your not always taking damage but some hits will "pass" through the sidewalls like some hits will in this universe.
Hmm there is a problem with them being the engines however... make a min and max on the impeller drive of 2 (top and bottom) and give them the ability to move only. The other part (cant remember there name but you need them for ships to move) as the shields/engines... Give them both a mount so they fit the universe (bigger ships need bigger engines).
Re: David Weber's Honorverse
Hmm... have you checked up on the issues inherent with multiple shield types on a ship? They don't stack right...




Re: David Weber's Honorverse
Hi, I'm adding pod missile to my Mod in the next version. I set them up so they slow down the ships and only fire once every minute. Hope this helps
He ponders the dangers inherent in the advantages, and advantages inherent in the dangers. - Ts'ao Ts'ao
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