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).






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 (7)
4
25 May @ 2:21pm
Any way to play NSC late game without other mods to lower fleet power?
Terran
10
26 Dec, 2024 @ 10:14pm
Flagships still spawned en-mass for other empires.
Xeonzs
3
8 Feb @ 1:26pm
Suggestions to make NSC mesh better with vanilla
Maty83
18,500 Comments
Maggot99 17 hours ago 
Maybe a dumb question, how do I build construction ships?
CaptainX3  [author] 18 hours ago 
Please read this entire page.
Rubicon373 18 hours ago 
So I'm researching power reactors but they are not appearing in the ship design, also for some reason the strike cruiser is borked, i.e it's not generating and if I try it says SHIPDESIGNER_SAVEFILE_MISSING_REQUIRED_COMPONENTS, help?
CaptainX3  [author] 2 Jun @ 3:26am 
night_pryanik - I'm not 100% sure what I'd call it but I'll take a look at it next time I am doing an update.
night_pryanik 2 Jun @ 3:19am 
Ok, thanks for the info. Not trying to tell you how to develop the mod or something, but I guess the name of this building could be changed to something more appropriate for starting level technology, some day?
CaptainX3  [author] 2 Jun @ 12:37am 
night_pryanik - To be fair, that building existed long before Nanites were a thing in Stellaris, it was simply meant as an armor repair building that we happened to use the name “Nanites” for how it functioned. It’s not something I even remotely thought about while trying to keep the mod up to date and fixing bugs.
night_pryanik 1 Jun @ 9:46pm 
Don't you think having a nanite technology right from the start - in particular, in form of a Nanite Dispensary Field starbase building - breaks the immersion/lore? I mean, other nanite technologies become available much later in the game, and yet this starbase building is available for any civilization without any research done.
Hope i will be able to bully fallen empires with them.
Lima⚧ 31 May @ 4:06pm 
I have the research for the explorer but I cannot design/build them. Frigates hasn't shown up either. neither is formation components. Stations etc, work fine.
Cybertryx 30 May @ 3:14pm 
Not entirely sure if im just blind but i cant seem to find the settings to deactivate content and add the ai boost like the old version