KHSM for GalCiv2: Twilight of the Arnor Released!

kfx-128At long last, GalCiv2's first mod has been updated for the latest expansion, Twilight of the Arnor. For those not already familiar with it, Kryo's Hull System Mod sports a number of features to make your GalCiv2 ship designing experience even better.

In particular, the two features new to this version are that the mod now provides all of the updated and reworked hull models introduced in TA as jewelry pieces right alongside the originals and those from Dark Avatar, so you can pick and choose those that suit your designs best, and that the mod now offers the galactic resources and ascension crystals as ship pieces as well! Ever wanted to make a ship that looks like a portable mining starbase? Now you can!

For newcomers, these new features are in addition to the existing set from prior versions... [more]

+ The original and core feature of the mod: "Blank" hulls. Choose one of these as the base for your ship, and you can design it completely from scratch--they're simply disembodied hardpoints to which you can attach any part to make the foundation of your designs.

+ Hardpoint formations. The mod includes various utility pieces consisting only of carefully placed hardpoints with no models, which you can use to get that new component just where you need it, without having to resort to making "creative" use of another component, then hiding it. These parts include a hardpoint extender, a cluster (attach multiple pieces to the same point), a cap (use on templates to keep AI designers from placing pieces strangely), a delta (make a tiny squadron as one "ship"), and various geometric arrangements ranging from a balanced pair all the way up to an octagon.

+ Hulls-as-jewelry. As noted above, every hull in the game is available as a cosmetic-only piece. Want to use one from another style, or more than one in a single ship? You can! And not only the playable hulls are included, but those of the Dread Lords and now Arnor as well!

+ Fake utility modules and more. The Mod provides cosmetic versions of the utility modules (colony, constructor, etc) for making balanced ships, as well as extra colored lights, asteroids (make a moving mining base!), and resources!

Sound tasty? Hopefully! Get the mod here right now! :)

28,451 views 11 replies
Reply #1 Top
Thanks Kryo!!! :D

Nasty
Reply #2 Top
Great. I've enjoyed your mod for the previous games and will likely enjoy this one as well.
Reply #3 Top
Hi can you tell me if it is possible to use the KHSM mod with the High Res Mod? Can you use two mods at the same time?
Reply #5 Top
Hi can you tell me if it is possible to use the KHSM mod with the High Res Mod? Can you use two mods at the same time?


KHSM uses all unique names on its xml files, so there should be no conflict if you combine them into one folder.
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Reply #6 Top
Greetings,

Thanks, always a pleasure using your work. I used Mr. Korx's updates to your Da version to TA version and it works fine, will I need to update to your just released version?

Hi can you tell me if it is possible to use the KHSM mod with the High Res Mod? Can you use two mods at the same time?KHSM uses all unique names on its xml files, so there should be no conflict if you combine them into one folder.


I had already combined the two yesterday and they work fine together.



Reply #7 Top
Hi can you tell me if it is possible to use the KHSM mod with the High Res Mod? Can you use two mods at the same time?KHSM uses all unique names on its xml files, so there should be no conflict if you combine them into one folder.


That's correct, they should work just fine together. :) Actually, had i known kryo was going to update things around this time, i would have asked to include the mod in HRGM2 as well :). But oh well, it should be no problem for you guys to do it yourself.
Reply #8 Top
Thanks, Kryo. I've been waiting for this. One small thing though. The readme is incorrect. The mods folder is in GalCiv2, not in TA.

I like what you have added to it. It will make for some very interesting combinations.
Reply #9 Top
Thanks, Kryo. I've been waiting for this. One small thing though. The readme is incorrect. The mods folder is in GalCiv2, not in TA.


TA will make one of its own it you click the Default button in the mod folder picker.
Reply #10 Top

Great :)

All you need to do now is get the devs to incorporate it into the game so we can use it in MV games as well :(

Reply #11 Top
TA will make one of its own it you click the Default button in the mod folder picker.


I did not know that. (obviously) lol

Thanks again for the work you have put in on this. I'm already thinking about what I am going to do with the new parts.