Petition: Roll KHSM functionality into expansion pack!

When I first released KHSM, Brad told me that they way it worked was the way he thought ship design should have worked to begin with (picking size independent from hull design). Many people have used and enjoyed the mod due to the added freedom it gives you using in the very popular ship design feature, but due to changes in the metaverse code, the mod is now limited to non-scored games only, lest you be flagged a sa cheater.

This is a petition to have one or both of the features of KHSM (blank single-hardpoint hulls, all existing hulls as jewelry) included as official features in the expansion pack. I do not believe it would take a significant amount of effort or funding to include, considering that the work is already mostly done by me. Of course StarDock may choose to implement things differently, but it should still not require much manpower to accomplish.

Please reply to this thread once (and only once) if you agree with this petition. If you want to discuss it, please do so in another thread. Hopefully we can display sufficient demand to get it added in the expansion

Edit: Seems Scott has shot down part of it already, but there is hope for disembodied hardpoints still! Feel free to discuss here.
14,727 views 36 replies
Reply #1 Top
For the record, I obvoiusly vote for the petition (and bump the thread onto the recent posts list).
Reply #2 Top
I would definitely like to have the hull mod included, at least the single hardpoint hull, not sure about all existing hulls as jewelry though, but it would be a nice option to have!
Reply #3 Top
I would too if they had their own tab seperate from the jewlery...
Reply #4 Top
If it were to be officially adopted as part of a patch or expansion, I bet ninjas everywhere would wail on their axes, causing the heads of thousands of samurai to explode from the sheer awesomeness.

Since samurai are lame, I support this motion.
Reply #5 Top
Sign me up
Reply #6 Top
YES we need the MOD!
Reply #7 Top
I would love to see some way of being allowed to use mods (like hulls, jewelery, fleet formations in the battle viewer ...) that doesn't change the game mechanics in metaverse games without getting a cheat flag.

Hmm, I think this means "yes"!
Reply #9 Top
YES from me!
Reply #11 Top

Hate to say it, but the main hulls are just too high of a poly count for us to officially include it. Right now, jewelry peices are between 100-200 polys. Ship hulls are 700-1500 polys. Frame-rate is already pretty painfull when too many decked-out ships are on the screen, and this will just cause players to grow VERY angry with us for supporting something that we knew would bring the system to it's knees

I love seeing what everyone does with it, but unfortunatly I think it's going to have to stay a mod...Sorry guys.

Reply #12 Top
Hmmmn does make kinda sense

Thanks for the response BB
Reply #13 Top
BoogieBac: perhaps you guys can still consider removing the 'cheater' flag from jewelry mods? Since they don't change the game mechanics? Please?
Reply #14 Top
They do already have an 'All Hulls Mod' in the new beta, which is mostly what I was looking for from the KHSM mod in the first place.
Reply #15 Top
I vote yea!
Reply #16 Top
I wont have kryos hull system in an official patch or addon. Anyone is free to use it, but to be forced is ... hm crap... I dislike KHSM sorry
Reply #17 Top

perhaps you guys can still consider removing the 'cheater' flag from jewelry mods? Since they don't change the game mechanics? Please?

It would increase loading time too much if I had to go through the definitions as they were loaded and decide if they were legitimate for metaverse games, and would be a lot of work to get it to work well. 

Reply #18 Top
BB can we have cheat flag removed for the hull mods and jewrly mods?
Reply #19 Top
i got carried away, so i'm moving the conclusion of this post to the front:

anyway, i still vote to include the "hard-point only hulls" aspect of Kyro's mod. heck, maybe just write them in as a 4th hull option, rather than eliminating or making as-jewelry the hull comps you all ready have. anyone designing super-elaborate ships is probably all ready running into polygon count issues, so i don't see it having a hugely negative affect on the group of players just designing basic ships with funtional components.

Hate to say it, but the main hulls are just too high of a poly count for us to officially include it. Right now, jewelry peices are between 100-200 polys. Ship hulls are 700-1500 polys. Frame-rate is already pretty painfull when too many decked-out ships are on the screen, and this will just cause players to grow VERY angry with us for supporting something that we knew would bring the system to it's knees


i hate to say this, but you missed half of Kyro's point.

This is a petition to have one or both of the features of KHSM (blank single-hardpoint hulls, all existing hulls as jewelry)


okay, so base hulls as jewelry is too GPU-intensive. but wouldn't blank hulls be just the opposite? i mean, sure, you can't control how many pieces of jewelry we might put on a blank hull, , but since about 7 pieces of jewelry equals 1 base hull, i seems like your statement is a little self-contradictory. if nothing else, i don't think the problem is as severe as you think. anyone who would take the time to build an entire ship from jewelry is all ready using more comps that you probably ever thought possible. maybe allowing base hulls as jewelry is a bad idea. but allowing single-hardpoint only base hulls into metaverse games, if nothing else, shouldn't make things any worse.

but maybe not. it's probably based so much on the specific user, that it'd be hard to tell. i mean, you have the disclaimer that updates require an internet connection. why not add a disclaimer that excessively large ship designs could cause system instability?

i made two suggestions for improving performance vz. ship design, here: Link (hope that works).

okay, so maybe it's a little too much to have the game re-write the wire frames and texture maps every time a ship design is saved. and it probably would't produce a significant reduction in number of polys. but i also suggested having the game programming remove superfluous ship components.

take my Hyperion class (the pictures below are a different ship class) as an example (I was running with the theme all ready worked into the game). besides the base hull, there are 10 functional components, 7 major pieces of jewelry, and 8 smaller pieces (blue lights). however, to get the major pieces of jewelry into place, i had to use an additional 9 pieces of jewelry that are completely invisible when you actually look at the ship (i heard another player call this aspect of ship design "internal work). in other words, 10 out of 36 components were not "needed" (at least visually). the thing is, the Hyperion was one of my more modest designs, in terms of jewelry.

i'm pretty sure these are still rendered because on the rare occasions i've seen my ships explode (heh), i'm pretty sure i can make out these little pieces exploding separately. it's honestly pretty hard to tell. the first change i suggested was a way for the player to remove superfluous pieces before finalizing a ship design and fix the other pieces in their current places.

this would reduce the number of polys in the game, assuming there's no mechanism that all ready achieves this effect itself. also, it'd allow players to design non-contiguous ships with multiple visual pieces, like the Highliners from Dune (the 2000 SciFi channel release).

of course, i'm making this suggestion with no sense of how difficult it would be to program.

Kyro, you modded the ship designs to make base hulls consisting of only 1 hard point, right? how difficult would it be to mod a couple of the jewelry comps so that they had a few hard points but no framing or texture? maybe i'll have to figure that one out myself. in other words, the artists among us could really use a zero-poly hard point extender.. it'd be nice to add that option to the functional components as well: add the component without actually adding the art. check out this ship design for a reason why:



over 125 components. can you see what i mean about having no-art hull point extenders? but what about no-art weapons? do you see any weapons? no? don't look closer, look farther: they're huge. here's a closer look.



they're inside those giant weapons pylons. well, they're weapons pylons in my mind.

BTW, this was a redesign of my Sovereign base design, which i created originally with no technological requirements (0 mini bonus, no functional components - i created a "cheat game" to do this easily, and just spent a day designing ships. and yeah, what can i say, the star trek writers have a knack for memorable names. but this model was released after i'd researched the black hole generator and black hole eruptor, so i redubbed the ship class Horizon Treader, a double entendre referecning both the CS Lewis book/ship "Dawn Treader" and the event horizon of a black hole. considering it also had a base movement of 25, i had a 70% speed bonus, and the ultradrive event had occurred, you could also conflate it with The Event Horizon, the possessed ship in the movie of the same title starring Laurence Fishborne).

anywho, sometimes i don't like your art. don't take that as an offense, please. overall i think the art in this game is amazing. but one thing i'm not sure you fully understand about this ship designer is that it caters to the artistic sides of your fan base. personally, i like variety.

i realize one of the points of having visible functional components is so that you can plainly see what the AI has researched. but the AI ships are freaking UGLY. i can't tell you how many times i've looked at a ship up close to see nothing but its entire port side tiled with disruptors.

what i'd really like to do is redesign a number of the AI's ship hulls. i think a little bit of creative designing could fix that problem, help the problem of polygon number, and also give players like Kyro and myself more artistic freedom.

... this post is turning into something more appropriate for the mod boards, and i should move it over there. but i'm on a roll, and there's an audience here. Kyro, i'm not sure if you can pick up where my line of thinking is headed on this, but basically two ideas:

a mod designed to help GC2 run with fewer polys by making all functional comps have no art; the tradeoff would be that you lose the convenience of being able to see what's on a ship by looking at it. personally, i wouldn't care about this. when i want to know how strong a ship is, i look at its numbers. when i want to know what kind of tech a race has, i look at my espionage or diplomacy screen. this would be a pretty easy mod to make.

what i'm more interested in is a mod based on improving the way component art works. this would require modding the comp files and the AI base ship files. whether or not functional comp art should be jewelry is a question i want to set aside for this. i'm more interested in modding the AI ship designs so that they look nicer. i think there are creative solutions that wouldn't require hard reprogramming.

create a new comp that serves as a hard point cap: it does nothing more than fill the hard point you put it onto. since there's no art, it shouldn't affect your GPU processing right?

redesign the ship bases the AI uses, and fill all but a few of the hard points with this hard point cap. that way the auto-placer is forced to put components onto one of only a few available spots. this should be easy assuming you could just rename the file for a user-designed ship that had no technology on it... right?

redesign the hard points on all of the functional components, so that there is 1 and only 1 hard point on each, located at the comp's "docking point" (not sure what to call the bottom of the lego piece); that way, functional components would stack on each other perfectly. i'm making the assumption that the programming can auto-place a comp on top of another comp, but i'm pretty sure i've seen it place on jewelry, i don't think it'd be an issue. and there's the chance that unlike comps would get stacked. i still think that'd be better than a floating disco ball of disruptors throw in no-art hull point extendors, and it sounds like a great art-renovation mod to me, that might also help very artistic players manage their own poly count a little bettter.

BoogleBac (and everyone else at SD) i hope you don't take offense to the words i used. some of my statements are criticism, but they're meant to be constructive. and i try to be funny. moreover, i realize your resources are limited. that's why i'd be intrested in developing this idea myself (or preferably with one or two other fans - again, you interested Kyro? I'm gonna watch this list).

now that you're adding an easy mod interface, do you think you'll add a way to download stardock-approved mods, including updated versions when available, directly from SDC? that'd rock my socks. the biggest reason i don't seek out other player-mods right now is the task of keeping track of them separately. but the longer i play, the more intrested i am in modding.

anyway, (this is what i posted in the beginning).i still vote to include the "hard-point only hulls" aspect of Kyro's mod. heck, maybe just write them in as a 4th hull option, rather than eliminating or making as-jewelry the hull comps you all ready have. anyone designing super-elaborate ships is probably all ready running into polygon count issues, so i don't see it having a hugely negative affect on the group of players just designing basic ships with funtional components.
Reply #20 Top
It is due to the lack of being able to use Mods in the metaverse that my ships in those games are nothing more than hull + functional items. I dont know which ships look worse, mine or the AI's. In my offline games the functional items are usually hidden so I can use the "fake" stuff to make it look however I want it. There are times when I find myself doing nothing more than building blank ships with no functional items so I can upgrade them as needed. While I can understand the hulls are poly hogs I can not understand why there is no fake componets? Notice how SD's stock colony ships have 2 pods yet there is no way we can make one without the cheater flag? While there are not many, this is one of the few complaints I have about the game.
Reply #21 Top
Kyro, you modded the ship designs to make base hulls consisting of only 1 hard point, right? how difficult would it be to mod a couple of the jewelry comps so that they had a few hard points but no framing or texture? maybe i'll have to figure that one out myself. in other words, the artists among us could really use a zero-poly hard point extender.. it'd be nice to add that option to the functional components as well: add the component without actually adding the art. check out this ship design for a reason why:


I can look into it, though such items would be a pain to manipulate--you'd have to select them in the parts list, since there'd be nothing to click on in the viewport. But I'll see if I can't get my hands on a modelling software to see about that.
Reply #22 Top
While I can understand the hulls are poly hogs I can not understand why there is no fake componets? Notice how SD's stock colony ships have 2 pods yet there is no way we can make one without the cheater flag?


You can, just not in-game. The model definition and components list are stored separately for each design, so you can manually edit the .shipconfig file to have multiples, while only having one in the .xml definition for that ship design.

I suppose if someone could make an out-of-game ship editor, my mod would be less neccessary. Then you could easily build the designs separately from the components on them, just like the core ships.
Reply #23 Top
I dont think they should roll it in their. I think they should just allow graphical mods to be usable into metaverse.

PROBLEM SOLVEDbr/>
Reply #24 Top
I support the petition
Reply #25 Top
You can, just not in-game. The model definition and components list are stored separately for each design, so you can manually edit the .shipconfig file to have multiples, while only having one in the .xml definition for that ship design.

I suppose if someone could make an out-of-game ship editor, my mod would be less neccessary. Then you could easily build the designs separately from the components on them, just like the core ships.


True, but your mod is sooo much easier. I admit I'm not too good at it but I have figured out a little bit just from digging through the XML's of this game.

It is folks like me that truely appreciate the things that talented folks like Kryo do to enhance our gaming experience. It is just too bad that graphical mods won't be accepted in the metaverse due to the fact that it might be too much for someone's machine or increased load times. When Kryo's mod that basically uses SD's own componets and just allows us to use them at any time as jewelry so our ships can be made for looks not functionability, it makes the non-modder in me wonder what is the point of modding the game in the first place if it can't be used in the metaverse?

Don't get me wrong, I enjoy the game and I'm really impressed with the SD folks but I'm finding this one a little difficult to swallow. As I said, I just don't see the point if we cant use it "officially".