Stellaris

Stellaris

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((( NSC3 - Season 1 )))
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84.902 MB
12 May, 2016 @ 7:05pm
23 May @ 5:06am
370 Change Notes ( view )

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((( NSC3 - Season 1 )))

Description


We have uploaded the previous version of NSC to the workshop for those who wish to continue their save games before upgrading to this new version. Please note that this is only updated when a major update is released for NSC (that requires a new save game). To subscribe to the Previous Version, click here: https://sp.zhabite.com/sharedfiles/filedetails/?id=2386308448




May 23, 2025 - Season 1 - Update 18 (Mod Version 1.0.18)
New Save Game is Not Required
  • Increased the power levels of all vanilla reactors to compensate for NSC's higher power requirements.

  • Increased the Starbase reactor power to address reports of weapon slots not being properly filled.

  • Fixed multiple bugs with jobs produced by starbase buildings (hopefully we got them all this time, let us know if you spot any issues!)

  • Fixed a bug with the Corvette reactor power levels not scaling properly.

  • Fixed a bug where the Explorer didn't have the slot available to equip a cloaking device.



May 14, 2025 - Season 1 - Update 17 (Mod Version 1.0.17)
New Save Game is Not Required
  • Fixed a bug where the Dreadnought XL bow would not appear as an option after researching XL weapons.

  • Fixed a bug where the NSC starbase levels did not have a reactor at all.

  • Fixed a bug with the Strike Cruiser Hyper Scrambler weapon showing the XYZ error box by changing the weapon to a Small slot instead of a PD slot.

  • Fixed a bug where the Spitfire weapons did not show as options after the tech was researched.

  • Fixed some broken localisation for NSC starbase levels.

  • Added a temporary NSC-level reactor for Bio starbases so they can be fully equipped. (This will be expanded and balanced in Season 2).



May 8, 2025 - Season 1 - Update 16 (Mod Version 1.0.16)
New Save Game is Not Required
  • Boosted the slot counts of all Bioship and Offspring Bioship classes so they can be somewhat competitive with NSC ships. This boost has not been balanced, but is just a temporary measure until we do a full overhaul of the Bioships for Season 2. Please note that there will be some overlap in the UI until the UIOD mod finishes their new ship designer window, but it should still be usable for the time being.

  • All starbase modules and buildings updated to work properly with 4.0.

  • All starbase modules that generate jobs will generate 100 instead of 300 each, for balance.

  • Public Markets changed jobs from Merchant to Trader

  • Added a couple of missing/outdated icons and localisation.

  • Fixed Offspring Ships not having Logistics Upkeep

  • Minor code updates for 4.0.5 and 4.0.6.



May 6, 2025 - Season 1 - Update 15 (Mod Version 1.0.15)
This is a minor update that should work fine on existing games.
  • Return of the Jed... erm, Strike Cruiser - As an apology gift for mesing up the 4.0 update, and in appreciation for everyone being patient and supportive while we fixed our mistakes, when you start up your game and reach the proper tech level, you will notice that the Strike Cruiser has returned as its own separate ship class. In addition, it has a new weapon that fits into the PD slot - the Hyperdrive Scrambler, which can target ships directly and shut down their FTL drives! At this time, the Strike Cruiser just has the sections that were used for the Cruiser upgrade, but we'll be adding more and doing more with the Strike Cruiser in Season 2!

  • Fixed all bugs causing problems with NSC ships not working in 4.0 (HOPEFULLY!!)

  • Fixed numerous other bugs and errors discovered during testing.




If you don't wish to use the Steam workshop for NSC3, you can download it directly from the NSC3 Github here: https://github.com/CaptainX3/NSC3-Mod/releases
Manual installation instructions are on the download page. You can also find all previous releases of the mod there (Starting from the first release of NSC2 Season 8).



Mass Effect Shipsets Addon - https://sp.zhabite.com/sharedfiles/filedetails/?id=3372023877



You can join our server and chat directly with the NSC devs and many other players and modders, or post ideas and suggestions for us! Over 90% of the new content added to the mod comes directly from our Discord users! Simply head to the link below to join.

Join the Official NSC Discord: https://discord.gg/8yTv5MR9H3



If the above steps don't work to solve your issue, the best way to get assistance is to open a Support Ticket on the NSC Discord: https://discord.gg/8yTv5MR9H3



To report a bug with the mod, you can file a new Bug Report on the NSC Discord: https://discord.gg/8yTv5MR9H3



If you'd like to make a donation for all of the hard work on this mod, you can click here to make a one-time or monthly donation via Paypal.[www.paypal.com]

We also have 3 monthly subscriptions on the NSC Discord that come with various benefits for those who would like to offer long term support.


Copyright 2025 T. Graham. This item is not authorized for posting on Steam except under the Steam account named CaptainX3. It is also not authorized to be posted on any other website EXCEPT the official NSC3 Github page. Copies of this mod found other than on this exact page or on the NSC3 Github page are stolen and unauthorized. All Rights Reserved.
Popular Discussions View All (6)
3
8 Feb @ 1:26pm
Suggestions to make NSC mesh better with vanilla
Maty83
10
26 Dec, 2024 @ 10:14pm
Flagships still spawned en-mass for other empires.
Xeonzs
4
25 Oct, 2024 @ 8:45pm
Doctrine Tradition
THE ULTIMATE WORRIER
18,451 Comments
I apologise if this has already been asked, but is there a way to modify civilian ships, or if its something that is/will be included in this mod?
hallsean081 11 hours ago 
https://sp.zhabite.com/sharedfiles/filedetails/?id=3408887903&searchtext=More+Ship+Sections Was causing me problems with getting my bio Juggernaut and Colossus. Because apparently, the coding for the bioship versions is different. Nevermind that I still got my Titans just fine. But I am kind of avoiding things that give more ship sections for the time being. The problem was NOT NSC. I just made a comment on it here after running my Bioship run and I couldn't build my Juggie.
zuozuozuo 19 hours ago 
Why is NSCMOD not working in my game
kequilla 22 May @ 6:22am 
Good to hear. I was hoping to stick Large autocannons on them for close defense while keeping them at carrier range.

Dream idea is to have the swarmers be given a component slot that has unique "fleet receiver" items, while the interceptor be a "transmitter."
CaptainX3  [author] 22 May @ 4:45am 
For whoever has ships greyed out - the last person who reported this bug ended up having a mod conflict, it was some mod adding new ship sections I believe.

Ghost_Dance - That shipset was included in NSC until the author updated their copy on the Steam workshop, it’s called the Machine Shipset (look for a lot of purple in its image).

kequilla - We’ve already added a weapon to test this new feature, it’s on the strike cruiser and called the Hyperdrive Scrambler or something similar. That weapon actually stops enemy ships from jumping out rather than supporting anything, but we are planning a new support ship for Season 2 that will utilize this. Nanite ships are on the Season 2 list too.
Anthony Maunder 22 May @ 12:21am 
I cant build any flagships or dreadnaughts. the ships are grayed out in grand shipyard
Ghost_Dance 21 May @ 5:55pm 
Maybe noob question but are all the ship sets in the mod images here included in the mod? There are some cool human industrial looking ones that sort of look like Halo I'd love to use, but can't seem to find.
kequilla 21 May @ 3:22pm 
Also nanite ships could use some love.
kequilla 21 May @ 6:42am 
The biogenesis dlc added a kind of weapon that adds a debuff or buff to friends and foes. Will you be integrating this new support weapon type in the new ship classes?
xia05106 20 May @ 11:43pm 
I'm not sure if there is a mod clash that caused this...... my manager jobs are broken. these jobs appear in the "expert" list, but I can't assign any population to fill those jobs. Also, whenever I upgrade the admin building, it automatically creates the same amount of unemployed experts as the number of available manager jobs----still without filling those.