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

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Maegnaug

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Sorry if this has already been posted, but is anyone else having CTD issues after the 2.0 update? I can't play the mod at all anymore. It will load successfully, but when I select my empire and try to start a game it always crashes out.
Same here. I got it to run twice, but then the map was completely full with graphical glitches , you couldn't recognize anything a I had to abort immediately. I had no additional mods on besides ST, ST content and UI tried it with different combinations of them.
 

JosunUrashima

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United Earth still more often then not gets the cannot build starbase thing after finishing construction. Also seems to have the "we have opened communications" thing pop up twice for a race that's just learned of you.
 

Garbon

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Also seems to have the "we have opened communications" thing pop up twice for a race that's just learned of you.

Yeah, I've actually had it pop up 4 times. Twice where it'd take to me the diplomacy screen and then twice again where nothing would happen and I could close the pop-up.
 

4th of Eleven

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Anyone else getting a bunch of empires being 'slaving despots', including egalitarian empires like the Rigelians? My game seems to be treating that as the default personality. Fresh install, not mods except NH and the UI.

On the subject of slaving, NH prohibits you from running Caste System on your primary species - it seems to me, though, that the Orions and Kazon specifically should be able to enslave their own people.
 

methegrate

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Anyone else getting a bunch of empires being 'slaving despots', including egalitarian empires like the Rigelians? My game seems to be treating that as the default personality. Fresh install, not mods except NH and the UI.

On the subject of slaving, NH prohibits you from running Caste System on your primary species - it seems to me, though, that the Orions and Kazon specifically should be able to enslave their own people.

I actually think that might be a vanilla issue. The overwhelming majority of empires that are appearing in my unmodded games are slaving despots as well.
 

Shaggo

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Sorry if this has already been posted, but is anyone else having CTD issues after the 2.0 update? I can't play the mod at all anymore. It will load successfully, but when I select my empire and try to start a game it always crashes out.

Edit - Running on a Mac with the lowest graphic settings and no mods other than NH and the content pack.

The Mac version of Stellaris unfortunately suffers from a memory leak which will happen a lot more when using big mods like STNH. We have raised the issue with PDX and are hoping for a fix. Windows and Linux versions run very stable without CTD.
 

methegrate

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The Mac version of Stellaris unfortunately suffers from a memory leak which will happen a lot more when using big mods like STNH. We have raised the issue with PDX and are hoping for a fix. Windows and Linux versions run very stable without CTD.

Bummer for me.

But congrats on the great work so far, it truly is excellent.
 

JosunUrashima

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Possible bug for the Andorian Empire- I've tried colonizing with Andorians twice now, but instead of Andorians Aenar pop's show up. I know I clicked for the colony ship to be Andorians in both cases, and citizenship shows itself as allowing colonization.
 

al103

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Possible bug for the Andorian Empire- I've tried colonizing with Andorians twice now, but instead of Andorians Aenar pop's show up. I know I clicked for the colony ship to be Andorians in both cases, and citizenship shows itself as allowing colonization.
I have to wonder if that Novan instead of Human colony wasn't case of me misclicking...
 

Zavaleta

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The Mac version of Stellaris unfortunately suffers from a memory leak which will happen a lot more when using big mods like STNH. We have raised the issue with PDX and are hoping for a fix. Windows and Linux versions run very stable without CTD.

Thanks. I have had multiple CTDs on my Mac with vanilla Stellaris that is likely due to this problem. Hope they fix it!
 

JosunUrashima

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I have to wonder if that Novan instead of Human colony wasn't case of me misclicking...

We should both probably check and make sure it wasn't misclicks.

Playing as the federation I am unsure how to wage wars under cherryh. In 1.9 I could wage liberation wars, but now I don’t have any options.

Unless you form the Federation as the Tellarites or Andorians, you either have Defensive Wars only or Liberation Wars, which with the latter the only war I'm aware of that you can really wage is Ideology Wars with Rivals.
 

JosunUrashima

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So a few things I hope the mod does in the future... just a sort of random rambling wishlist of some things

-Expand the Xindi Crisis Event to allow the rest of the Federation Founders (or even theoretically any powers in the immediate vicinity or who have contact with United Earth) to get involved in some form or fashion, or at least be able to react if Earth gets blown up. Would also love it if when playing the Xindi you got to make a choice to pursue that path or not or even stand firm against the Earthlings.

-Removal of the Federation Founder bit at the beginning at least, as well as adding in an opinion malus for the Andorians and Vulcans who were rivals to each other (something involving a possible border war over the former Andorian colony of Weytahn would be a nice addition as well). As for the Federation Founder thing, have it be something that can pop up via event, especially if in coalition with one of the four founders of it (perhaps even make it so other neighboring minor races could get it as well if they join before the UFP is founded.) Main feeling is that given the sandboxy nature of even this game, the Founding of the Federation should at least be a little bit less likely than it normally is.

-Some more toggles, like one that modifies the Naval Capacity cost of ships, ranging from the current model to a reduced number to the Vanilla levels. Or one that allows minor races to expand or awaken more easily. Perhaps could even be used for the Federation founder bit.
-expanding on the Naval Capacity thing, perhaps taking the Star Trek Armada II approach and having the max NC available from the start instead,

-At least swaps out the stellaris generic pirate fleets for ST NH ship models and removes their generic stellaris weapons.

-Something I view as a possible inevitability-making greater use of stuff that uses things that only apply to the expansions (the pirates would be great examples of this)

-Minor races having lower NC but getting defensive bonuses as long as they aren't "awakened" to help ensure less likely to get chomped on. Also perhaps having a higher chance of accepting Vassalization or Tribute demands from major powers.
 

desiriel

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It just happened a funny thing with my first Fed game: Remans rebelled and asked to join the Federation which I promptly accepted. After a few gametime days a message informed me that I had gained control of the system spaceport and so I got control of Romulus too.
So now I'm the master of the Romulus system inside the Star Empire (which got a deadly hit after the deblacle and is struggling to recover from it).
 

Orinsul

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that happens with enlightenment too, sometimes if you have a planet in the system you lose it, sometimes you annex the new empire. I'm guessing its something paradox will address at some point.
 

Lightning Jack

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Good job on making the Klingon civilwar a challenge. Two houses rebelled with large fleets. I sent one fleet after each one and was defeated. I had to pull back, regroup, reinforce my losses and then take on one Rebel house out at a time.
 

Walshicus

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So, couple of other new additions being added in the very near future:

Antedian Schoals
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Acamarian Sovereignty
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And by popular demand... the Son'a and their client races the Ellora and the Tarlac
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y4mX3F_0xqmyYlzA0Ryo6Ll4LgmazL2FKTHYD-v2q5om3FgZk30I88khU0UYuRoV_6jw3zT1gA6hMo9TxaQXqgAry_4SVhoX5ThiedOjDvRaF2nkZ0OPkbTPQsa9IxoEZBoYjMCgwt_fewjC9oq6olFvbonw9RuZecG5nuDoAFQvZsMU4AHTHXWiTyskf6FTSixRcaNecKl7sWM_dZvUlhOZQ

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