Stellaris
((( NSC3 - Season 1 )))
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อัปเดต: 22 ก.ย. 2023 @ 2: 32pm

September 22, 2023 - Season 1 Release (Mod Version 1.0.0)
New Save Game is Absolutely Required

Welcome to the public release of NSC3! Because this is an overhaul of the mod, there is not really a change log this time. Instead, I will list out the major changes from NSC2 to NSC3 and important info that everyone needs to know.

Important Notes & Information
  • During the announcement of the NSC3 release date, it was mentioned that there would be an official NSC3 Wiki available to read. Due to time constraints, this is not yet complete, but I will work on it as I can. Most features of NSC3 are self-explanatory, but if you have any questions, feel free to join the NSC Official Discord and the community will be happy to help.

  • Some of the original plans I had for the initial release of NSC3 have had to be pushed back a bit, but are still planned. These include: the reduction of vanilla file overwrites, reducing tech bloat, and building in support for popular mods (such as ACOT and Gigas). All of these are still planned, they're just not in the mod yet.

  • The NSC Mod Menu is still in the mod, however, the main developer of that menu has not been available due to real life issues. There may be a few items missing from the menu, but they will be added in a future update when the developer has available time.

  • NSC3 will be available on the Steam workshop as it always has been, but for those who don't wish to use the workshop or are unable to, NSC3 is now available for download on the NSC3 Github page, complete with manual installation instructions. The Github is located here: https://github.com/CaptainX3/NSC3-Mod/releases

  • Although a lot of the mod has not changed from NSC2, some of the things that have changed are major. PLEASE take the time to read the major changes below, it will save you a lot of headache.


Major Changes From NSC2 to NSC3
  • The Fleet Doctrines from NSC2 have been locked behind a new tradition, "Doctrine". You can unlock each of the doctrines through this tradition tree and they will then appear in the Policies screen where they were before.

  • The Exploration Cruiser has been renamed to the Explorer class, but everything else about it remains as it was in NSC2.

  • The Strike Cruiser has been eliminated as a separate ship class and is now an upgrade to the Cruiser.

  • The Strike Cruiser bonuses (speed, hullpoints, evasion, etc. have been added directly to the Strike Cruiser sections and its interdiction aura. You MUST use ALL of the Strike Cruiser sections in order to get the full range of bonuses for the upgrade.

  • The Headquarters station has been removed, because the Juggernaut has the exact same weapon/defense loadout and has shipyards.

  • All ship classes now have specific roles to fill
  • you won't be able to survive using only Dreadnought fleets anymore :)

  • The Frigate has been changed to a 2 section ship using the Destroyer hulls. It has a special high level cloaking device (Level 6) and a special torpedo weapon for covert strikes.

  • The Point Defense upgrade has been moved to the Frigate.

  • The Support Ship upgrade has been moved to the Destroyer.

  • The Light Carrier upgrade is now a Cruiser upgrade with a smaller number of hangars to not outclass normal Carriers.

  • Carriers have VERY little offensive weaponry now, they are Carriers only, not combat ships.

  • The Battlecruiser has a heavy cloaking device that will help it serve as a late game heavy stealth ship.

  • Capital ships are no longer able to cloak at all. Only Corvettes, Destroyers, Frigates, Cruisers, and the Battlecruiser have cloaks. (This is a policy that will not change, so please don't ask.)

  • Orbital rings have been given building & modules slots closer to starbase numbers. A future update will add new buildings and modules for them to utilize.

  • Heavy balancing has been done across the board for most ship classes. Most have had overhauls of their weapon and defense loadouts. Some of the bigger ships have seen a minor reduction in weapon slots, and a few have much fewer available sections (The Carrier has lost a lot of options due to its specific role, for example).

อัปเดต: 29 ก.ค. 2023 @ 12: 02pm

อัปเดต: 8 ก.ค. 2023 @ 9: 10pm

July 8, 2023 - Season 8 Update 6 (Mod Version 8.6)
New Save Game is Not Required
  • Fixed a bug where the Headquarters station did not have access to a reactor, it will now have the Juggernaut reactors available to it.

  • Reduced the upkeep on Solar Panels from 5 alloys to 1 alloy, but each starbase is limited to a max of 6 panels. (Starbases that have more than 6 will keep them until they are removed, but new starbases won't be able to build more than 6.)

  • The Solar Capacitor building now increases Solar Panel energy output from 5 to 8 and increases upkeep from 1 to 2 alloys per panel.

  • Fixed a bug where Fleet Formation Priority was not being followed by the game (it was incorrect variables that caused it).

  • Added the 5 new starbase modules to the NSC2 Mod Menu so they can be enabled/disabled.

  • Removed the Public Plaza, Fleet Club, Nightclub, and Public Market from Hive & Machine empires, since these modules do not make sense for those empire types and the jobs they provide cause errors in the game. These modules will also automatically disappear from starbases taken over by Hive or Machine empires.

  • Fixed a bug where NSC2's lower tier reactor power levels weren't overwriting the vanilla numbers (Battleships should have enough power now).

  • Fixed a bug where upgrading Science Ships into Exploration Cruisers was causing the ships to simply disappear. (Special thanks to Steam user guttersnipehunt for finding the cause of this bug!)

อัปเดต: 12 มิ.ย. 2023 @ 8: 23pm

Minor Localisation Bug Fix

อัปเดต: 12 มิ.ย. 2023 @ 12: 00pm

June 12, 2023 - Season 8 Update 5 (Mod Version 8.5)
New Save Game is Not Required
  • Per community request, added 5 new "filler" starbase modules: Public Plaza, Fleet Officer's Club, Nightclub, Public Market, and Storage Room. These modules are meant to fill in extra empty module slots on starbases when you have nothing else to put there. They each have minor bonuses/production and upkeep. All of these except the Storage Room have a build limit of 3 per starbase.

  • Added a new FAQ button to the Mod Menu to explain why techs for disabled features may still appear for research.

  • Removed the build cost reduction from the Grand Shipyard (by community request) and instead increased the build time bonus from 50% to 70%.

  • Added NSC2 tier reactors for the Juggernaut.

  • Added a new Starbase Primary Reactor that is available at game start and provides 50,000 power. This reactor should prevent starbases from having empty weapon and utility slots due to lack of power.

  • Reorganized the all NSC2 reactors & reactor changes into a single file so we're no longer overwriting vanilla files. (If you're using any mods that overwrite NSC2 reactor files, those mods will need to be updated before you use them again. If you've been refraining from using mods that alter vanilla reactors because NSC2 overwrites that file, you may now use those mods since all reactors are contained in an NSC2 specific file.)

  • Moved the Naval Cap and Command Limit bonuses from the Exploration Cruiser Tech Level 1 to Level 2 to prevent the AI from going crazy at game start.

  • The starbase solar panels now have an upkeep of 5 alloys each. Building a Solar Capacitor doubles this upkeep to 10 alloys each.

  • Fixed a coding error where the Minor Artifact Silo appeared available at game start and the storage didn't work until you had archaeotech researched. Now the storage works normally but the silo won't be available for construction until the proper research is completed.

  • Fixed a bug where some combat computers were being used where they shouldn't be by the autodesigner / AI.

  • Fixed a bug where the Molluscoid Dreadnought stern was detached from the rest of the ship.

  • Reduced the text on the Warning pop up screen at game start so the window doesn't extend off the screen at lower resolutions.

  • Fixed a few typos & errors in starbase building/module descriptions.

  • Fixed missing localisation for the ship sections of Offspring Destroyers, Cruisers, and Battleships.

  • Fixed a localisation error on one of the Exploration Cruiser sections.

อัปเดต: 20 พ.ค. 2023 @ 6: 17pm

Minor Bugfix Update

อัปเดต: 20 พ.ค. 2023 @ 5: 48pm

May 20, 2023 - Season 8 Update 4 (Mod Version 8.4)
New Save Game is Not Required
  • NEW STARBASE BUILDING: Solar Capacitors - This building will increase the production of solar panels at the cost of extra upkeep.

  • NEW STARBASE BUILDING: Minor Artifact Storage - This building will increase your minor artifact storage capacity by 3000. (Requires Ancient Relics Story Pack)

  • NEW EXPLORATION CRUISER LAB: Debris Analysis Laboratory - This lab will increase the resources which your Exploration Cruisers can recover from space debris.

  • Please note that when we add new items, they may not be available to turn off in the NSC2 Mod Menu until we have a chance to add that coding, which is more advanced.

  • Solar Panels now have an upkeep of 2 minerals and 2 consumer goods each.

  • The NSC2 Mod Menu will now pop up the first time you load a save game after adding NSC2 to your mod list.

  • Fixed a bug where fleets could not be mothballed again after being reactivated.

  • The Assembly Line Manufacturing building can now be built in systems without colonies as long as there is a Space Factory or Space Foundry on the starbase.

  • The Space Factory and Space Foundry now have increased upkeep if you build an Assembly Line Manufacturing building to boost their production.

  • Fixed a bug where you couldn't build Titanic batteries properly (the build limit was coded incorrectly.)

  • Made the NSC2 Mod Menu warning screen a bit more clear about what is safe to change during a game.

  • Fixed errors in the descriptions of weapon starbase modules, they should now accurately show how many weapons they add.

อัปเดต: 17 พ.ค. 2023 @ 3: 43pm

May 17, 2023 - Season 8 Update 3 (Mod Version 8.3)
New Save Game is Not Required
  • Due to high confusion over the Exploration Cruiser changes and issues with the autodesigner, we have moved all of the Exploration Slot components to Aux slots instead and removed the slots on the right side of the Ship Designer (for the Exploration Cruiser only). This should allow the ship to be autodesigned and remove the issue with the blank side component boxes

  • IMPORTANT NOTE: Any mod that overwrites the NSC2 Ship Sizes file will have to be updated before it can continue to be used with this release. If you're using a patch or compatibility mod that has not been updated for these changes, Exploration Cruiser designs will not be able to be saved because there are now no components to fill the boxes since they have been moved to the Aux slots.

  • Because of this change, if you are playing a saved game, you will need to go into the Ship Designer and add the Exploration components you want to your Exploration Cruiser design, save it, and upgrade your ships, because whatever modules were on it before are now gone since the old slots are gone.

  • The Exploration Cruiser's aux slots have been changed: Level 1 now has 1 Aux slot, Level 2 now has 3 Aux slots, Level 3 now has 5 Aux slots, and Level 4 now has 6 Aux slots.

  • Some of the Exploration Components now have limits to prevent the ships from becoming too overpowered. (Sorry guys, no more 600% survey speed LOL)

อัปเดต: 15 พ.ค. 2023 @ 11: 48am

#### 'New Ship Classes & More 2' Mod Patch Note ####
#Bug Fix
- Fixed a bug that causes CTD when players open the mod menu and click 'Government' tab (F2) again while the game is still being paused.

This update is uploaded by XVCV.

อัปเดต: 14 พ.ค. 2023 @ 7: 38am

May 14, 2023 - Season 8 Update 2 (Mod Version 8.2)
New Save Game is Not Required
  • Now that we have a tool to help us automatically create and update the files, NSC2's localisation is now available in all languages in the game. The text will still be in English, but you no longer have to set your game language to English to see NSC2's text.

  • Reduced the number of leaders in the Leader Pool by half due to performance issues (Paradox is aware of this issue and is likely working on a fix).

  • Fixed a bug where some of the Advanced Ship Components were not being properly activated by the mod menu.

  • Fixed a bug where some settings weren't being properly applied by the mod menu.

  • Fixed some minor localisation errors.