Stellaris

Stellaris

Star Trek: New Horizons
21,830 Comments
Grayhorse 1 hour ago 
Russ, I will try running the script. I can give you more examples. The Bynar look like the Medusans when you start a conversation. The Lyrans looked like the Borg, lol. It just seems super random.
Russ (STNH)  [author] 1 hour ago 
@Grayhorse - I'll take another look, as I was sure this was sorted. There is a script called sth_species.999 that you might be able to run that fixes any species which are not correctly set as the founding world species for an empire.
jamcarmody 1 hour ago 
Well, I rethought through your data layout of how production on the planets is redone, and it hit me: what if the cities themselves each contain pretty much one apiece of all the building types you put for the cities? That'd explain how come as you build new cities: the production of other things skyrockets, to the point that as I play the game, it easily far exceeds 100 thousand supply profit per month, even with my expenses raised therein as much as I can to gain in other areas.
Don't get me wrong: I like the update, but boy is it baffling.
Oh, and anybody else figured out how to cause an increase in trade productivity? I can't get it to rise naturally of its own above zero per month, not complaining, but trying to figure it out.
Oh, and addendum also: for reference, I tend to build one city on the planet per one apiece for each other kind: so one district apiece.
jamcarmody 1 hour ago 
I will say, G-Man, that this may well have something to do with the ridiculously high production rate of supplies I've been dealing with as I play the game at 4.0.21 version you've moved it to.
The premise is to this that as I watch the building results as I build new city districts; how the jobs, all of them that'd relate to cities, also increase... to the point that I'm operating at regarding Romulus alone at a profit in supply production of in excess of 6,000 a month... six *thousand* additional supplies alone.
Grayhorse 4 hours ago 
Russ, its the Milkey Way Map. All races and random subraces. I did the general setup, I just wanted to try out the new content, so didnt change much. Only thing I did change was tech levels. I hate tech being too easy.
Grayhorse 4 hours ago 
Decoy, curtious of Cutter Slade dev. There is a file you need to delete before it will work.

C:\Users\yourpcname\Documents\Paradox Interactive\Stellaris\settings.txt


Once I deleted the above file, game ran perfect for me.
Decoymaster 5 hours ago 
Downloaded it, readded it to its own modlist on the launcher. Launches without the trek music and crashes everytime you click new game :(
alltagstv 5 hours ago 
Hallo Liebes Team.

ich bin etwas älter und mag nicht auf Schnell spielen, deswegen spiele ich immer auf sehr Langsam- Nur ist euer sehr langsam in der Mod wesentlich schneller als in Vanilla......kann man die Spielgeschwindigkeit noch etwas verlangsamen?
Russ (STNH)  [author] 6 hours ago 
@Grayhorse - what maps/setup this, as it was fixed a couple of patches ago?
Grayhorse 20 hours ago 
Found another bug, not sure its just fed or not, but when you finally are able to make contact with another race, the race name shows up fine, but the picture is always the antedes. Not game breaking, but funny to meet the Romulans and they are the antedes. LoL.
alltagstv 20 hours ago 
Hallo Lieber Mod Entwickler;)

ich habe eine Frage zur Geschwindigkeit im Spiel. Habe jetzt eine weile nicht gespielt, aber habe immer auf sehr Langsam gespielt bisher und habe das starke Gefühl, dass die Zeit-also Spielgeschwindigkeit sehr schnell vergeht als Früher oder? Das ist mir persönlich zu schnell vom spielen her....kann ich dies verlangsamen?
Russ (STNH)  [author] Aug 4 @ 2:42am 
@St0rmBringer I assume you are referring to the 4.0, in which case thats a PDX update that we had to adapt to,
G-Man  [author] Aug 3 @ 11:28am 
ST:New Horizons 4.0.21 - Hotfix #4
NHV 0808 The Final Frontier - (137127)

Patch is now live.
have fun.
Grayhorse Aug 2 @ 11:37pm 
Another note for the fed. Trade doesnt seem to be working. No matter how many trade bldgs you have, trade always shows as 0.
pgames-food Aug 2 @ 11:01pm 
"Russ (STNH) [author] 25 Jul @ 12:39pm
@pgames-food - from memory it allows you to re-acquire assimilated planets that may have been lost to other empires, but are now back under your control, but have no colony on them"

this happened in my borg game the other day :)
i was able to click the re-colonise on 2 planets that i had lost before, and get them back :)

the only things i realised is that it seems to be the case, that habitable planets can only be obtained / colonised (by attacks/invasions) for borg, and not via actual re-assimilator (colony ships)?
+
my borg owned planets, seem to have the 1st building never upgradeable? (unlike that on the dufferent unicomplexes, which does have upgrade options, several of which, if i have enough pops.
Grayhorse Aug 2 @ 4:43pm 
Some things ive noticed playing the federation.
1. The slowest game speed is still super fast. I mean it used to be we had a few seconds between days now its like the old normal. I am always having to pause it to figure out what the heck is going on.
2. Events that are supposed to trigger arent. IE, the events with the romulans sending ships into federation space to keep the fed from forming. I goto the event, research it and nothing pops. Also had an event to go research xi bootis system. sent a starship to investigate and it said I was attacked, but nothing actually attacked me.
3. Leaders that are supposed to be purchaseable like T'Pol and others are not always showing up to be purchased even though the game says they are.
4. Ships of the line. When I take a spot in that perk area, I get a research done, but when I click on it, its for the planetary research compound every time.
St0rmBringer Aug 2 @ 3:44pm 
Is it me or does this so called patch on the game to reduce lag by changing pop actually make it more laggy. Since this change to pops i have barley mad it into 10 years of playing the game before it grinds to a halt every month on the 1st
Grayhorse Aug 2 @ 10:56am 
NM, I guess it helps if I read a bit. Thanks Cutter Slade. Your suggestion worked.
nilsw78 Aug 2 @ 12:25am 
I have a question: will the Hierachy also be a playable race?

https://memory-alpha.fandom.com/wiki/Overlooker
jamcarmody Aug 1 @ 4:54pm 
I mean, this game really does intensify the productivity from the workers; yet anybody else have a truly *ridiculously* high quantity of supply production, on the order of in excess of 100k easy per month?
I find that universally happens, while it is outstanding; it is also fully baffling... I mean it: this is quite a game, and a truly well-written one.
Oh, and G-Man, I was right: to produce *this*, it really does take fine-tuning in writing computer programs, don't think I'm attacking you: it is the direct opposite in fact: this's a strong kudos in the quality of the workmanship!
Cutter Slade  [author] Aug 1 @ 1:28pm 
Mad_Hatter_Wins Aug 1 @ 12:58pm 
Can we still please download the pre-4,0 version?
Cutter Slade  [author] Aug 1 @ 5:00am 
@Oh_Its_Trey
It's a vanilla(base game) issue that even occurs without mods activated.
To fix it you need to delete the "settings.txt" file under:

C:\Users\yourpcname\Documents\Paradox Interactive\Stellaris\settings.txt

and then just restart the game
pgames-food Jul 31 @ 10:12pm 
(hi have you got any custom races? you might have to remove those first)
Oh_Its_Trey Jul 31 @ 5:53pm 
Every time I click "New Game" the screen crashes, no idea whats going on its the only mod installed. Other mods, and the base game seem to work fine, this mod usually works, not sure if its a problem on my end? I haven't tried this mod since 3.12, any suggestions or fixes would be greatly appreciated, thanks.
Russ (STNH)  [author] Jul 31 @ 1:02pm 
Because you either need to run the submod or select United Federation of Planets to play the pre-tng map @tabone54
tabone54 Jul 31 @ 11:10am 
On pre-TNG era map why does United Earth start with P'Jem, Paan Mokar, and Alrond?
jookmatt Jul 30 @ 8:58pm 
I love that this mod is still going strong. I used to play the Star Trek mod with Galactic Civilizations but that was turn-based. When I heard of Stellaris and the Star Trek mod here, i literally bought this game just to play the mod. I have since thoroughly enjoyed Stellaris in its own right but I still come back to this mod and have a blast. The best Star Trek game IMO!
Dorian Jul 29 @ 11:04am 
This Mod is absolutely the coolest one I've encountered. Many thanks to all the many creators that put their blood, sweat, and cheetos into making a truly out of this world experience for us fellow nerds! Love soaking it this creation!
Chappu Jul 27 @ 8:00pm 
Jesus all I want to do is play as the borg and none if these mobs are working! FFS
pgames-food Jul 26 @ 3:34pm 
ok thanks, the question from before was this:

"can i check something regarding fleet mechanics with Borg

(im using the last version of 3.14 for the mod, as was in my game when the latest v4 game out and wanted to finish it)

but what happens if i have the following (in terms of special effects)?

- 1 borg fleet with a ship having a Healing aura effect
- 1 borg fleet with a ship having the "minus disengagement" effect
- and both fleets are fighting in the same battle against an enemy?

(do i get 1 instance of each effect?)
(and what happens if i add another fleet of each, can they end up getting cumulative effects?) "
Cutter Slade  [author] Jul 26 @ 2:51pm 
@CT Tech Gaming
Indeed.
Once we're happy with the stability/balance of the mod, we'll look into incorporating the newer DLCs.
CT Tech Gaming Jul 26 @ 2:42pm 
so I guess the other expansions other than what the change in the base gameply haven't been utilised in the mod directly. thats usefull to know as 300 quid to get them all is a little steep haha
CT Tech Gaming Jul 26 @ 2:37pm 
Thank youu
Cutter Slade  [author] Jul 26 @ 2:32pm 
Aquatics: The Chelarians have been added as a playable race and the Selkie are includes as a warp capable primitive
Toxoids: The Malons start with the relentless industrialists civic
First Contact: The new cloaking mechanics are unlocked for all races that could cloak throughout the history of trek. For users without the DLC we have a custom mechanic that mimics cloaking combat.
Galactic Paragons: Unique councillors, agendas and council rooms added for the major empires.
Cutter Slade  [author] Jul 26 @ 2:32pm 
@CT Tech Gaming
No DLC is needed to play STNH, but here's a list of DLC features.

Nemesis: The Nemesis DLC adds a few additional base game espionage operations to the game
Utopia: Advanced slavery options added, included Remans added as battle thralls, unique slavery options for the Orion, Breen
Synthetic Dawn: Two new races added to the game, the Cravic and the Pralor become playable
MegaCorp: The Orion & Ferengi are converted to megacorp empires with all the unique associated features.
Apocalypse: Planet Killer ships added to the game for the Undine, Scimitar, Xindi & Krenim
Federations: Unlocks the federation types included in this DLC. Note this doesn't impact the formation of the UFP.
CT Tech Gaming Jul 26 @ 2:14pm 
Hi I have been out of the stellaris bubble for a little while and I know there is a discussion from 2023 for the DLC but was wondering which ones have the biggest impact for this mod if you are just looking at playing one of the main species like the UFP, Klingons, Romulans for example. I can't get all of them as there are just too many to get all at once so didn't know if some where classed as more important to the mod
Akaneos Jul 26 @ 11:44am 
Thansk for the quick answers - but as we say here, the reward for good work is... more work :)
When using the tech slowdown, techs stop to show up for Physics and Engineering at the cost of about 30k but still continue for society - is that on purpose? I assume techs not showing up any more is on purpose but I'm wondering about research speed and timing as I'm in 2231 and TNG would start in 2364 which would mean 130 years waiting?
Russ (STNH)  [author] Jul 26 @ 6:50am 
@Dark - what map are you playing, if you run script_profiler from the console and send us the out put it will help our bid to further improve performance
Russ (STNH)  [author] Jul 26 @ 6:49am 
There is a saying about not feeding the trolls :) Normal service can resume.
jamcarmody Jul 25 @ 8:41pm 
Also, to anybody who's got the game failing to fully launch, try compressing files on your hard-drive, they'll still be fully functional, and accessible, but if not in use, they compress to save space: it artificially increases the RAM capacity, and if you do that in the computer's admin account: the increase is DRASTIC to say the least! I did it, and BOY does it work!
I seem to recall it was *you*, G-Man, who said that 32 gigs is best for functioning as far as necessary available space, well, as I write this, the machine has pretty close to if not at at least 8 times that amount of available RAM, and that was by compressing files on the admin account- took a LONG time, mind you, but it works!
G-Man  [author] Jul 25 @ 2:13pm 
@Telcontyr :steamhappy:
Telcontyr Jul 25 @ 1:35pm 
Just wanted to say thank you for this mod, as a lifelong Trekky I so appreciate the passion that has gone into this. I've heard people say this is the best Star Trek gaming experience ever and it's a mod. You should be proud.
Dark Jul 25 @ 1:31pm 
in endgame game gets very laggy. It gets stuck and den it runs for a few days and on the first of a month it stuck for a while.
Russ (STNH)  [author] Jul 25 @ 10:21am 
@pgames-food - nope a lot of comments were missed due someone having a rant. Any chance you can repost it and I will look into it
Drunk_Sincerity Jul 25 @ 8:58am 
@Russ... this is odd. Notice when it crashed so did Steam and Discord... Quit Discord, game loads!?!
pgames-food Jul 25 @ 7:21am 
ah ok thanks @russ (so far i managed to keep control of all invaded colonies, even when i scooped up a colony from the Romulans, which took place just after they allied with the klingons lol - so i had the top 2 largest empires (and all of their sub-empires) suddenly sending 100k + fleets up to attack me - luckily a few well chosen battle-sites (and luck) helped me hold them at bay, just until the war attrition got reached, as im not sure if i could have held out but maybe :)

now i just need to quickly try and invade a couple of their planets to lower their population/resources before the White Peace gets forced :o)

btw if you get a chance, have you seen the comment from here?
21 Jul @ 6:11pm
Russ (STNH)  [author] Jul 25 @ 4:40am 
@Akaneos - at the moment is limited to Vulcanoid empires that the Romulans might consider worthy or a more prominent role within their Star Empire.
Russ (STNH)  [author] Jul 25 @ 4:39am 
@pgames-food - from memory it allows you to re-aquire assimilated planets that may have been lost to other empires, but are now back under your control, but have no colony on them
Russ (STNH)  [author] Jul 25 @ 4:37am 
@Maria - not sure I understand your ask, a checksum is generated via an algorithm which validates the integrity of a download. In this case its the base game that does that. We don't have any control over it. Does vanilla stellaris allow Linux / Windows cross games? I've never tried, all I can say is that the base game says you are running different versions and isnt happy.