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

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sailorbilly

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That is my point when you build all those administrative buildings they should help in the administrative capability. I not saying a lot but some kind of number. Those building help in other ways now like in housing, clerks, unity points, etc., they should also help in the administrative capability. My last game before this update, I was in the 600 in sprawl and everything was costing a lot, i.e. research, leaders, etc.
 

JosunUrashima

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That is my point when you build all those administrative buildings they should help in the administrative capability. I not saying a lot but some kind of number. Those building help in other ways now like in housing, clerks, unity points, etc., they should also help in the administrative capability. My last game before this update, I was in the 600 in sprawl and everything was costing a lot, i.e. research, leaders, etc.

I don't believe they do ANYTHING for AC in vanilla, so it'd be entirely up to the mod dev team whether Administration Capactiy should be affected by Administration jobs.


As a random aside, something I've noted with the Dominion Great Link- I can't seem to demand systems or requisition fleets, even when I meet the requirements as far as I can tell.

I was also wondering if the Dominion could get a sort of membership integration thing like the Federation, maybe one that can only be done after a certain amount of time? Say 50-100 years after they've become members?
 

Wobpig

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So I was digging through the technology files to update the techtree on the wiki, but I noticed something that I don't quite understand:
Code:
weight = 180
This would normally make sense, but it's on a tech labeled as a starting tech. Does this line mean that if you didn't start with the tech, you can research it later, or is it just there?

The file I got it from is "sth_soc_tech.txt", and the tech is "tech_society_12630", or "Demon Planet Colonization".
 

Walshicus

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I mean they wouldn't even need to make two maps, just reenable the hyperlane slider and remove the events adding extra hyper lanes at game start. Pretty sure that not going to happen though due to it going against the mods core design.
Exactly, it's against our core design intention for the mod. Hyperlanes are something we endure because Stellaris has opted for them. We understand the benefits to vanilla, but for us and the setting our intention is to pretend as successfully as we can that hyperlanes don't exist.
 

JosunUrashima

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Exactly, it's against our core design intention for the mod. Hyperlanes are something we endure because Stellaris has opted for them. We understand the benefits to vanilla, but for us and the setting our intention is to pretend as successfully as we can that hyperlanes don't exist.

While I can get this, I don't see why a duplicate map to help performance for players with comps not able to handle it as well. It doesn't seem like it'd be too hard unless I misunderstand something.

You could even just handle it by simply reenabling the slider and making it always set to your core vision's default when popping into the galaxy choice menu.

Another decision that might help could be choosing to give a slider for the larger maps that reduces the number of some of the minor races popping up, with say for the main canon map it again starting at default but having the option to scale it down.


Also, I noticed a kind of tech pop up that I think was something to do with slaves, but it had description WIP and the tech's name was using the like code version of it (I think it involved slave population controls or something? I can't recall it's been a few days and I've had to reset my comp so I only just today logged back on here to check the thread.)
 

JosunUrashima

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Query- Is there a way to wind up playing the Augment's Khanate? I was doing a BotF map as the Tholians and I found the Khanate to be existing and would have loved to be able to play it even if only for shits and giggles.
 

JosunUrashima

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As Earth i think you can swap to them when you meet them
How exactly do they form though? I remember the augment events in the past, but all I ever saw them do is get the Klingon ships and then start attacking something, even in the time where it took me the better part of two years to get ships over to squash them nothing else happened. Has this changed?
 

JosunUrashima

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So, for shits and giggles, I switched over to the Great Khanate.

They appear to start WITHOUT any regular beam weapon tech, meaning your starting ships are restricted to ONLY missle weapons, and they have no other techs save the very base starting ones.

Shouldn't they get the same techs as United Earth has at a minimum? Also are they supposed to use the generic minor race ship set? I don't really mind I was mostly curious, it seems like they'd either adopt Starfleet or Klingon styled ship designs.

Maybe tweak the Augmented Realities chain to have some options, perhaps to allow the Augments to join United Earth or UFP if you defeat their ships, or maybe after the second set of events the Augments show up with a fleet in Sol demanding surrender, and then the Augments take over United Earth (if you chose surrender)

Also they should be a subrace of Humans.
 

Walshicus

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Patchnotes for NHV1905:

Code:
2D: Additional Borg building icons.
2D: Romulans now use 'master' clothing selector.
3D: New shipset based on Tamarian designs added.
3D: Miradorn Raider, Yridian Destroyer and Amarie Cruiser pirate vessels added.
Sound: Saurian, Barzan and Talosian Voiceover added.
Balance: Adjusting district weights a bit.
Balance: Borg AI will now rapidly expand and build megastructures.
Balance: Borg megastructures cost less influence, now require nanites
Balance: Borg sucomplexes districts have been reworked.
Balance: further adjustments to several major factions start conditions, including the Borg, Voth and Hurq
Balance: Hospitals have been buffed, but now require cordrazine
Balance: Nebula refinery facility has been buffed.
Balance: Tholians now get a small buff to maximum leader age.
Balance: Ketracel White deficit will no longer cause a meaningful impact on non-Dominion players, due to having Jem'Hadar pops.
Bug fix: planet specializations should now work correctly for all specializations.
Bug fix: Dominion genetic engineering traditions should now properly allow for Vorta and Jem'hadar engineering
Bug Fix: Attempt to fix upgrade cost stack overflow issue than can happen with large ships and fleets upgrading.
Bug fix: Computer components ai weights improved.
Bug fix: Resolved Horta job conflict on Janus.
Bug fix: Fixed an edge case where multiple fleets destroying Xindi probes would result in multiple messages.
Content: Added Barzans and Talosians to the game, as planet bound pre-warp species - with unique traits, civics, governments and buildings.
Content: Added the Barzan star system and Talos Star Group to the galaxy map.
Content: Adding unique deposits for Talos IV.
Content: Adding unique underground districts for suitable planets.
Content: New techs improve the benefit gained from doctors
Content: The preachers on Boreth now have a new title - and output.
Content: Added pirate crew components for NPC ship.
Content: new ship designs, models and components for pirate ships - including a pirate corvette, destroyer and cruiser.
Events: "The Crossing" Anomaly.
Events: Improvement to Plague events.
Events: Silicoid and Crystalline species now have their own 'diseases' to deal with. Typically they will suffer plagues far less frequently than biological species.
Events: Improved Q-Tips for Klingons, Romulans and Suliban.
Mechanic: Kobali players will slowly assimilate non-Kobali xeno pops into full Kobali pops over time.
Mechanics: Players can now select the target of some obsidian order and tal shiar espionage attacks.
Mechanics: Players may now more easily change their import priorities on every planet, using a new event interface.
Mechanics: Sector AI now works properly - but is restricted to 'balanced'.
Mechanics: Empires with espionage now have access to espionage funding policies. Counter-espionage funding policies unlocked for empires that are targeted by espionage.
 

Kanaric

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So, for shits and giggles, I switched over to the Great Khanate.

They appear to start WITHOUT any regular beam weapon tech, meaning your starting ships are restricted to ONLY missle weapons, and they have no other techs save the very base starting ones.

Shouldn't they get the same techs as United Earth has at a minimum? Also are they supposed to use the generic minor race ship set? I don't really mind I was mostly curious, it seems like they'd either adopt Starfleet or Klingon styled ship designs.

Maybe tweak the Augmented Realities chain to have some options, perhaps to allow the Augments to join United Earth or UFP if you defeat their ships, or maybe after the second set of events the Augments show up with a fleet in Sol demanding surrender, and then the Augments take over United Earth (if you chose surrender)

Also they should be a subrace of Humans.
Ya i've tried before. They are not very fun to play as.

They should get an event where they copy a race for designs. Like "steal" technology for federation or klingon ships so they get a decent shipset. Be a subrace of humans like you said, get a large amount of free tech, etc.