[MOD] Honorverse: Star Kingdom of Manticore

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ivanbell

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Honorverse: Star Kingdom of Manticore
RMN_sigil_transparent_01.gif

This mod is based on Honor Harrington series by David Weber. I aim to recreate most prominent star nations from the Honorverse with their systems and add relevant fluff events and situations based on books. I plan working on this mod in my spare time, so I doubt updates would be frequent.
If I'll get done with this, I'd like to try more total Honorverse conversion, but this is too early to speak about seriously.

At this point, though, the mod is in it's basic state. Features done so far:
- Custom Empire - Star Kingdom of Manticore with new government type (Star Kingdom, upgradable to Star Empire).
- Manticoran name list for leaders, ships and planets.
- Basic Manticore A starting system (no binary stars yet, so no Manticore B).
- Even more basic Yeltsin and Basilisk systems that always spawn nearby.
- Really bad manticoran flag and galaxy map logo. Not anymore!

Anyways, feedback and suggestions welcome!

Steam Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=683113902
 
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Shadow86

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I'm testing emblem effects.

manticore_stellaris.png


What do you think?
 
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CarbrBard

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Aw, yiss. I'll be following this - and can help if you need.
 

cbtendo

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Adding new government type at this moment makes this mod "unplayable". Because this would make events such as "the birth of piracy" have no option to click and hence, would not go away even after save-load.

this is taken from pirate_event.txt
Code:
    option = {
        name = pirate.2.a
        trigger = {
            OR = {
                has_government = theocratic_republic
                has_government = transcendent_republic
                has_government = theocratic_oligarchy
                has_government = transcendent_oligarchy
                has_government = divine_mandate
                has_government = transcendent_empire
            }
        }
    }
    option = {
        name = pirate.2.b
        trigger = {
            OR = {
                has_government = military_dictatorship
                has_government = martial_empire
                has_government = military_junta
                has_government = ordered_stratocracy
                has_government = military_republic
                has_government = martial_demarchy
            }
        }
    }
    option = {
        name = pirate.2.c
        trigger = {
            OR = {
                has_government = despotic_hegemony
                has_government = ai_overlordship
                has_government = science_directorate
                has_government = illuminated_technocracy
                has_government = direct_democracy
                has_government = subconscious_consensus
            }
        }
    }
    option = {
        name = pirate.2.d
        trigger = {
            OR = {
                has_government = moral_democracy
                has_government = irenic_democracy
                has_government = peaceful_bureaucracy
                has_government = irenic_protectorate
                has_government = enlightened_monarchy
                has_government = irenic_monarchy
            }
        }
    }
    option = {
        name = pirate.2.e
        trigger = {
            OR = {
                has_government = despotic_empire
                has_government = star_empire
            }
        }
    }
    option = {
        name = pirate.2.f
        trigger = {
            OR = {
                has_government = plutocratic_oligarchy
                has_government = mega_corporation
            }
        }
    }
    option = {
        name = pirate.2.g
        trigger = {
            OR = {
                has_government = indirect_democracy
                has_government = democratic_utopia
            }
        }
    }

As you can see, the options are tied to government types. so, if you added new government types, you would need to add "has_government = star_kingdom" to every event that needs it. And that, makes it a major overhaul mod.

EDIT: whoops, not really a "major" since there are only 9 event file that needs to be modified
 
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Meraun

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i cant code anything, at all
but if have reat all books and a lot of wiki's

So if you need somebody to write stuff or Questlines or anything
i'am more than willing to help!

I just love honorverse!

Will we see Ships?
 

ivanbell

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Adding new government type at this moment makes this mod "unplayable". Because this would make events such as "the birth of piracy" have no option to click and hence, would not go away even after save-load.

...

As you can see, the options are tied to government types. so, if you added new government types, you would need to add "has_government = star_kingdom" to every event that needs it. And that, makes it a major overhaul mod.

EDIT: whoops, not really a "major" since there are only 9 event file that needs to be modified

Thanks, I did not know about that. Will fix it soon.


I'm testing emblem effects.

manticore_stellaris.png


What do you think?

Looks really good. Can you also do white galaxy logo?

I am a game designer, but sadly not much of an artist.
 
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Shadow86

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Looks really good. Can you also do white galaxy logo?

I am a game designer, but sadly not much of an artist.

Here's the whole package: base, small and map logo. ;)

Adding new government type at this moment makes this mod "unplayable". Because this would make events such as "the birth of piracy" have no option to click and hence, would not go away even after save-load.

(snip)

As you can see, the options are tied to government types. so, if you added new government types, you would need to add "has_government = star_kingdom" to every event that needs it. And that, makes it a major overhaul mod.

EDIT: whoops, not really a "major" since there are only 9 event file that needs to be modified

I'd suggest sticking to the default government types, and keep the star kingdom part on the nation name. For compatibility's sake.
 
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ivanbell

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Here's the whole package: base, small and map logo. ;)
Those are superb, thank you! I'll add them in the next update.

I'd suggest sticking to the default government types, and keep the star kingdom part on the nation name. For compatibility's sake.
From the development standpoint you are certainly right, it would be much easier to use one of the default governments. However, none of the existing government really corresponds with Manticoran political system and values. I'd say that Manticoran ethos is fanatic individualist (corresponding nicely with their intolerance for slavery and economic prosperity), but that prohibits all autocracies, meaning there will be no ruler dynasty.

I though about modifying one of the existing governments (Enlightened Monarchy, for example) to use Manticaran ethos: fanatic individualist + militarist, but that is kinda iffy. I'm not sure it won't break anything else or create event / policy conflicts.

Gotta think about it.
 

Shadow86

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From the development standpoint you are certainly right, it would be much easier to use one of the default governments. However, none of the existing government really corresponds with Manticoran political system and values. I'd say that Manticoran ethos is fanatic individualist (corresponding nicely with their intolerance for slavery and economic prosperity), but that prohibits all autocracies, meaning there will be no ruler dynasty.

I though about modifying one of the existing governments (Enlightened Monarchy, for example) to use Manticaran ethos: fanatic individualist + militarist, but that is kinda iffy. I'm not sure it won't break anything else or create event / policy conflicts.

Gotta think about it.

A way to do a separate government type without breaking compatibility is to duplicate all the relevant events for, say, enlightened monarchies, and tweak the conditions so that they only fire for interstellar monarchies*, for instance. From the player's perspective, it'd be indistinguishable, opens the door to unique events as well, and code-wise it's a modular approach which doesn't require editing the primary event files.

The only thing you'd have to keep in mind is to regularly check for event changes after official patches, and replicate said modifications on the duplicates.


* I used the term "interstellar monarchy" to refer to a star kingdom since calling Manticore's government type so in-game would be redundant in relation to the nation name. Adds a bit of variety. Up to you, obviously.
 

ivanbell

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As you can see, the options are tied to government types. so, if you added new government types, you would need to add "has_government = star_kingdom" to every event that needs it. And that, makes it a major overhaul mod.

EDIT: whoops, not really a "major" since there are only 9 event file that needs to be modified
After digging through event files, I found only 4 instances where events are dealing with government types exclusively: pirate_events, pretender_events, on_action_events and advisor_events. All other events have have options not limited to existing governments. Did I miss something?

For some reason, my Elizabeth Winton changed races. I'm not sure why.
That's a known bug, not limited to the mod.
 

cbtendo

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After digging through event files, I found only 4 instances where events are dealing with government types exclusively: pirate_events, pretender_events, on_action_events and advisor_events. All other events have have options not limited to existing governments. Did I miss something?

No, i think that's all.
i didn't see anything other than event files that may "broke" the game
 

ivanbell

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So, I just updated the mod with fixes for the event incompatibilities that I've found.
Also, updated flag and emblem, thanks to Shadow86. If you want, you can PM me your steam username so I can add you to contributors.
 

ivanbell

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Anyway, I've been trying to do some binary star shenanigans and I think I found compromise:
20160517181340_1.jpg


Do you like Manticore system looking like this? Two stars in one system, with their respective planets. Some events would call your planets moons, though.
 
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Roadie

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This makes me think it'd be interesting to also see some empires based on the star nations that Weber included in the early HH books and then completely forgot existed later.

For example, there's the Asgard Association and the Midgard Federation, which in the first book are mentioned as a power bloc possibly more dangerous than Haven, and then later just vanish into the ether.

Of course, given the books' sad trend of forgetting and simplifying background details over time, it'd take some guesswork to assemble these fragments from early on, but it'd help to fill out a list of empires that's not the "Manticore and mindlessly loyal allies vs. everyone else" that the star maps in the most recent books look like.
 

Hicpotboy

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Anyway, I've been trying to do some binary star shenanigans and I think I found compromise:

Do you like Manticore system looking like this? Two stars in one system, with their respective planets. Some events would call your planets moons, though.

Binary systems are going to have two stars in close proximity, orbiting each other. The planets will then orbit BOTH stars. You're not really going to have something orbiting only one, because those would be eaten by the other. Not sure if Stellaris can really simulate that sort of behavior, though.
 
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apoc527

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This will be awesome. Definitely something I've thought of doing.

Obviously, it requires a complete rework of weapon balance and ranges. We will want very fast, very long-ranged missiles and much more effective point-defense. Energy weapons must be DEVASTATING, but close range.

The only thing I don't think the game can do yet is the laser warheads.