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

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crownsteler

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It wouldn't just be a loss for the Ferengi to not use the Megacorp mechanics, but even more so for the Orions IMO; Criminal heritage seems a must to simulate the Orion Syndicate. You would lose out so much flavour and interesting things to do when playing as the Orions.

It could also help make the Bolians a bit more interesting, if they could found branches of the Bank of Bolias around the galaxy.
 

Harel Eilam

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Again, we would not gate major features or species behind a DLC gate. In principle, making the Orion or Ferengi be based on Megacorp content would restrict those species to the DLC. Our policy is very clear - we would never restrict the Ferengi, a major species, for DLC owners.

We might find a clever way to integrate some things or potentially have a way to make the Ferengi both exist for non-DLC owners and DLC-owners. Another option is that we will come up with our own original content, as we did for the habitats and megastructures, so players did not require the Utopia DLC.

However, it should be clear that, unless we find a way to make it works, and we will publically state we have found a solution, do not expect any major feature of Megacorp content to be included in STNH. That means nothing that could restrict those species from being played by non-DLC owners.

More than likely, until we will get a glimpse of the code during release, we won't be able to tell.
 
Last edited:

Orion88

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The D'Deridex will not be classified as a warbird. To be precise, it will be a battleship.

As you can read from the dev diary the Romulan battleship archetype is similar in some ways to the exploration cruiser archetype for the federation. Both are large, heavy ships that focus on support and tanking.

Just remember to keep the D´Deridex strong and mighty or face the wrath of the Tal Shiar. ;) (Also one thing you have with the D`Deridex as well is that for a long time it basically was the Romulan fleet so can`t be that bad of a ship.) Anyway a few more questions about ships and fleets:

1. Should the tooltip about my naval capacity show all the techs that affect it or just some? Since in my current Romulan game with Romulan UI the tooltip only shows some of the techs I have researched leaving me to wonder are the other techs even counted in my naval capacity. (This feeling is also somewhat reinforced by the fact that empires much smaller than mine can constantly have much larger fleets than I do, even though I have tried my best to increase my naval capacity with Starbase modules, buildings and techs.)

2. Is the Borg class 4 tactical cube already in the game?

3. Do the Breen have their special weapon in some form in the game?

Josun - will need to do that when home unless another developer can do so. Can't open DDS files at work. :)


On a different subject, keeping with our Klingon improvements in our next update I've made a few additions. While Discovery era Klingons (Series 1 at least!) look different from their Motion Picture-onward designs, we didn't want to confuse players by having both in the mod. That said, we are going to be adding some Discovery era uniforms and adding a few skin colour variations to I feel manage to bridge the two design styles without appearing unconnected:

y4mClLaxerYaxITMyKCwc0V6Tq8OhY3VuQnOwnZdXXFHK3EdOaY8LyCBK5jxc9-MiMZbD4Gf8DUTVfdpd93qqX7SAp3PJZYKEl1TfHDVVg_dJAVVonJnZwW4sZ46udpeOfhf2BlMY4BItTSCzEeeSdzSnuopcXWaiZbcYLcf_p1hAvH4y9Daz-JYgjU1wyNJiyLs0GTZmKdvdXHADXwh5mzPA

Just please don`t mess with the Klingon looks so they too change overtime. (From STD to TOS to Next Generation and onwards.) If you want to do something about this perhapse some sort of sub-mod that changes that.

The first strategic resource that will be overhauled will be Dilithium. No more a convoluted system to increase naval cap, Dilithium will be a currency used in the creation of every warp engine of every military ship. Ships will also require upkeep of Dilithium crystals, and the old exploration vs combat warp engine choices will now force the player to choose between either warp engines that are more expensive to build but cheaper to maintain (allowing you a bigger fleet overall but will take longer to get there), or cheaper engines, and costlier maintenance.

What happens if you don’t have those resources and can’t produce the ship you want? Here we are planning to introduce a major change to our ‘starport’ system. The starport buildings today allow the player to exchange energy for various resources, dictated globally by the player’s export policy.

This method works… but its clunky. Our plan now is to introduce some fun changes. The new ‘trade value’ system in 2.2 will not generate energy but instead, it will generate LATNIUM, a new strategic resource. The starport buildings will consume Latinum as upkeep and will provide any strategic resource you wish in exchange. You could also change this production per planet, using the new Decision system that replaces edicts. For those asking, we will probably change this for the Federation, so they will not use Latinum but something else.

We hope that the starport system, coupled with the galactic market, should let players obtain missing resources and to compensate for any AI issues.

One thing you need to make sure then also is that empires like the Borg or others that have quite bad diplomatic relations have a good chance of getting those resources as well, since otherwise this will only make empires that have good relationships with others by default stronger.
 
Last edited:

JosunUrashima

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Okay, so your plans for the ship overhaul in regards to resources sounds... overly complicated. In fact, just thinking for example of the Borg and the crew complements their ships need, it sounds like that if you guys go this route you might end up needing a new sub mod. Not to mention, your going to need to make dilithium a much more prolific resource than it currently is, as otherwise some races won't be able to build military ships at all. The possibility that some ships may need upwards of 6 strategic resources and the introduction of the latinum thing (and the fact the Federation won't use it, which is silly because to my knowledge the Federation DID use it in trade just like any other resource, they just didn't use it as a currency as some others did) makes it sound even more needlessly complicated. (And hey, like dilithium, your going to need to make it more widely available)

Again, we would not gate major features or species behind a DLC gate. In principle, making the Orion or Ferengi be based on Megacorp content would restrict those species to the DLC. Our policy is very clear - we would never restrict the Ferengi, a major species, for DLC owners.

We might find a clever way to integrate some things or potentially have a way to make the Ferengi both exist for non-DLC owners and DLC-owners. Another option is that we will come up with our own original content, as we did for the habitats and megastructures, so players did not require the Utopia DLC.

However, it should be clear that, unless we find a way to make it works, and we will publically state we have found a solution, do not expect any major feature of Megacorp content to be included in STNH. That means nothing that could restrict those species from being played by non-DLC owners.

More than likely, until we will get a glimpse of the code during release, we won't be able to tell.

I think that ultimately, that's going to end up potentially being a problem, if nothing else for the sole sake that your going to eventually have a DLC come out that most of the people playing this mod have and want features from it in the mod. A point will come when it could create lots of anger sticking to such a policy.

Personally, what I would do is create sub-mods that are tied in to the DLC's. The base mod could still be playable just as base stellaris is without any of the DLC, but create features and thinks for those who do in fact have access to the various DLC.
 

HandicapdHippo

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Personally, what I would do is create sub-mods that are tied in to the DLC's. The base mod could still be playable just as base stellaris is without any of the DLC, but create features and thinks for those who do in fact have access to the various DLC.
I mean you don't even need to do that. Just copy what paradox is doing with megacorps in the basegame and add DLC checks in the code, if you don't have the DLC then you still have the old megacorp civic. If you have the DLC its disabled and the authority is there instead.
 

Harel Eilam

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Not the way it works, @HandicapdHippo . Right now, you don't have fallbacks in predscribed species. That means that if a species is created with an authority that is DLC gated, that species will simply not appear in the species choice for players without the DLC.

As I said, we are seeing if we can find a way around that.

As for our plans to sound overly complicated, @JosunUrashima ... that's actually what's going to happen with 2.2, you realize. Ships are going to require multiple strategic resources. You will need to find sources of those resources or to trade for them via the galactic market. Our local starports simply give you a way to generate those resources at home.

There will be no need to make dilithium more common - we'd have the capital planet produce a small amount, and everything else you will get via starports/trade, if needed. Having a node will simply let you get those resources for far less cost than 'making' them yourself, which is exactly what PDX is going for.

EDIT - I am glad to hear, however, that multiple people don't share the concern that the Federation shouldn't use a currency like Latinum. My current thought was to let the Federation trade system to generate luxury goods, and for the starports to require luxury goods. So instead of Latinum, luxury goods, showing the Federation overall higher level of prosperity.

But maybe its something that can be re-thought, if you guys don't think its an issue.
 
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JosunUrashima

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As for our plans to sound overly complicated, @JosunUrashima ... that's actually what's going to happen with 2.2, you realize. Ships are going to require multiple strategic resources. You will need to find sources of those resources or to trade for them via the galactic market. Our local starports simply give you a way to generate those resources at home.

I am aware of that first bit, but it hasn't been suggested to me that ships will need so much in the form of strategic resources. Up to 6 sounds insane as that's on top of the mineral costs.

There will be no need to make dilithium more common - we'd have the capital planet produce a small amount, and everything else you will get via starports/trade, if needed. Having a node will simply let you get those resources for far less cost than 'making' them yourself, which is exactly what PDX is going for.

I disagree with that unless your intending for the cost of dilithium for a ship to be something akin to '1' per any given ship, which also at that point to me at least renders it irrelevant. It's going to make it a pain to build up a military for any faction if it takes a significant amount of time to get the dilithium necessary to build ships. I especially think the addition of crew is both making it overly complicated and unneeded. That's what the bloody Naval Capacity is supposed to represent, there's a reason why planet pop effects it in the first place!
 

HandicapdHippo

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Not the way it works, @HandicapdHippo . Right now, you don't have fallbacks in predscribed species. That means that if a species is created with an authority that is DLC gated, that species will simply not appear in the species choice for players without the DLC.
Seems like the workaround is pretty simple, have two nearly identical ones prescripted, once with the authority and once with civic, only one will be be used and shown to the player.
 

Walshicus

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Megacorp is part of the dlc so if they follow previous then no
I've been working on a way to have different prescripted empires show dependent on DLC. Not enough to hide if you don't have the DLC, we also need to have one version hide if you *do* have it.

Long story short, test works and Ferengi and Orions (and maybe a few others) will use the new authority if you have the DLC provided it's not set up in a weird way. If you don't have the DLC they'll stay as they are. Win win.
 

henzington

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I've been working on a way to have different prescripted empires show dependent on DLC. Not enough to hide if you don't have the DLC, we also need to have one version hide if you *do* have it.

Long story short, test works and Ferengi and Orions (and maybe a few others) will use the new authority if you have the DLC provided it's not set up in a weird way. If you don't have the DLC they'll stay as they are. Win win.

Very cool I was just going by how other dlc content was handled. Glad to hear you can incorporate it without too much problem
 

Orion88

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As for our plans to sound overly complicated, @JosunUrashima ... that's actually what's going to happen with 2.2, you realize. Ships are going to require multiple strategic resources. You will need to find sources of those resources or to trade for them via the galactic market. Our local starports simply give you a way to generate those resources at home.

There will be no need to make dilithium more common - we'd have the capital planet produce a small amount, and everything else you will get via starports/trade, if needed. Having a node will simply let you get those resources for far less cost than 'making' them yourself, which is exactly what PDX is going for.

EDIT - I am glad to hear, however, that multiple people don't share the concern that the Federation shouldn't use a currency like Latinum. My current thought was to let the Federation trade system to generate luxury goods, and for the starports to require luxury goods. So instead of Latinum, luxury goods, showing the Federation overall higher level of prosperity.

But maybe its something that can be re-thought, if you guys don't think its an issue.

I would have to agree with JosunUrashima also in that with my current, rather limited, experience with the mod the current resourse system seems to work fine and you developers have your work cut out for you in showing that your new rather complicated system both works as good as the current system and is actually an improvement over it. Hopefully if you decide to go with this new system it will get a lot of internal testing time to work out its many potential pitfalls before it is pushed out so that it won`t break the great mod we have here.

Also I might add that at least for me it is not too easy to see how the changes to the basic Stellaris will or should affect this mod, before I see what they will do exactly to the base game.
 
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Orion88

First Lieutenant
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Aug 19, 2018
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Also one more question:

So far I can`t remember seeing Risa in the game, so is it there? And if it is can you get some sort of empire wide happiness bonus if it is part of your empire? :)
 
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