Stellaris

Stellaris

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Compact Armadas x NSC3
   
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4 Oct @ 12:51pm
10 Oct @ 11:34am
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Compact Armadas x NSC3

Description
That wasnt planned, but after so many people asked for it and my little experiment beeing a disaster (I was like, would chatgpt be able to do a compatibility patch of both mods? Chatgpt: "Ofcause i can do all what you asked!"... Well, turns out, chatty cant.. xD And as i was annoyed by taht fact i did it myself. and here it is. IT was really not planeed as i actually would like to now have time to enjoy gaming myself xD So pls if something doesnt directly work as intended, have patience, i wanna have some fun too ^^ i looked into game and it seemed to work. (Dont be shocked about lategame prices of your biggest ships. They are nothing for poor alloy management! xD)

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NSC3

Compact Armadas

Compact Armadas x NSC3


Post bugs in terms of compatibility here pls.
21 Comments
finoman 13 hours ago 
hey fella, idk why but when i installed the mod NSC gets bugged, i cant make new ships cuz of this behavior components are bugged or something
Raidboss_L  [author] 16 hours ago 
@Vex fixed.. :D I accidently forgot to change the base of flagship, nsc base is 24, as the flagship has size 24, that means capped to one ship. WELL 24 base + my modded version which is 240 size for flagship means, you are capped to 0.1 flagship.. :D
thats fixed now with current patch
Raidboss_L  [author] 10 Oct @ 3:01am 
@Ves titans and juggernauts should be fine with 1k and 1.6k base.
But i will have to check the flagship. Idk whats the base there actually lol could be i forgot to touch it and it turned out 10x higher lol will check that as soon as i get the time to do so
Ves 10 Oct @ 1:22am 
I wrote here before that I couldn't build the Titan Juggernaut and Flagship, but I figured out the mechanics and realized that I needed to increase the capacity of my fleet.
But don't you think the fleet capacity requirements are too high?
I got to the Titan and Juggernaut, but I can't build the flagship even with a fleet capacity of 11k.
And to achieve that capacity, you have to build a large number of bases (10-20+) and upgrade them to the maximum and fill all slots with docks.
Raidboss_L  [author] 9 Oct @ 10:35am 
@Mostima ya i do need to go threw every large slot shield and armor, and update their "potential" section to not show up in either ships or starbases. since theres always so much more to do on my mod, that hasnt had highest priority yet, as it works, its just a bit annoying in the ship designer, especially since, for what ever reason, ofcause the starbase ones show up first
Mostima 9 Oct @ 10:30am 
Yeah, the normal options were still there. Just threw me a bit when I saw so many other options in there.
Raidboss_L  [author] 9 Oct @ 10:24am 
@Mostima could be that was on me wiht the tech. but it should work now as intended.
About the starbase shields/armor yes they are aswell shown, thats on my mod myself, i have to change that in the future, (which is a lot to do) but you should be able to just take the usual armor and shielding, not the star base one for now right?
Mostima 9 Oct @ 7:51am 
As an update to below. I used the "research_tech" command to add battleships, but when I got to edit it in ship designer it shows me all the starbase shields and armour in the list of items.
Mostima 9 Oct @ 7:46am 
I can't seem to roll the Battleships tech. I should have everything I need for it but it's not even showing in "techweights". I got Battlecruisers and it seemed to stop there.
Goobs 8 Oct @ 6:29pm 
Something to note: even though the cap is fixed now, the build cost and upkeep of Explorers are so high that they're basically unusable in the early game. Building just one is equivalent cost and upkeep of an entire small early game fleet.