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ST:NH Release-Date Announcement

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The Paradoxical Modding Group is proud to announce the release date for its biggest update yet: The Great Material Continuum (TGMC).
Launching on Friday 22nd of February, the update will come alongside compatibility patches for our range of User Interface mods – including a brand new Ferengi UI!

This new patch for the award-winning Star Trek New Horizons total conversion adds full support for the Le Guin 2.2 patch for Stellaris.
The entire mod has been rewritten and rebalanced as part of TGMC – including the cost and values of every technology, building, weapon, component, utility, section and ship in the game.

Discover dozens of new resources, from Dilithium to Deuterium, to power your navy and your economy.
Use Latinum and your starports to obtain the resources you don’t have or turn to the galactic market.

This update has been in development for over 6 months and includes the much awaited overhaul for the Klingon and Romulan navies, with new ships,
weapon effects and component. Deploy the powerful Romulan Scimitar, unite the Klingon houses into a galactic super power or establish new businesses across
the galaxy as the Ferengi – the great river offers endless opportunities for those who know how to navigate its currents.

 

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Fisrt of all, thanks for your continuous effort.
Will the Megacorp expansion be necessary to play the new Mod version?
Cheers!
 

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@Grinsel
Great news! I just returned to the game last week after over one year of abstinence and was disappointed that the great ST:NH Mod is not working anymore.
Thank you and your team for your work and efforts
 
ST:NH Patchnotes

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After six months of intense development, the Paradoxical Modding Group is proud to finally release The Great Material Continuum (TGMC) – the newest update to Star Trek: New Horizons.

The name – The Great Material Continuum – is fittingly drawn from Ferengi mythology. It represents the strong focus this update has on the game’s economy and industry. As part of the update, the entire economy has been overhauled. This refers to every building, technology, component, utility, weapon, station, ship, and section in the game. The Ferengi are also the focus of our latest UI sub-mod, created in all its glory by CutterSlade, and have been elevated to the scale of a true major species in New Horizons: Unlock the Humans, Romulans, Cardassians, Klingons, Dominion and Borg.

The Ferengi are also one of five species capable of using the MegaCorp DLC features if the player has it unlocked. Rid yourself of any scruples and gain Latinum as the Ferengi, sell broadcast rights to Tsunkatse as the Norcadians, ensure that information is your ammunition as the Yridians or just become strong, ethical traders with a fierce reputation as the Karemma. Failing that, use your wealth and power as the Orions to expand your criminal empire.
New Horizons now includes over 200 jobs, 400 buildings, and 3000 technologies. Together, they will allow players to manage an intricate economy composed of over 20 resources. Ships will require to be crewed by officers and their warp engines must be supplied with Dilithium. Your planet’s energy grid will require a steady supply of deuterium, while your biggest megastructures will need Neutronium.

The internal and galactic markets that exist in the base game have been enhanced with access to the new resources, as well as a new internal trading system. Your trade income will be converted into Latinum and used by your trading centers to produce a wide range of resources. Specialize your planets to gain galactic wide bonuses – declare a planet a religious retreat or a weapon testing ground, recreate the famed Memory Alpha or build centers of agriculture and industry.

TGMC also allows a level of customization and flavor never before seen in any Star Trek game in history. Many planets across the galaxy will now have unique deposits, indicating rare flora and luxury goods, or unique locals. Many species have unique jobs, buildings, and resources, adding uniqueness to each of the 80+ species in the game. All seven major factions in the game also have their own unique leaders and traditions and have a way to increase their admin cap to new heights.
The update also includes a major overhaul to the Klingon and Romulans. Similar to the ‘Starfleet ship overhaul’ update, both of those species will now have access to dozens of unique ship classes, each with their own modifiers, weapons, components, strengths, and weaknesses.
Other species also have their own mechanics. The Hirogen, Borg, and Suliban can now finetune the development of their space habitats. The Federation gains access to much more powerful policies, jobs, technologies and resources as it gains more members. The Ferengi have new investment opportunities and mechanics.

As always, every new update to New Horizons also includes new events and story content – and TGMC is no exception. You can now meet the ‘Edo’, and their protective guardian. Your Klingon houses will have their own fleets and lands, as well as demands. If you try hard enough, the intelligent Horta, dwelling deep in the bowels of Janus VI, may be willing to join your empire.

There are also new uniforms, species, portraits, planet visuals, and even a new music track, inspired by the second season of Star Trek: Discovery.
This is just a taste of everything that is hidden in this update. We hope you enjoy it!




Official ST: New Horizons Patchnotes for NHV 1902 The Great Material Continuum - Beta (171351f9)

Content: a greatly expanded federation member mechanic - with jobs, policies and technologies available to a Federation player that chooses the peaceful path
Content: A new 'crew' component will let you decide how to staff your ships. Will you want to include a MACO team, or maybe a group from the Vulcan Expeditionary team?
Content: About 20 unique resources to manage, including species-specific such as Borg Nanites and Ketracel White for the Dominion and the migthy Jem'Hadar
Content: Almost 3000 technologies, including many exciting decision paths for players of all species
Content: Along with the hero leader mechanic, dozens of new leader traits. Is your admiral a wiz kid, a musician or a miracle worker?
Content: An enhanced planetary specialization system. Turn your planets into weapon testing grounds or religious retreats.
Content: An entirely new economic model. Manage your Dilithium and Crew carefully as you construct your fleets! Engage in battles over the control of Dilithium - every single deposit is key!
Content: Choose how to expand and upgrade your space structures as the Borg, Suliban or Hirogen
Content: Dozens of unique utilities will allow your ships to generate key resources. Turn your science ships into real science power houses, or stuff your ships with casinos, prisons and prospecting bays!
Content: Even more loading screens to tickle your fancy
Content: Expand your Hirogen Asteroid Habitats with new asteroids, or add more extensions to your Suliban habitats via decisions.
Content: Hero Leaders: Exceptional academy graduates and leaders may make themself known and available for recruitment by your empire as the game progresses. Over 200 are currently in game ranging from Annorax to Zek
Content: Hundred of new deposits will enrich your planets with lore-accurate locations. Explore the strange flora, fauna and luxury goods the wide galaxy has to offer.
Content: Klingons and Romulans now have their own, unique, collection of dozens of ship classes, as well as their own museum structure that allows them to retire old designs - or re-commission them
Content: MegaCorp: Rid yourself of scruples and gain latinum as the Ferengi, sell broadcast rights to Tsunkatse as the Norcadians, ensure that information is your ammunition as the Yridians or just become strong, ethical traders with a fierce reputation as the Karemma. Failing that, use your wealth and power as the Orions to expand your criminal empire.
Content: Numerous unique planetary-based resources and modifiers will make every planet stand out - and worthy of fighting over
Content: Occupation armies now give unique bonuses to certain species. The Klingons will gain unity in victory, while the Cardassians will strip the planets for minerals
Content: Over 250 jobs, including many species-specific ones such as a Bajoran Vedek or a Federation Ambassador
Content: Over 400 buildings to choose from, including unique capital buildings, naval headquarters, centers of intelligence and much more!
Content: Supply your empire with limitless materials using the Particle Fountain megastructure, or improve your naval powers by constructing the new MIDAS Array megastructure!
Content: Well over a thousand weapons, including new weapon effects inspired by Discovery


Event: "Q-Less" event chain
Event: Added Edo Guardian interactions.
Event: Charismatic Fathers of Profit and Loss
Event: Eye of the Needle Distress Call
Event: Ferengi female rights chain
Event: Romulan Exodus Chain
Event: Janus VI exploitation decisions


Mechanic: All major species now have unique jobs and traditions that will allow them a way to increase their admin cap. Expand your navy as the Cardassian, unite the houses as the Klingons or recruit more members to your Federation to unlock those rare and powerful bonuses
Mechanic: Ferengi Commerce Authority tweaks - added investment opportunities, removed resource exchange
Mechanic: Klingon Great Houses


Balance: All the components, weapons, ships, sections and utilities in the game have their cost and statistics rebalanced and re-examined


Setup: Added Edo home system.
Setup: Kelpien Duchies removed following recent Short Trek episodes


2D: Updated Klingon clothing
2D: added female kelpien portraits
2D: Added starfleet 29th century uniforms
2D: Updated female Ferengi clothing
2D: Updated Kelpien clothing


3D: Added Edo Guardian model.
3D: new KDF and Romulan ships, iincluding some nspired by Reman and Discovery designs. Exploit the power of the Scimitar or fill the sky with new Klingon Bird of Prey!


Languages: Work from numerous translators have massively improved the quality and amount of German, French and Russian localisation in game


Music: A new track 'Age of Discovery' celebrates the bold new horizons the franchise is taking


Sound: added voice overs for multiple species, such as Klingon, Sheliak, Bynar, Antican, Selay and Vulcan.
 
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Hallo Grinsel,

vielen Dank an euch für die echt schöne Mod .

Frage hätte ich aber mal. Wir hatten ein MP zu dritt gestartet(Milchstraße 1400+)Techkosten 1,5x Planeten 1,25x kommodore als Schwierigkeit und auch angeklickt skalierte Steigerung. (Ferengi/Erde/Klingonen spielen wir)

Nach ca. nun gespielten 90 Jahre haben wir wie auch KI Reiche sich schön ausgebreitet und versucht alle freien Systeme außer die mit Hostile einzuverleiben. Habe per Handel alle Kontakte hergestellt aber es passiert nichts. In der ganzen Galaxy nicht ein Krieg über Jahrzehnte nicht auch baut die KI keinerlei neue Flotten. Wenn wir nicht ab und zu nen Krieg gestartet hätten wäre nichts los. Selbst das Dominion vergrößert sich nicht. Keinerlei Gefahr aus keine Ecke der Galaxy.

Habe den ST Mainmod, den Submod , Music und die UI für Federation an. Sonst keine Mods aktiviert. Habe ich irgendwas falsch bei den Startwerten gemacht ? Muss ich Tech auf 1x zb. lieber lassen oder verursacht die skalierte Schwierigkeit Probleme ?

Wie gesagt die Ausbreitung der KI ist gut und schnell . Stossen aber KI Reiche aneinander passiert nichts mehr. Keine Konflikte Galaxyweit :/

Wie gesagt vlt. liegt es ja an den Einstellungen kannst mir ja vlt. nen Tipp geben.

Viele Grüße
 

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dieses problem hatten wir in der closed beta beobachtet, aber danach gefixed. das es nochmal auftaucht verwundert daher ein wenig.

die skalierte steigerung koennte damit was zu tun haben, aber das ist nur eine vermutung.
wenn du ein save hast, dann koennte man mal rein schauen und theorien dazu entwickeln :D
 

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Ok habs mal ran gehangen. Vielleicht findest ja was.

Bzw. welche Startparameter sollte ich wählen ? skalierte Schwierigkeit dann am besten erstmal aus ?
 

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Das Problem tauch auch in "meinem" MP aus das ich gestern mit einem Kumpel gestartet haben. Die KI tut nichts außer sich zu vergrößern. Teilweise sind die KI Reiche 4 mal so groß wie die gespielten reiche, haben aber keinerlei Flotte.
 

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Aso manche der neuen Schiffe die man erforscht sind nuja wie soll ich es beschreiben irgendwelche Würfel aber keine Schiffe. Woran könnte sowas liegen ?
 

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huh?
als wuerfel, die mit den ganzen farben sind text cubes
das sind bugs
aber da aktuell keine bugs in der mod bekannt sind, die wuerfen bringen, hege ich die vermutung das da doch iwas mit deiner localen kopie nicht passt?

- waere gut das alles mit bildern zu belegen. bei mehreren tausend entities ist es nicht moeglich ohne naehere hinweise was da los ist genauere antworten zu geben
 

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Die KI scheint generell nicht wirklich zu funktionieren. Es gibt auch bei mir keinerlei Kriege. Viel schlimmer noch, die meisten Völker bauen ihr Flottenlimit nicht aus, was dazu führt das sie lächerlich winzige Flotten haben. Die meisten bauen nur Gebäude für Consumgüter auf Ihren Planeten.

Der Abschuss ist aber der Borg. Der hat einfach mal 15 Unikomplexe gebaut, nichts erobert und auf jedem der Unikomplexe (mit Ausnahme der Unimatrix Zero) ist nur EINE Drohne.
Die KI versteht scheinbar nicht das sie Drohnen auf die anderen Unikomplexe verschieben muss um die Wachstumskammern bauen zu können, damit es zumindest ein Grundwachstum gibt.

Wirklich tolle Mod und super Update, die Immersion ist Welten besser was Vanilla je können wird und um die KI Probleme aus Vanilla wissen wir ja, da könnt Ihr nichts für. Leider killt das KI Verhalten das Game allerdings.

Weis jemand ob der Glavius KI Mod damit funktioniert?

Savegame hängt dran.
 

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Sol-Hunter

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huh?
als wuerfel, die mit den ganzen farben sind text cubes
das sind bugs
aber da aktuell keine bugs in der mod bekannt sind, die wuerfen bringen, hege ich die vermutung das da doch iwas mit deiner localen kopie nicht passt?

- waere gut das alles mit bildern zu belegen. bei mehreren tausend entities ist es nicht moeglich ohne naehere hinweise was da los ist genauere antworten zu geben

Also wir drei haben ne clean Stellaris Steamversion und nur eure Mods sind abonniert und aktiviert. Hatte beiden gesagt alles neu überprüfen lassen alle mods mal deabonnieren content löschen und dann die mod wieder abonnieren. Danach hatten wir das Game gestartet. Habe mal den Würfel angehangen den ich z.b. meinte. Ist von einem Testgame das ich heute laufen lasse als Observer.


PS: speichere mir mal meine Saves und mache nochmal nen Reinstall mit löschen aller steam content für stellaris etc. und schaue dann mal ob ich bei dem Save dann wieder nen Würfel sehe
 

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Mojo1987

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Habt ihr die Mods mal deabonniert und geschaut das die Workshop Dateien auch wirklich gelöscht wurden in den Steamfiles? Manchmal macht der Workshop nämlich seltsame Sachen wenn er die Mods aktualisiert und dann fehlen Dinge in dem Paket, hatte ich auch schon. Anleitung zu dem Vorgang müsste auch im Workshop auf der Modseite zu finden sein.
 

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Habt ihr die Mods mal deabonniert und geschaut das die Workshop Dateien auch wirklich gelöscht wurden in den Steamfiles? Manchmal macht der Workshop nämlich seltsame Sachen wenn er die Mods aktualisiert und dann fehlen Dinge in dem Paket, hatte ich auch schon. Anleitung zu dem Vorgang müsste auch im Workshop auf der Modseite zu finden sein.
Ja bevor wir gestartet hatten, hatte ich beiden gesagt alles neu drauf und die Anleitung dafür hatte ich ja von New Horizons Shaggo den Link den man in der Mod findet. Danach haben wir alles deabonniert Spiel gelöscht wie auch die Steamdaten. Aber wie gesagt mache das jetzt auch nochmal um auszuschließen das es an meiner Version liegt
 

Sol-Hunter

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Habe jetzt alles mal neu gemacht und mein save mit dem Würfelschiff geladen aber leider ist es immernoch nen Würfel :( Oder bringt das nicht nen altes Save zu laden weil der Fehler im Save dann ist ?
 

Mojo1987

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Gib mir mal das Save und sag mir wo der Würfel steht ich schau mal obs bei mir auch ist.