Stellaris

Stellaris

((( NSC3 - Season 1 )))
18,786 Comments
Crytek 31 Oct @ 1:39am 
I never really got the balance behind the power energines NSC adds, they generate so much power I never needed the higher tiers even for endgame ships like dreadnoughts etc. Feels more like a ress waste and a trap if you use auto upgrade.
CaptainX3  [author] 26 Oct @ 10:28am 
son-goku - Yeah, we've verified it is not working correctly, and I've triple checked the coding and everything looks fine, so I have to assume the game just doesn't like it. Whenever we do our next update, I'll remove that feature since we can't get it to work properly.
son-goku 26 Oct @ 10:25am 
@CaptainX3 - "The Eternal Vigilance policy, unlocked by the perk of the same name, will now allow the player to choose what type of defense will be randomly built at their starbases - vanilla Platforms, NSC Stations, or NSC Fortresses."

It actually doesn't work. I set the policy to Half Spending - Defense Fortresses and it keeps building Defense Platforms. Is it possible that the game can't make Fortresses if there are two different designs?

@hexosecurity319, once you take the perk, the game will put stations around EVERY one of your stations because by default it's set to "Full Spending". You need to set it to half spending to limit the construction to your bastions
n8 25 Oct @ 3:46am 
to clarify the star base does not spawn as costing 10,000 alloys, not food, alloys
n8 25 Oct @ 3:35am 
bio starbases are broken

did not try solo
CaptainX3  [author] 22 Oct @ 7:45am 
hexosexurity319 - This function is actually a vanilla thing, all we did was add on the NSC stations and platforms as an option. If you don’t want the game to build anything automatically, go into the policies screen and choose the No Spending option and your starbases won’t spawn anything by themselves anymore.
hexosecurity319 22 Oct @ 2:07am 
@CaptainX3 I understand. Thanks for the info. I've missed the update.
It's just that ruins every my gameplay.

I basically get this automatic construction of defensive platforms without costing me any alloys to make them...
But it cost on the production of alloys. As result... I can't stop going bankrupt and I end up losing my fleets, most of my buildings etc etc...

It's nerving and annoying because I would have the chance to select which station to fortify without wasting resources to presidiate my whole empire, every single station.

No offense eh? I'm not criticizing. No hate, I really appreciate and love your work.
It's just that this thing really ruins my gameplay and that makes me a bit sad.
Just that. But it's fine. No problem. Now that I know, I will avoid using Eternal Vigilance.
CaptainX3  [author] 22 Oct @ 12:01am 
Piamond Dickaxe - You are very welcome :-)
CaptainX3  [author] 22 Oct @ 12:01am 
hexosecurity319 - This is intentional, please see the previous update notes:

The Eternal Vigilance policy, unlocked by the perk of the same name, will now allow the player to choose what type of defense will be randomly built at their starbases - vanilla Platforms, NSC Stations, or NSC Fortresses.

The Eternal Vigilance policy will now automatically build paltforms up to the starbase's full defense capacity, rather than only 50% (this basically reverts a change vanilla recently made, as this feature originally did build up to 100%)
Piamond Dickaxe 21 Oct @ 11:04pm 
I appreciate the hell out of you for maintaining this mod bro, honest to god dont know if I could go back to stellaris without it.
hexosecurity319 21 Oct @ 11:53am 
Sorry to have to put this here but seems that mod makes my stations, all of them, not just those upgraded, spawn defense platforms to their max numbers.
CaptainX3  [author] 19 Oct @ 6:03am 
dmxy66666 - I don't actually make money doing this mod, and the last donation received for it was well over a year ago, and total donations weren't even close to the amount required to report it as income. I honestly don't play the game much anymore, I still maintain the mod mainly because of the community and popularity.

I appreciate the offer, but I'm not planning to spend money on stuff for a mod that I can't charge anything for LOL.

Even when we do get around to adding more classes to the bioships, there is a limit to how many slots the UI can hold before the player can't equip them due to them overlapping or running off the screen, so we're not going to be able to make the bioships match the NSC classes unless Paradox changes how they work to allow them to have multiple sections per growth stage.
dmxy66666 18 Oct @ 10:56pm 
If you need, perhaps I can help you contact some modelers with reasonable charges?
CaptainX3  [author] 18 Oct @ 10:48am 
CAK6155 - Most likely a conflict with another mod.
CAK6155 17 Oct @ 1:51pm 
what reason could be stopping me from building some of the NSC ships all of a sudden? I have researched and designed battlecruisers, carriers and dreadnoughts, but am unable to build them
CaptainX3  [author] 17 Oct @ 12:52pm 
dmxy66666 - You are correct, we have no modelers on the NSC team. I wouldn't even know which program to use to get started LOL. As for the state of the biological ships, most of the major modders communicate with Paradox regularly, and they are generally satisfied with how the Bio ships are implemented and aren't planning any major changes that they're willing to share with us.
dmxy66666 17 Oct @ 8:17am 
May I ask why it is impossible to add a model to the new bio-ship? Is it because there are no modelers available?
Regarding the issue of the biological ships, have you considered seeking help from paradox? As far as I know, a mod development team for CK3 received assistance from paradox.
Grubbs008 16 Oct @ 2:54pm 
Pretty sure he means the Star Wars: New Dawn, which is a ridiculous question seeing as the mod has it's own everything and is a complete overhaul.
CaptainX3  [author] 15 Oct @ 6:52am 
Redeye - I’m afraid I don’t know what New Dawn is, so I don’t know.

THealy22 - did you build the Grand Shipyard megastructure? That’s where you have to build it. If you did and can’t build it there, you have a mod conflict somewhere.

Broodje - I can’t say for sure yet, because we discovered that the bio ships cannot have more than 1 section per growth stage, so if we added new classes, they’d either have to have only 1 growth stage or we’d be pretty limited on how many slots they could have. On top of that, we cannot create new models for the new classes, so they’d have to use existing models, which I know some people won’t like.
Broodje Rookworst 15 Oct @ 5:40am 
Will biological shipsets also get new ship classes, or will they be stuck with the 12 ship classes compared to mechanical's 19?
THealy22 12 Oct @ 11:41am 
When I research the flagship tech, it doesn't let me build it. It says my capacity is 0. Is there any way to fix this?
Redeye 10 Oct @ 6:33pm 
Is it compatible with New Dawn?
Xx_Ang3l0fD3@th_xX 10 Oct @ 12:40pm 
upgraded starbases above citadel do not have a power slot and cannot equip any weapons.
hexosecurity319 10 Oct @ 11:19am 
@CaptainX3 thanks for the answer. I'll do that.
CaptainX3  [author] 10 Oct @ 6:26am 
hexosecurity319 - You'll have to ask the authors of that shipset to take a look, I can't do anything from my end, they'd have to update their files to match NSC3's current version.

jimmy cooks - You either have a mod conflict somewhere or Steam did not download all of your mod files properly. Please follow the troubleshooting guide under the yellow banner above.
jimmy cooks 9 Oct @ 7:53pm 
I cant seem to build battlecruisers and carriers
hexosecurity319 9 Oct @ 7:29pm 
Can you check out the Sin of the Prophets shipset?
Somehow seems that the Frigate's sections doesn't show up.
Thanks for the courtesy.
TrueXenith 4 Oct @ 8:11pm 
Tiny Kiryu - The glorious Machine Shipset Mod (not to be confused with the Machine Age DLC Machine Shipset)
Tiny Kiryu 4 Oct @ 8:07am 
Might be a dumb question but what's the shipset in the third screenshot? I think it looks neat.
majna 4 Oct @ 6:40am 
Does the mod still crash if you try running it with ACOT ?
Angelica sinensis 1 Oct @ 8:38pm 
MOD will render some MODs that increase the fleet ceiling ineffective. Is there any way to solve this?:income:
eeuusi 28 Sep @ 11:53am 
Amazing mod, keep up the amazing work :steamhappy: Also, are there many plans for even larger ships or more destructive weapons? My fleets need to be feared across the universe ;)
Firelor AoD 28 Sep @ 11:39am 
thank you for the heads up. sucks that the game code does not let you have such a good feature.
CaptainX3  [author] 28 Sep @ 10:57am 
Firelor AoD - We're aware of this bug, and it's an issue within the game engine itself. I will be releasing an update a bit later today reverting our changes to the bioships, since there is nothing we can do to fix this bug, it'll have to be done by PDX themselves.
Firelor AoD 28 Sep @ 9:15am 
Ok third times the charm. New issue is that when i go to modify my ships from a saved game if no section selection is chosen. once you atempt to pick one the game crashes. i worked around this by checking the box for the game to auto generate the ships. after that however you cant modify any of the Mature sections and if you try to modify the elder sections then the first section cant be touched but if you modify the middle section it changes the first section. im not sure if its my resolution or just something finiky with this new patch but im on a 1920 x 1200 screen and cant go any larger. this issue it happen both on a new game and my saved game
Firelor AoD 27 Sep @ 6:38pm 
Wait nvm i need to remember to read the patch notes first before i post shit. did not relise that was a feature for the new update. pls ignore my prior post
Firelor AoD 27 Sep @ 6:35pm 
Had to Do some testing to make sure but i think the issue with the Bioships is that the ship designer window has more sections then it should. At first i thought it might have been something for UI overhual But after testing i started disableing my mods one by one and after Disableing NSC3 the multiple sections was no longer present. i only Run NSC3 Gigastructure and Darkspace for content mod all other are either UI overHual or more traditions. hope this points to something you cna look into
CaptainX3  [author] 26 Sep @ 11:44am 
Ei'Kuni - Yes, although I can't say when at this point.

Cybertryx - Are you using a save game from before the update? If so, you might have to make a new design from scratch. If it's a new game, you might need to follow the troubleshooting steps on this page because Steam Workshop is notorious for not downloading all files properly after an update.

yogurt - I would need more detail on what exactly is happening to be of any help.

Leonmitchelli - I just ran the game as a test and I was able to start a bioship empire fine, and I used the console to research all techs and everything came up as it should. Are you using any outdated mods? Also, I have been told (but have not verified) that ACOT also edits the bioships and is now incompatible with NSC, so if you have ACOT, try turning it off to see if that is the cause.
Leonmitchelli 26 Sep @ 10:24am 
Bioships completely broken with new addon.
yogurt 26 Sep @ 9:05am 
Thanks for update. But it dosen't work on my 4.0.23 save game and the previous version run on Stellaris 3.x
Cybertryx 26 Sep @ 8:41am 
Anyone elese having the issue of the Mindwarden Frigate not showing up / crashing when you try to make one?
Ei'Kuni 26 Sep @ 6:12am 
Not sure if this has been Asked already or already answered but, are there currently any Plans to give the Bioships thier own versions of the NSC Ships? or give them something Akin to the Flagship class in the near or far Future?
VLAD_DROPPA 26 Sep @ 1:51am 
Fixed the graphical mistake of mind warden carrier.

locator = { name = "part1" position = { 0 0 -14.5 } rotation = { 0 0 0 } }
locator = { name = "part2" position = { 0 -0.3 -9.0 } rotation = { 0 0 0 } }
locator = { name = "part3" position = { 0 -0.3 -0.5 } rotation = { 0 0 0 } }
locator = { name = "part4" position = { 0 -0.3 2.0 } rotation = { 0 0 0 } }
locator = { name = "part5" position = { 0 -0.3 11.3 } rotation = { 0 0 0 } }

Also the new warden ship set looks amazing with this mod :steamthumbsup:
EmpX 26 Sep @ 12:28am 
Thanks for the quick update!
Me when the skunk 25 Sep @ 12:26pm 
Thank you for the quick update :)
Jar Full of Farts 25 Sep @ 11:53am 
Thanks for the update! This single mod never leaves my playlist
GhettoGinger 25 Sep @ 11:06am 
How quickly you update this mod is awesome. Truly amazing work. I barely went a day on my playthrough before realizing I'm missing some ships and come to the mod page to see you immediately updated it. Thank you!
NagerMaskulin 25 Sep @ 9:12am 
Thanks brother, I was waiting for this.
MDHansen 25 Sep @ 9:06am 
my body is ready! Huzzah
ellenweorc 25 Sep @ 8:44am 
Thanks for the update.