Stellaris

Stellaris

Compact Armadas x NSC3
21 Comments
finoman 16 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] 19 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.
Goobs 7 Oct @ 6:38pm 
Confirming the Explorer fix worked for me. Great work, team!
Happy to help! I only just subbed yesterday so I'm hoping to get some time out of them and help with the late game performance. I have admittedly limited file experience but if I run into any more bugs I'll try and look through for a solution if I can find one. Thank you for making these fantastic mods!
Raidboss_L  [author] 7 Oct @ 10:26am 
@irishwolfman (the ACOG medic) thank you very much for testing, you are right! In the ship_sizes, frigate somehow had still vanilla locators, mid is the vanilla one. NSC3 needs bow + stern. No clue how i got vanilla in there lol but i willpush a fix. Thanks very much! same to the explorer ship one! i checked. its size is 50, so 500 should be right for 10. mb there by putting it to 10, as its dividing 10 by its size for the max numbers.
For the messed up frigates:

In the section_slots it had only listed "mid" as locator 1, when I changed that to "bow" and add "stern" as locator 2 it fixes the graphical issue with the vanilla ship sets.

And a correction to my last comment, the explorer ship should be 50 not 500.
The Cream Cheese Wonton 6 Oct @ 10:44pm 
Seems to be from the section templatyes
The Cream Cheese Wonton 6 Oct @ 10:32pm 
This mod breaks Frigates, causing them to loose all graphics
Goobs 6 Oct @ 9:27pm 
No change. Unsure if it can be another mod conflict. I don't think I have anything else that would affect that.
@Raidboss_L I subbed to the mod today, 10 didn't seem to change the cap from 0. I played with the files, when I set the file cap to 500 the in game cap is set to 10. Hopefully that cuts down on your trouble shooting time :)
Raidboss_L  [author] 6 Oct @ 4:11am 
@Goobs can you try again with the new version and test if your cap is now set to 10 for the explorere ships?
Goobs 5 Oct @ 2:07pm 
NSC Explorer ships have a cap of 0 and can't be built at all
MDHansen 4 Oct @ 2:10pm 
Huzzah! I dreaded to wait for such a comp. patch, so many thank yous for this