Stellaris

Stellaris

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((( NSC3 - Season 1 )))
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84.902 MB
12. kvě. 2016 v 19.05
23. kvě. v 5.06
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((( NSC3 - Season 1 )))

Popis


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.
Populární diskuze Zobrazit vše (7)
4
25. kvě. v 14.21
Any way to play NSC late game without other mods to lower fleet power?
Terran
10
26. pro. 2024 v 22.14
Flagships still spawned en-mass for other empires.
Xeonzs
3
8. úno. v 13.26
Suggestions to make NSC mesh better with vanilla
Maty83
Počet komentářů: 18 493
Hope i will be able to bully fallen empires with them.
Lima⚧ před 17 hodinami 
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. kvě. v 15.14 
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
LupineDawn 30. kvě. v 3.25 
I am having trouble with building any type of cruiser. Be it an exploration cruiser or a regular cruiser. The exploration cruiser is greyed out in the Shipyard, and any cruiser I try to design, i get a particular error, "SHIPDESIGNER_SAVEFILE_MISSING_REQUIRED_COMPONENTS." All other vessels seem to work fine. It's just the cruisers and exploration cruisers that seem to have trouble.
含住灬好好感受温度 28. kvě. v 19.54 
If you ever notice a ship section missing, just load this mod ​last​ in your order. Trust me, you'll be glad you did!
Tested and works!​
1Dan 28. kvě. v 18.19 
Hello, I was interested in your mod, but I usually play with max amount of empires. Does this mod in any way effect game performance adversely?
Thanks.
CaptainX3  [autor] 28. kvě. v 17.43 
Carjaxx - Right now, we have boosted the Bio ships so they can compete with NSC ships, but there will be a more advanced redesign of them for Season 2.
Carjaxx 28. kvě. v 16.39 
Does this mod re-balance or change the Biological ships? If not is there a plan to? I really enjoy playing the bio ships and would love to see this mod effect them as well.
Cap Buster Boogie 28. kvě. v 6.21 
I guess I should clarify. I actually *have* followed those steps. Originally the bug was with ESC Component progression and Destroyers, for some reason. (Same problem)

But reorganizing it and adding the mods in one by one, and then rebuilding my load order fixed it
This literally just showed up again for some reason in the middle of my game.

If I do follow the instructions in the description again, and run the test, everything works just fine. All the ships in the designer have their reactors in tact, and I can choose from any of them. (And that's with all the mods loaded too)

This literally just happened in the middle of a game post doing this test. (And not my first game either)

And I appreciate the suggestion. Honestly, the only reason I haven't is the experience of being told (Not by you, or anyone on NSC, but just a general experience) "Figure it our yourself, not our problem" over and over.
CaptainX3  [autor] 28. kvě. v 5.44 
Cap Buster Boogie - The best way to test this out is to enable only a few mods at a time, run the game, and use the console to research all techs and then check and see if everything is working.

I can tell you that ESC and Gigas work fine with NSC, and I haven’t heard anyone say Real space is a problem either. I’m going to take a wild guess that one of your tradition mods is doing something that you’re not expecting it to (a lot of mods change things they don’t always mention).

I don’t know if you have a Discord account or not, but you’re welcome to join the NSC Discord and open a help ticket so you’ll get your own dedicated channel and either myself or some community members can help you troubleshoot.