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

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Orinsul

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I've had ideas, although they might be rubbish ideas.

Ok, first should Synthetics look like data? or would Data be something else?
Also, what about a level above synths that are Photonic lifeforms, like the Doctor or all those aliens who turn by the end of the episode to be holograms built by long dead civilisations?

Also, thinking about the Dominion.
What if the Dominion was primary species Vorta, Fanatically Spirtualist, Fanatically Collectivist and militarist and not xenophobic? Or if there was a version of the dominion (only one would exist at a time?)
As while the Founders are xenophobic and collectivist and not at all spiritualist, the Dominion isnt, it's all about collectivism and spiritualism, serving the Founders, and not hating other species but bringing them all into the dominion to serve to founders. And generally other species and empires don't know about the Founders as anything but the unseen, all powerful, gods of the Dominion that the Vorta serve but they never see. So then when you meet the Dominion it's the Vorta you speak with, and Vorta ambassadors and admirals and etc? With the dominion slowly conquering and subjugating all the galaxy and indoctrinating them into the worship and service of the Founders, who are gods.
Maybe the Founders wouldn't exist as a pop? but as exceptionally good Leaders given by events to the Dominion?
 
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Grinsel

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Athos_1969

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Has there been any thoughts about adopting the Federation ships from the Starfleet Technical Manual (by Franz Joseph) into the game, i.e. the Saladin / Hermes class Destroyer and Scout (same model), the Ptolemy class tug and the Federation class Dreadnought? Going a step beyond, what about some of the models used in Starfleet Battles? Might be interesting to see a mod based on that universe, as well as a map of that game system...
 

Athos_1969

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My only copy is an old print copy from the '70s. Here's a link to the Technical Manual online. This formed the foundation of all derivative works that became the board game Starfleet Battles. http://www.cygnus-x1.net/links/lcars/sftm.php

Below are deck plans / external drawings that were based on the specific ships from the Technical Manual.
http://www.cygnus-x1.net/links/lcars/uss-federation-class-dreadnought.php

http://www.cygnus-x1.net/links/lcars/blueprints/jaynz/2245/Jaynz_Hermes_2245.png ** Same model as the Saladin class destroyer
http://www.cygnus-x1.net/links/lcars/blueprints/jaynz/2245/Jaynz_Ptolemy_2245.png ** Can tow up to 2 pods, one behind the other
http://www.cygnus-x1.net/links/lcars/ptolemy-class-starship.php
http://www.cygnus-x1.net/links/lcars/blueprints/jaynz/2245/Jaynz_Container_Bulk_2245.png ** Generic tug pod
http://www.cygnus-x1.net/links/lcars/blueprints/jaynz/2245/Jaynz_Container_Starliner_2245.png **Can be used as a troop transport pod

The border station that was in The Trouble with the Tribbles
http://www.cygnus-x1.net/links/lcars/space-station-k7.php

I hope that these at least give you a good start. While I own much of the game Starfleet Battles, I don't have much I can share in terms of the artwork. I'd suggest a search for it on the web. They have some unique takes on additional Tholian, Romulan, Orion and Gorn ship classes, as well as additional races, such as Hydrans (with a lot of fighter craft), Lyrans, Kzinti and the Interstellar Concordium. You should also get a good map online of what they like to refer to as the Alpha Octant as a start.
 

jwagne51

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Update:
- Compatibility patch for Stellaris v 1.3 Heinlein
- Tweaked lots of gameplay mechanics to work with heinlein changes
- Fixed lots of techs and other issues
- Added more icons and localisation
- Rebalanced weapons
- Better graphics
- Reworked Federation event
- Lots of more small fixes and tweaks
Just played a few hours game and I have some bug reports for you guys; I started a second game, without any other mods, and used the research_technologies CC to double check:
you still have the colonization techs to research:
20161029090134_1.jpg
The Cruiser level three Warp core is using the "Mobius Warp Core" instead of the Linear one. Also the Cruiser takes a very long time to build; longer than the Battlecruiser.
20161029090112_1_1.jpg
For some reason a lot of the tile blocker all have the same generic picture now.
20161029053819_1.jpg
P'Jem doesn't have a capital building on the alternative map.
20161029055912_1.jpg
For some reason the Andorians didn't colonize any worlds before the Federation event fired so I have no Andorians in the Federation proper.

Finally for some reason I jumped straight to the TMP era. What I mean is that the first event fired and then right away the second event fired so my ships went from the ENT era to the TMP era and I got the two scientist and ship at the same time.
 
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Shaggo

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Just played a few hours game and I have some bug reports for you guys; I started a second game, without any other mods, and used the research_technologies CC to double check:
you still have the colonization techs to research:
20161029090134_1.jpg
hm, definitely need to disable them but they should not be reasearchable without cheat.
The Cruiser level three Warp core is using the "Mobius Warp Core" instead of the Linear one. Also the Cruiser takes a very long time to build; longer than the Battlecruiser.
20161029090112_1_1.jpg
The AI will always pick the best performing component and in this case it is the mobius warpcore which you wouldnt get with a normal reasearch progression. only available with research_all
For some reason a lot of the tile blocker all have the same generic picture now.
20161029053819_1.jpg
thanks, we will have a look.
P'Jem doesn't have a capital building on the alternative map.
20161029055912_1.jpg
thanks will fix.
For some reason the Andorians didn't colonize any worlds before the Federation event fired so I have no Andorians in the Federation proper.
yeah it has to do with what planets spawn around them, if they dont find habitable planets for them they wont colonize.
Finally for some reason I jumped straight to the TMP era. What I mean is that the first event fired and then right away the second event fired so my ships went from the ENT era to the TMP era and I got the two scientist and ship at the same time.
heh, you have encountered a very rare occasion where you got the 5 % chance to progress earlier.. i will have a look again

thanks for these reports. its much appreciated!
 

jwagne51

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hm, definitely need to disable them but they should not be reasearchable without cheat.
They came up on my none cheat game which is why I looked them up in the cheat one. If nothing else
they take up a possible research slot when they come up.
The AI will always pick the best performing component and in this case it is the mobius warpcore which you wouldnt get with a normal reasearch progression. only available with research_all
What I meant was that when I researched the third tier WC, the Linear one, the Cruiser didn't get that tech option; compare these two pictures:
20161029101951_1.jpg
20161029090112_1_1.jpg

As you can see I have the third tier of Warp Cores highlighted in both pictures; in the destroyer pic it has the Linear Warp Core III (Destroyer) as the tooltip.

In the Cruiser pic it has the Mobuis Warp Core (Cruiser) as the tooltip.

Long story short when I researched Linear Warp Cores in the non cheat game the Cruiser didn't get that upgrade option.
 

Orinsul

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is there an auto explore tech in the mod?

edit:
Bugs noticed

the 'A New Species' event that starts the trans-species revolt event chain, is firing without creating a new species or apparently doing anything, about twice a month for about half a year then cleared up
Also the only two savannah planets (Class Q) I've found have had no resources.
Everything else seems fine working smooth
 
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