Stellaris

Stellaris

((( NSC3 - Season 1 )))
18,691 Comments
Yellow 15 Sep @ 11:37pm 
Sorry I confused you. I was making a specific request for you to make it so that defense platforms do not get destroyed from battle and will heal from 0 afterwards. The mod that originally did this (linked below) is no longer in development and is dated.

What I intended to convey was that the vanilla ascension perk, eternal vigilance, does not support your mod. One of the things that this perk does is automatically build vanilla defense platforms 1 per 6 months on all stations up to half of it's capacity. It only allows base game defense platforms and not defense stations or fortresses.

So I guess I was informing you of one thing and made a suggestion in the other. I've also linked the original mod that allowed persistent defense platforms that showed what I was suggesting as a feature.

Sorry for the confusion and thank you for the response.
RPGHealer99 15 Sep @ 8:38am 
CaptainX3: Thanks for the confirmation & the great mod! I look forward to checking out the new Battleship options. FWIW only minor quibble I have so far is the Explorer. Love the concept, it just feels weird to me having a Cruiser sized Science ship when my Navy is still in their tiny Corvettes. Easy "fix" for this for me is to just hold off on building Explorers until I unlock the Cruiser hulls, but I'd really like to also see a Frigate or Destroyer sized armed Science ship too, that could be used for all the early game exploration. Maybe in NSC4! Thanks again & cheers.
CaptainX3  [author] 15 Sep @ 5:57am 
Yellow - I actually did not realize that the eternal vigilance perk stopped platforms from being destroyed, I’ll take a look and see if we can give that ability to our platforms. I don’t know when it’ll happen though, we’re on a development break for awhile due to real life issues the dev team is dealing with.
CaptainX3  [author] 15 Sep @ 5:56am 
RPGHealer - Confirmed. In NSC, each ship class has a specific role (otherwise there’d be no point in having additional ship classes) and Battleships are designed as tanks for enemy fire in the early game, and in the late game they can be refitted to become very powerful ships against small craft like corvettes and frigates. XL weapons were moved to Dreadnoughts as the primary siege and long range artillery ships.
Yellow 14 Sep @ 9:25pm 
Probably not a good spot for suggestions.

Could you consider adding in a feature or a sub mod that prevents stations like the defense fortress from being destroyed? As in they get deactivated from battle but start repairing once it's over.
Your custom defense platforms added by the mod are not supported by eternal vigilence, plus it's not to not have to manually rebuild and queue them up after battles.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2501114149&searchtext=defense+platform
RPGHealer99 14 Sep @ 11:11am 
As a followup to my last post I just unsubscribed from all my mods, resubscribed to just NSC3 and UI Overhaul Dynamic, started a new game and used the Console to research_all_technologies. All the NSC3 ships seemed to pop up in the Ship Designer, with the Dreadnaught and Flagship in particular having options for 4 and 12 X class weapons respectively. But the vanilla Battleship still no longer had the option for a single X class, with the Bow Section options changing to Salvo, Artillery, Fullisade (sic) and Spitfire. Turning off NSC3 once again restored the Spinal Mount option for 1X. So at this point, barring someone saying otherwise, I have to assume that NSC3 is running fine and deliberately editing vanilla Battleships so that they can no longer field a single Spinal Mount weapon. Can anyone confirm this was the intent of this mod's authors? Thanks!
MooMoo 14 Sep @ 4:35am 
I can't for the life of me figure out why carrier or strike cruisers aren't showing up even though the tech is unlocked. It works on a test by itself with research_all_technologies. Am I missing an additional tech required before they will show up for fleet design?
RPGHealer99 13 Sep @ 3:06pm 
Does NSC3-Season 1 remove X class Spinal Mount weapons from vanilla Battleships? I just researched Arc Emitters and the X class bow section isn't showing up on them. FWIW when I turn off NSC3 the X class bow reappears. I do have a few other mods loaded (all up to date) but they don't seem to be the culprit, since the X class *does* show up normally with them all running and just NSC3 off. I've already tried unsubscribing and resubscribing which didn't help. NSC3 seems to have been running fine up to this point too (at the top of my load order,) with all the new options popping up as advertised.
strider7711 12 Sep @ 9:41pm 
not spending another penny on stellaris till they give me way overpriced battlestars limited to one per colony
dmxy66666 12 Sep @ 9:36am 
Is there any plans to update the biological starship ?
Fenrisúlfr 11 Sep @ 4:28am 
unsub and resub
gundampheonix 11 Sep @ 2:08am 
My mod says it has no descriptor file and can't be enabled
OatmealYeti 9 Sep @ 6:30pm 
my ship expense's had some kind of leak... i was paying 5K a months for ship upkeep with a single 45k power fleet. I disbanded all my ships, but still it remained.
Blagden 8 Sep @ 9:05pm 
Thanks CaptainX3, I usually have that issue due to load order and ACOT but I was pretty sure I had it right.
CaptainX3  [author] 7 Sep @ 10:33pm 
NSC works fine on the current game version, however it is not compatible with the 2025 Modjam mod, you will have several ship classes whose reactor slots are missing.
bloodline ending event 7 Sep @ 8:09pm 
I only have like 10 mods, but this seems to work fine for me on latest
memorymeme 7 Sep @ 3:19am 
Still incompatible?
Alistair DragonHeart 6 Sep @ 1:09am 
Explorers and Carriers don't have reactor slots?
Der deutsche Kaiser 5 Sep @ 12:12pm 
@captainx3 Can I also produce more alloy through mods?
I'm never sure how to make so much alloy for ship maintenance.
Umpalumpa 30 Aug @ 4:01am 
Is this mod compatible with ships in scale?
stevenbart12 28 Aug @ 8:07pm 
I'm 99% sure this isn't a bug, but when I use the Eager Explorers civic, I don't get the first Explorer tech automatically. Does anyone know what the prerequisites are, and if you get Explorers automatically after that, or do you have to actually research them?
tilarium 28 Aug @ 5:55am 
Won't argue with you there. The original intent for adding patrol routes was so you could set your fleets to follow your trade lanes to ward off pirates. Trade lanes were removed when they changed how trade works in the game and figured there was no longer a need for the patrol routes feature and removed it too. I fully disagree with their discussion. I used patrol routes to guard my borders and keep my fleets on the move instead of just sitting in one spot for years until a need to use them comes along. So far, I haven't found any mod that puts them back in.
FenFenScreeScree 27 Aug @ 7:32pm 
well that's just dumb
tilarium 27 Aug @ 3:57pm 
Vanilla 4.0 removed patrolling
FenFenScreeScree 27 Aug @ 3:14pm 
does NSC-3 remove patrolling?
Kaiser Ironheart 26 Aug @ 9:04pm 
@kurokenshi__ I was also having issues and just went through my like 88 mods and it was the ModJam.. It really sucks because I want to use both this mod and the ModJam because I really like the majority of the crisis in it
Kurokenshi__ 26 Aug @ 7:48pm 
Well I removed a few mods and bam it works. My suspicions was either mod jam 2025 or one of the two real space mods I had which were the real terraforming and real space storms or something.
Kurokenshi__ 26 Aug @ 7:19pm 
I've had the issue too but I have 42 total mods in my list so it seems I have some digging to do. But from what I have seen only NCS is having issues, that being the missing power modules on explorer, carrier ect.
CaptainX3  [author] 26 Aug @ 4:50am 
We’re not seeing any issues on our end, guys. Turn off your other mods and run a test to see if everything is working, most likely you’ve got mod conflicts somewhere. When I run the latest version of the game with only NSC and UIOD, everything works as intended.
Nyaal 26 Aug @ 4:36am 
same as the others, frigates are missing and carrier and explorer arent able to have their modules equipped. need update :c
Dravos77 25 Aug @ 4:32pm 
For some reason Frigates get removed entirely an i don't know why.
MARTI3LO 23 Aug @ 12:13pm 
any of u guys have the problem when u press any habitable planet and after that the game crash
ImperialOfficer 18 Aug @ 9:09am 
For the carrier and explorer, there is no option to add a power source in the ship designer. Any ideas why this is?
Azrael 17 Aug @ 11:21pm 
Does this work with 4.0?
CaptainX3  [author] 16 Aug @ 2:01pm 
Shankfest JR - Follow the troubleshooting guide on this page, starting with turning off all mods except NSC and the UI mod and test to see if it works. If it does, then you likely have a mod conflict. If it does not work, then try the Reset instructions on this page.
Shankfest JR 16 Aug @ 1:22pm 
Crashes my game whenever I try to design a frigate. I don't know why, it seems to otherwise work okay
Ghost Fox (ΘΔ) 13 Aug @ 5:31pm 
Collective Shout are one of those "all pornography is violence against women" groups, so....
EJR 13 Aug @ 3:36pm 
@son-goku
Pretty much. But the bigger issue is that they are trying to censor/get rid of NSFW games while ignoring the ESRB ratings, ratings that were made for the sole purpose of helping parents decide what to get and not to get for their kids.
son-goku 12 Aug @ 1:06pm 
@EJR, that sounds like this group doesn't quite understand what NSFW means.

Maybe they think it's "not suitable for women" or something and got sand into their vaginas about it
CaptainX3  [author] 12 Aug @ 11:14am 
If your boss is doing their job properly, ALL games should be NSFW because you’re supposed to be working LOL
EJR 12 Aug @ 8:46am 
Can confirm, it has been happening to popular if not all mods on Steam. For example, Road to 56 and Roads of Fire (I think that's what it's called) for HoI4 have been targeted too. And yes, it is connected to the whole censorship targeting Steam/Valve/gaming as a whole considering Collective Shout (A feminist group from Austrailia, likely the group BNSF1995 #FixTF2 is referring to) did admit to trying to convince Valve to takedown/censor "NSFW" games on Steam but failed then immediately going to payment processors.

This is a deep rabbit hole that has been digging for the past 2-3 weeks.
MikeAndros 11 Aug @ 11:21am 
Not just the popular mods here. But a massive amount of mods from other games. Ultimately, definitely a mass troll.
SSchorik0101 11 Aug @ 8:55am 
@BNSF1995 #FixTF2 Highly unlikely. Reddit says a lot of things and is a breeding ground for misinformation.
son-goku 11 Aug @ 8:51am 
Well, then every game on every platform would need to be flagged.
BNSF1995 #FixTF2 11 Aug @ 6:07am 
Someone on Reddit thinks that the Christian conservatives getting NSFW games removed from Steam are behind these false DMCA filings.
son-goku 11 Aug @ 4:13am 
So, somebody uses a US law to strike mods for a game made and released by a Swedish publisher?

Would love what the copyright issue is supposed to be.

And on whose behalf the reporting was
CitrineCastle 11 Aug @ 3:00am 
It's happening with serveral games. HoI4, Stellaris, Rimworld ect. All the top mods of these games are getting reported.
CaptainX3  [author] 10 Aug @ 2:40pm 
Nothing to worry about. I'm hearing that this happened to a bunch of the popular mods. Paradox employees are the ones who manage the Stellaris Steam Workshop, and they know the popular mods like NSC, and will close these out and ignore them.
Willem 10 Aug @ 1:14pm 
Probably to Troll.
Patrick Vin 10 Aug @ 1:11pm 
lol why did someone report this mod