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

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JosunUrashima

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Important question- Where in the hecks name do you get Cordrazine!?! I see no deposits of it, and I don't have tech to build anything to harvest it with, and on top of that I can't buy it in the market screen!
 

Culise

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Digging in the code, I spotted the planetary deposit "Medicinal Herbs", available occasionally on M-class planets, which produces 10 units of cordrazine. I don't see any buildings offering synthetic cordrazine production and it's flagged as not being tradable in the global market. It appears based on the starport decisions for the AI and the existence of the planet flag "starport_cordrazine" that the option should possibly exist once you have the beginner tech Cordrazine, but the option to import it was never added to the player-facing starport event STH_decision_events.100. At present, it seems obtaining it is thus entirely up to chance based on planetary deposits. I suppose the most likely issues I see are that it cannot be imported via the starport by players (probably an error) and that, given its ubiquity by the TNG era, methods to artificially synthesize it are not yet available in the (mid-)game (a design decision that could go either way since canon doesn't really delve into how cordrazine is produced).

Fun note: apparently, in ST history, cordrazine was invented in 1987. Somehow, we must have missed that memo in our own world.
 
Last edited:

Walshicus

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Yeah, so really the patch would require a new game to take advantage of Cordrazine. I'll ask about whether it was intentionally left out of the starport decision set (and not trade-able).

In the mean time you can try this script in the console to add deposits to a random number of planets across the galaxy in roughly the same distribution as they'd spawn in. Best to save before trying it, and make sure you have no ships or planets selected while doing so.

Code:
effect random_list = { 1 = { every_planet = { limit = { is_colonizable = yes } add_deposit = d_medicinial_herbs } } 199 = {} }
 

JosunUrashima

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Yeah, so really the patch would require a new game to take advantage of Cordrazine. I'll ask about whether it was intentionally left out of the starport decision set (and not trade-able).

In the mean time you can try this script in the console to add deposits to a random number of planets across the galaxy in roughly the same distribution as they'd spawn in. Best to save before trying it, and make sure you have no ships or planets selected while doing so.

Code:
effect random_list = { 1 = { every_planet = { limit = { is_colonizable = yes } add_deposit = d_medicinial_herbs } } 199 = {} }

Ironman, can't do it via console, so will have to try and finish this game as quickly as possible.

I've seen Cordrazine pop up before as a resource in the tech tree, but even before this patch I could never find any of the stuff, and that included a run as the Dominion in the canon map, I just wasn't seeing it anywhere (and this was with me having increasingly larger control of the galaxy)
 

Digamma

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What difficulty setting is recommended for this mod? I'm new to NH so I don't know a lot of the mod's mechanics but I don't want to hamstring the AI with a low difficulty.
 

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What difficulty setting is recommended for this mod? I'm new to NH so I don't know a lot of the mod's mechanics but I don't want to hamstring the AI with a low difficulty.
I recommend Ensign. No bonuses to you or the AI.

Right now i dont move away from Grand Admiral. It still depends on the Race i play, but otherwise most of the AI Empires never get a somewhat decent economy going. Some Races have a more challenging start etc so i lower the difficulty a bit to have a chance and put in scaling difficulty, but the major factions are way to strong when played by a human compared to the AI. After a 100 years or so you should be way ahead of anybody when it comes to research and economy. Fleets maybe not but hey its just the AI and you should be able to catch a few suicide fleets around your starbases and it should be relativly easy to achieve peace without losses on territory if necessary.

Maybe start a game on the lowest difficulty and use scaling for the first few games to get used to the changes/events (events can kill any federation game if unlucky) or if you are somobody that played quite a few vanila games aim higher.

Basically:

New to the game / Mod: Aim low no scaling
Veteran / new to the Mod: Aim low / scaling first games
Billions of hours / new to the Mod: Grand Admiral maybe a bit lower and scaling if going for a minor faction
 

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New to the game / Mod: Aim low no scaling
Veteran / new to the Mod: Aim low / scaling first games
Billions of hours / new to the Mod: Grand Admiral maybe a bit lower and scaling if going for a minor faction

Don't mislead new players, please. I am afraid you don't understand what scaling means in Stellaris so your advice is wrong in this case: when you "aim low no scaling" as you advise those that are new to the game it might actually be harder than "aim low / scaling first games" for your veterans. Stellaris scales its difficulty from Ensign to the level you set, not from this level to I-don't-know-what-you-expect so eg. if you take "Captain / no scaling" it's harder than "Captain / scaling" ("Ensign / no scaling" is the same as "Ensign / scaling").

There are mods that allow players to also set the level from which the game scales (instead of default Ensign) but this mod is not one of them and I would suggest to listen to devs (and Harel is one of them) instead of disagreeing without even saying what is the point of contention.
 

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Don't mislead new players, please. I am afraid you don't understand what scaling means in Stellaris so your advice is wrong in this case: when you "aim low no scaling" as you advise those that are new to the game it might actually be harder than "aim low / scaling first games" for your veterans. Stellaris scales its difficulty from Ensign to the level you set, not from this level to I-don't-know-what-you-expect so eg. if you take "Captain / no scaling" it's harder than "Captain / scaling" ("Ensign / no scaling" is the same as "Ensign / scaling").

There are mods that allow players to also set the level from which the game scales (instead of default Ensign) but this mod is not one of them and I would suggest to listen to devs (and Harel is one of them) instead of disagreeing without even saying what is the point of contention.

Wasnt intentional misleading anybody. I really did not know that scaling works that way and always thought it will scale up from what i choose. Besides that i wasnt disagreeing with anybody just stating my opinion trying to help.

Edit: Sry i just got what you aimed at. The guy disagreeing with Harel (hitting the disagree button) was somebody else. Im not that stuck in my ways to disagree with a Member of the Mod Team about stuff regarding the mod.
 
Last edited:

PAwleus

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Edit: Sry i just got what you aimed at. The guy disagreeing with Harel (hitting the disagree button) was somebody else. Im not that stuck in my ways to disagree with a Member of the Mod Team about stuff regarding the mod.
This is actually my fault as I should be more clear to whom I direct my suggestion so sorry for your confusion :)

Edit:
Just curious, I haven't been able to find this anywhere... what DLC's are required to play this mod?
No DLC is needed but it's nice to have some of them because you can have additional features eg. Synthetic Dawn if you want to play as machine empires such as Cravic or Pralor, Megacorp for megacorp mechanics playing as Ferengi, Orions, Yridians or Norcadians (and Karemma? ; probably also for the Galactic Slave Market), Utopia for Ascension Perks, additional slavery and purge options, Native Indoctrination, STNH megastructures etc.

I recommend having at least Utopia.
 
Last edited:

potsmaster

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I seem to be experiencing a very low incidence of Federation foundation when playing as non-Federation races. Is this common for others? Is it a known "issue?" Also, is there any way to force the creation of the Federation through the console or something? I'd like to have a larger, more challenging opponent in the Federation but I am really having trouble getting the AI to play along :D
 

JosunUrashima

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Just curious, I haven't been able to find this anywhere... what DLC's are required to play this mod?

I believe no mods are needed.

He meant DLC, and DLC is to my knowledge not required for playing this mod whatsoever. There are things that activate if you use DLC but otherwise the mod still has features you can use regardless of what DLC you own.

I seem to be experiencing a very low incidence of Federation foundation when playing as non-Federation races. Is this common for others? Is it a known "issue?" Also, is there any way to force the creation of the Federation through the console or something? I'd like to have a larger, more challenging opponent in the Federation but I am really having trouble getting the AI to play along :D

Not sure if it's a problem or not. I know that when I've been playing on the BotF map that Federation formation is rarer if not player controlled, as United Earth doesn't always manage to get it's borders close enough to two of the other founders to form it.