Stellaris
((( NSC3 - Season 1 )))
Affichage des entrées 71-80 sur 373
< 1 ... 6  7  8  9  10 ... 38 >
Mis à jour le : 18 sept. 2021 à 6h14

September 17, 2021 - Season 6, Episode 1: Planting the Flag...ship
Update 12 - Mod Version 6.1.12
New Save Game is Not Required
  • Fixed all ship class icons so that they're working properly.

  • Fixed a bug in the Planetary Construction Batallion starbase building where the clearing time modifier wasn't applying.

  • Fixed a bug introduced in the 3.1 update where the Great Khan Flasgship was visible in the ship designer.

  • Fixed a bug in Freebooters where the Khan was not appearing properly.

  • Fixed a typo that made the Strategic Coordination Center unbuildable.

Mis à jour le : 17 sept. 2021 à 15h42

September 17, 2021 - Season 6, Episode 1: Planting the Flag...ship
Update 11 - Mod Version 6.1.11
New Save Game is Not Required
  • Mod updated for Stellaris 3.1. Be aware that it is possible we might have missed something during the update - if we did, please open a bug report ticket on the NSC2 Discord!

  • Removed duplicate Dark Matter reactors from an extra file that wasn't needed.

  • Removed a couple of duplicated NSC2 special weapons.

  • Removed the ability for the Flagship to have evasion (it should not be able to evade anything given its size and power).

Mis à jour le : 12 juin 2021 à 6h38

Minor Bugfix Upload

Mis à jour le : 9 mai 2021 à 7h36

Uploaded a couple of minor fixes for the Drop Pods event coding and fixed a few localization errors.

Mis à jour le : 26 avr. 2021 à 14h39

Quick fix for missing Imperial starbase models.

Mis à jour le : 25 avr. 2021 à 12h08

April 25, 2021 - Season 6, Episode 1: Planting the Flag...ship
Update 9 - Mod Version 6.1.9
New Save Game is Not Required

  • Added full compatibility (including the deprecated ship sections) for the Imperial Shipset in the Nemesis DLC.

  • Updated coding to be compatible with the Nemesis DLC. (If we missed anything, join our Discord and file a bug report to let us know!)

  • Removed all time gates from all NSC2 ship and station techs. You can now see any NSC2 ship or station tech pop up at any time after you have researched its requirements.

  • Added a new Headquarters Jump Drive which will allow you to move the station to another system. Be forewarned, it has a VERY long charge time, so you won't be able to move the station around rapidly (with all techs researched via console, the jump drive charge time is roughly 180 days). But you're no longer stuck with it in one system forever.

  • Fixed a major bug where Battleship reactors were not generating enough power (an accidental file deletion caused them to revert to vanilla values).

  • Fixed some missing tooltips.

  • Fixed a few minor errors that were popping up in the error log.

  • Reorganized the NSC2 localisation files to make it easier to find certain things. (Only affects those making language translations)

Mis à jour le : 24 avr. 2021 à 7h39

April 24, 2021 - Season 6, Episode 1: Planting the Flag...ship
Update 8 - Mod Version 6.1.8
New Save Game is Not Required

  • Fixed the coding of the Drop Pods which was broken by 3.0.1. They should now be working as intended.

  • Updated NSC2 Reactors so Crisis ships can use them.

  • Updated the Engineering Tech file to match Nemesis changes.

  • Deleted the NSC2 overwrite of the vanilla reactors file since it's no longer needed.

  • Updated the Freebooter Satrapy to Nemesis standards.

  • Freebooters' Habitats now provide 12 building slots open by default.

  • Freebooters' Habitats now have increased planet size.

  • Fixed a bug in the Starbase Types file that was keeping the AI from building starbases properly.

  • Freebooters' Habitats now have the Factory District for offering Artisan jobs.

  • Many changes and adjustments to the NSC2 Fleet Doctrines, which are outlined below.


  • Fleet Composition Policy changes:

  • Decluttered the Policies, which will now add a static modifier to the empire that will have a custom tooltip that is easier to read than 15 modifiers.

  • All policies now have a debuff that matches the buff given by the policy - so your focused ships still give 20% bonuses like before, but now other classes get a 20% debuff instead of only 10%.

  • The Carrier Focus policy now provides +35% build speed and -35% build cost to Escort Carriers and Carriers, to help balance that this policy only focuses on two ship classes instead of more like the others.


  • Fleet Operations Doctrine changes:

  • Blue Sky - Removed bombardment damage bonus but gained starbase building and module build speed of +25%

  • Black Sky - Orbital Bombardment damage reduced to 15% but added +10% damage vs Starbases


  • Crew Training Doctrine changes:

  • Privateer Operation - Starbase Trade Protection +10, Starbase Trade Collection Range +3, Piracy Growth -20%, Trade Value +20%, -25% Naval Cap.

  • Naval Academy Training - Tracking and Accuracy Increased to +20%, Disengagement increased to 20%, Ship Build Cost increased to +20%, removed Naval Cap penalty.

  • Rapid Training - Tracking and Accuracy Penalty increased to -20%, Naval Cap bonus replaced by -25% Build cost, evasion and disengagement penalty replaced with -10% weapon damage.

  • Artificial Intelligence Crews - Ship Build Speed +20%, Accuracy and Tracking -15%, Disengagement Reduction 15%.


  • Drone Crew Doctrine changes:

  • Quality Protocol - Disengagement Chance +20%, Accuracy and Tracking +20%, Ship Build Cost +20%.

  • Adaptive Protocol - Fire Disparity Fire Rate -15%, Command Limit -15%, Naval Cap +15%.

  • Swarm Protocol - Ship Speed +25%, Disengagement Reduction 25%, Evasion +25%.

Mis à jour le : 15 avr. 2021 à 15h45

Mis à jour le : 4 avr. 2021 à 12h10

April 4, 2021 - Season 6, Episode 1: Planting the Flag...ship
Update 6 - Mod Version 6.1.6
New Save Game is Highly Recommended If You Want A Lower AI Bonus

WARNING: If you are continuing a save game after this update, we HIGHLY recommend that you choose the 70% bonus in the new menu - choosing a lower one or leaving it off will likely cause the AI empires in your game to completely collapse, because they have become dependent on that bonus. You can find the menu for this by enabling the new Edict.

  • Due to numerous complaints, we have removed the significant AI production bonus that was given in the last update. (This bonus is what caused the AI to become so powerful so early - we added it in as a first experiment in testing AI coding and its responses to that coding. Eventually we plan to add more AI coding once we find the right balance.)

  • We have created a new NSC2 Configuration Menu that can be opened through the Edicts screen that will allow you to choose the AI bonus you want for your game. (See Warning Above!!)

  • Added a new Policy - the Research Diversity Initiative - that allows you to spend some of your research income to increase the number of options that appear in the tech window when choosing a new tech to research. Options include Default, 5, 10, 15, and 20, and each has a cost associated with it.

  • Changed the Grasp The Void acsension perk so that it gives more exploration-related bonuses and should now be as valuable as other APs. Also changed its requirements - it no longer requires another AP, but you must either have Exploration Cruisers tech, Automated Exploration tech, or complete the Discovery Tradition Tree in order to unlock it.

  • Added a new long-overdue component to the Exploration Cruiser: the Advanced Archaeology Lab, which gives bonuses when researching dig sites.

  • Increased the size of the Leader Pool from 3 to 10 (How bad would you have to suck to only have 3 leader applications??)

  • Changed the setting on how often the Leader Pool refreshes from every 10 years to every year. (Don't know about you guys, but I sure as hell wouldn't wait 10 years for a job LOL)

  • Adjusted the vanilla Battleship reactors to give more power and bring them in line with NSC2 reactors.

  • Reduced the time cost for upgrading ships, to hopefully help combat the insane upgrade times that occur occasionally.

  • Reduced the Science Ship MIA time for Experimental Subspace Navigation by half, since it is pretty much useless as it is now.

  • Added some missing code that may have been causing issues with how the AI was building their starbases. Hopefully you'll see them doing better now.

  • Removed the restrictions from the Space Factory starbase building so that any empire can build it.

  • Added in a missing Battleship bow section that was causing some issues with event-generated ships (especially in the More Events Mod).

  • Fixed a bug where Mega-Warforms were showing as a possible option on drop pods. This will never happen as they are too powerful for that feature.

  • Fixed some missing brackets in the Battleship section templates file.

Mis à jour le : 11 mars 2021 à 16h23

March 11, 2021 - Season 6, Episode 1: Planting the Flag...ship (Update 5 - Mod Version 6.1.5)
New Save Game Is Not Required

Fallen Empire ships have been boosted to NSC2 levels and should roughly match normal empires in firepower. You asked for it, now prepare to be crushed :slight_smile:

Changed the Strategic Coordination Center mega to give an appropriate number of starbase defense slots: 40/80/120.

Updated the Eternal Vigilance ascension perk to give 100 defense slots to starbases to match the mod's new numbering system. (This is enough for 10 new Platforms, 5 new Stations, or 3 new Fortresses.)

Since Eternal Vigilance is an underpowered ascension perk that takes up a valuable slot for little in return, we've updated it to also add 25 starbase capacity when you activate it.

Increased the S slots on the Destroyer Picket Bow to 4 (up from 3) for proper balance.

Added a new Broadside section option for the Juggernaut.

Starbase Anchorages now give 15 naval capacity each, and this increases to 25 each if you build the Naval Logistics Office.

Fixed a bug where the NSC2 reactors for the Ion Cannon were not appearing.

Fixed an incorrect modifier which caused the Stellar Cartography module's jump drive cooldown bonus not to work.

Fixed the same incorrect modifier on the Flagship Jump Drive.

Fixed a bug where the XL sections on Battleships would appear before the player had any XL weapon tech researched.

Fixed a bug where one of the Battleship's turrets wouldn't always show properly.

Adjusted the placement location of the Flagship Shipyard to appear in a more appropriate orbit when built.

Fallen Empires & Awakened Fallen Empires will no longer spawn uber-Flagships when the player completes their own Flagship.

Fixed a couple of reported bugs in the Freebooters origin.

Fixed a few minor localisation errors with NSC2-specific modifiers.