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

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Texas_Jack

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hey guys thought you may enjoy a letsplay of the newest version:

Thanks for the vid promotion! For any and all fans of New Horizons, a bonafide real lets play will follow soon. First, a series on Heinlein, then we'll bring glory to the Federation!
 
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starfallen

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Great mod. amazing work. Love it.

This might have been covered elsewhere; (I'm new to this mod; running 0.8). The UFP effects have got me very confused on 2 issues.

Firstly, as a coalition I had negotiated active sensor links and had vision to others' surveyed planets and views, et al. Apparently now we're the UFP, I lose all visibility of the systems, all their surveys are lost including systems where they had assets such as mining stations (now mine ?) and like and I have also lost surface views of their home worlds.
Secondly, I have lost the ability to create coalition fleets and of course the technology mixes it enables. In fact the existing coalition fleet seems to have disappeared.

I know this an alpha but is this behaviour and/or situation intended or a WIP issue ?. It seems at the moment forming the UFP is a decidedly negative decision for the player.
I'd appreciate someone setting me straight and explaining how the UFP is meant to work.
 
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Walshicus

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We're trying to strike a balance where the Federation is powerful but not overly so. This will be especially apparent when we've fully introduced "minor empires" as their own class with custom interaction types that will have specific integration paths into the Federation.

There's not direct way to clone technologies across from one empire to another, but I've got a couple of concepts running for events to transfer key techs across all members. Additionally, we'll definitely fix up the sensor links / survey results when we get the chance.



On a separate note... what do you guys think would have happened had Paxton been successful in his Terra Prime movement? ;)
 

ThatBeADragon

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So I made some updates to my modified script, whereby all worlds are added to the Federation but a 10 year penalty is applied to counter the added bonus of having several homeworlds added to the Federation rather than them being separate 'member worlds'. I found out some interesting things that might benefit the developers of this mod: You can now rename Empires in a script. So the command set_empire_name = "United Federation of Planets" now works. Also, by using the snippet that gives you a fully surveyed system when you start the game, you can make the newly added systems (that have colonies in) fully surveyed as well.

I've attached the necessary files, if anyone wants to have a go just follow the steps I listed in my post a couple of pages back. One thing I haven't implemented that I feel would work better is a conditional statement that only allows access to colonise a particular type of planet if you have the appropriate species in the Federation. However at present forming the Federation will award you access to all planet types, change government to Indirect Democracy (and therefore change your leader title to President), give you all planets and stations of all joining species and have all their systems that have controlled planets fully surveyed, renames your empire 'United Federation of Planets', and enacts a 10 year penalty on research times, ship building times and costs, and mineral and energy collection rates. I've also removed the window that comes up saying you need to rename your empire, as obviously this is no longer needed. However the modifier that launches with this window still fires off, it's just the window doesn't appear like before.
 

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Walshicus

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Yeah, we've been using the set_empire_name effect since 1.3. It's great that it was added! Works very well for the one of the end points of the Terra Prime event chain... ;)


I'll take a look at your changes when I'm home tonight. If you're interested in scripting, we're always welcoming contributors. Let us know and we'll invite you in to our chat channel.
 

Wimar

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Just a question that might've been asked or answered before: is there a way to change ship graphics once you advance an era (for instance by upgrading)? I usually manage to hold onto my ships for a long time so it's a bit strange to have a NX class ship next to an Excelsior.
 

ThatBeADragon

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Just a question that might've been asked or answered before: is there a way to change ship graphics once you advance an era (for instance by upgrading)? I usually manage to hold onto my ships for a long time so it's a bit strange to have a NX class ship next to an Excelsior.
As far as I'm aware no, but I don't find this too strange as I'm used to this in Civilization, where I'll have Spearmen and Tanks roaming around! Also in the show the Excelsior and Miranda class ships were old by TNG and DS9 era but they were still flying alongside Galaxy, Defiant and Akira class ships.
 
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starfallen

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We're trying to strike a balance where the Federation is powerful but not overly so. This will be especially apparent when we've fully introduced "minor empires" as their own class with custom interaction types that will have specific integration paths into the Federation.

There's not direct way to clone technologies across from one empire to another, but I've got a couple of concepts running for events to transfer key techs across all members. Additionally, we'll definitely fix up the sensor links / survey results when we get the chance.

Yes, the sensor links/surveys were the one thing that I thought just had to be the WIP; (simply no point in the UFP is there's no data sharing).
A big frustration/challenge (for the player) with the vanilla Stellaris Federation "joint space navy" fleets, is of course the forced fleet cap one can't realistically effect in standard gameplay
(unless modded of course) and when the AI presidency is in charge (not). I assume my vanishing coalition fleet was nothing to do with the mod at all and everything to do with the vanilla "president" AI's laughingly impressive fleet management decisions.

Maybe it might be possible to define a federation/faction "fleet investment" level policy that is unavailable to AI and exclusively for the major lore factions ?
(Fleet control would have to be a "president for life" affair to have any point in that case).

I'm really looking forward to seeing how you tackle the UFP "integrated" tech share issue.
I really appreciate the sheer amount of care to the verse you guys are putting into making STNH
Fantastic stuff.
 
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Solysp

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Just wanted to report in that I have been enjoying the mod very much so far, keep up the good work folks!

I've been playing as the Gorn (I've had a fondness for them since playing Starfleet Command) on the alternative map. Had to pay tribute to the Klingons to keep them from crushing me, which seems thematically correct. One thing I will note is that with no neighbors to the East of me it has been pretty easy to expand much more rapidly than any other empires (excepting the Federation, but they have obvious advantages there). Looking forward to the looming war of independence against the Klingons.

Couple of minor bugs I've noticed so far:
-Betharian Power Plant didn't function because of lacking resource, despite being built on a tile with Betharian Stone. No idea on Xenon Zoo, but you might want to check to make sure local resources are working.
-The icon for tier 2 Spatial Torpedoes switches to the tier 1 icon picture when slotted into a ship. Stats appear to stay correct.
-Genetic modifications work but are finicky due to more icons than fit into the box.
-The Federation formed without the Andorians, not sure if that's working as intended. I'm not playing as them, so if you can fire the event with different than canon founding races it appears to work that way.
-Not a bug per se but the Romulans are kinda puny and haven't expanded at all. Maybe they just got unlucky this game.
 

Walshicus

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I've been tempted to build portraits for some Starfleet Command species to cover the Gorn's eastern borders... Dunno, will have a think on what works best.

Federation can be formed with three out of four of the original races, so not a bug that they're not included.
 

Solysp

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Absolutely, I just thought it was interesting that this canonically minor race gets such a good starting location.

Good to hear the Federation is working as intended. They certainly haven't needed the Andorians to be a powerhouse in my game so far.
 

Walshicus

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United Earth or Earth First?

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