[Mod] ST: New Horizons: A Stellaris Total Conversion

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Tarhun

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I mean, I don't remember any odd atmosphere breathers from the main cannon (apart from the Benzites having some strange gases they had to breath in) but if there were any adding them would be nice.

There's a few, not counting species which were only mentioned but not seen on screen:

Aquans (TAS: The Ambergris Element) can breathe underwater as a result of genetic engineering.
According to behind the scenes notes Zaranites (TMP) breathe helium.
Lorillians (ENT: Broken Bow) breathe methyl oxide as children but can adapt to oxygen atmospheres as adults.
The Axanar ship in ENT: Fight or Flight has an oxygen-methane atmosphere.
Xyrillians (ENT: Unexpected) breathe an atmosphere which is hallucinogenic to most other species. Tucker needed to be gradually acclimated to breathing it.

Probably others but those are the ones I remembered/could find on Memory Alpha.
 

Von Thoma

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Actually, Josun, I specifically said earlier that we are going to experiment with pop growth, but that if and when we make any changes to growth, it would be due to gameplay consideration, not a doomed-to-fail attempt to make pop units 'realistic'.

PERSONAL FEEDBACK/OPINION to pop growth, why I think it is to fast

... that is also the main reason, why i will change it for me, to have more gameplay options and that I HAVE to think, where to use that "rare" resource the best and how to get more of them, through

- Buildings
- Migration Treaties
- different species, that more pops are growing
- Improved Technology
- even stealing them, slaves etc.
and that I want to protect them.

At the moment I really don't use anything of that and win ...

GAMEPLAY decisions after 900h exp with Stellaris (Vanilla and this mod, but never finished a ST game) and
finished and won all Vanilla games, if they didn't bug out LOL (MP, SP) :

- never built or used any buildings/structures/edicts to improve "pop growth", as it is a waste of space
- never built or used any buildings/structures/edicts to improve "migration"
- always only researched things for food, migration and growth if "nothing" else is there to research
- don't or very seldom care where the pops are sitting, or if the correct pop is stationed on the best building
- after a short time, replacing food buildings, because of tech or planets are full (100-150 years gameplay)
- always destroying migration buildings (sometimes keep the ones with unity bonus)
and a lot more
- using "snowball effect" to overcrowd a new planet after ONE year and that I could produce more pops on that already full planets. (already happens after 100 years)

the problem to colonize every stupid rock, without thinking, would only change when we have to use a pop for "colonize ships" and a drastic pop growth reduction !
Only Pop growth reduction, wouldn't change that, it even would encourage that !

Also the building time of advanced robots has to be a lot longer, but not normal mechanic devices . That should be a strategy to help to improve production, as it will be regulated because of energy shortage !

So lot of already included gameplay makes at the moment no sense to use, because of to fast pop growth and that has nothing to do with "realistic" population levels.
Of course changing that , would give an experienced player the chance to use all that new things, which have to be considered against a new player.
The difference between a dumped down game, where few things matter and a game, where more things are possible and make a "difference"

thanks

PS: And as ST don't (???) has scripted end-game crises , where thousand of ships came out from nowhere and would be to strong after 150 years, I am not able to see a problem.

It even would help with performance, as there should be fewer, but more valuable things in the galaxy after 150 years , and overcrowding only will happen after 400 to 500 years instead of 100 years !

PPS: LOL just found out that the ST mod has a lot of buildings which makes pop growth faster ...
even I reduced the growth rate for
-40% ### Planetary Government
-20% ### Planetary Administration
-20% ### Galactic Administration
-10% ### Colonial Authority

MY CLYNGON STARTING PLANET is near OVERCROWDED , as I used buildings which improved growth rate ... seems all that Disagree people don't know how to play that game !


674387B554FA2283F0B4153581B4F049CDD3413A
 
Last edited:

El Danny

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Any change of getting all New Horizon sub-mods grouped together on Steam soon as well?

Super excited for the release, I needed something to cheer myself up today and this'll be perfect! :D
 

wertbundsas

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I don't care about "realism" in a trek game and what amount of individuals POPs represent is not consistent in the base game (a log scale makes sense for the growth pattern, but not for the same economic output and political weight each POP has), but of course it is a representation of population like the POPs in Victoria. It's not infrastructure build up or magic macguffin xy to keep the production lines rolling.

We don't know how fast human colonies develope in Star Trek. the TV series are not about that kind of world building. But I would like to avoid a situation, where my Maqui-equivalents have the economic output of Earth in 15 years. I think it's more appropiate for the scale of Star Trek that Colonies are a long term project for humans and that Earth is the most populated human planet by far. As far is I remember we never see any human colonies that comes close in development and population to Earth, but we see lots of outposts and one city colonies. The best way to force stellaris into a similar direction is in my opinion lowered POP growth for races, where it is appropriate.

gameplay-wise it makes races play very differently if the easy way to expand by spamming colony ships and maximising POPs is not viable for everyone. the game is a sandbox anyway, so there is really no need for a balanced starting position for everyone.

PS: looking forward the the next mod release
 

Walshicus

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ST: New Horizons - Assimilation patch notes

Version: NHV-1708

Code:
Major Features:
Playable Borg, with unique assimilation mechanic and giant unimatrix megastructures.
Mirror universe maps, with dozens of new mirror factions and events
Delta quadrant map
More random map sizes
Birth of the Federation inspired map

Species:
Vidiians with Phage and non-Phage portraits
Playable Borg + various "borgified" options

Systems:
Completely remapped tech tree, with over 1100 unique technologies and original Borg path, with new expanded descriptions and iconography
Completely remapped and rebalanced weapon list, with 6 new starting weapons and over 400 different weapons
Completely remapped tradition tree, with new Trek-themed traditions and options. Ethics gating completely removed.
Expanded Deep Space Station megastructure system, with a variety of buildings to construct and the option to specialize in stations and expand them
Prosperity mechanic enhancement to vanilla ‘living standards’ system.
Education and health-care policies of your people.
New Bombardment options
The Dominion will now have the option to move the Great Link via a Megaproject
Newly revised ship classes and roles, with unique tasks and components given to Destroyers, Cruisers, Battlecruisers and Heavy Escorts.
More civics, traits and governments.

Events:
Mirror universe rebellion mechanic and event chains
New Children of Tama translator mechanic
Various Borg specific events
Vidiian Phage cure events

GFX:
Hundreds of new weapons, with new effects
Completely new UI, with support for alternative UI sub-mods. First option will be the Borg UI.
Hundreds of new icons for techs, weapons, civics and much more.
New Front-end animation and graphics.

Ships:
Full Borg ship set
Vidiian ship set
Hangars, with Federation shuttles as first model
Added K’t’inga model for TMP klingons
New Klingon civilian ship
Improved ENT era Bird of Prey
New Tholian ships and improved textures
New Breen ships and improved textures
New generic starbase
New and improved Generic ships
New Kazon ships and improved textures


Music and sound effects:
New Computer and Borg narrator voice packs
Remastering of existing tracks
New Klingon voice overs

Localization:
Over 400k words of text in multiple languages.
New in-universe stats system, detailing every major component and weapon in the game in loving trek technobabble.

Fixes:
Minor fix to Terra Nova event
Minor fix to Space Seed events