Stellaris

Stellaris

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((( NSC3 - Season 1 )))
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84.902 MB
12.5.2016 klo 19.05
23.5. klo 5.06
370 muutosilmoitusta ( näytä )

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((( NSC3 - Season 1 )))

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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.
Suositut keskustelut Näytä kaikki (7)
4
25.5. klo 14.21
Any way to play NSC late game without other mods to lower fleet power?
Terran
3
8.2. klo 13.26
Suggestions to make NSC mesh better with vanilla
Maty83
10
26.12.2024 klo 22.14
Flagships still spawned en-mass for other empires.
Xeonzs
18 485 kommenttia
Cap Buster Boogie 3 tuntia sitten 
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  [tekijä] 3 tuntia sitten 
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.
Cap Buster Boogie 4 tuntia sitten 
So this is kind of a Hopeless quest I'm on, but I figure I'd ask anyway.

I cannot for the life of me figure out which mod I've got that's causing this glitch, because I'm running only a handful of them, and they always worked together before.

NCS3
ESC (+addons)
Gigastructures
Real Space
Amazing Space Battles
Technological Ascendancy

A handful of origin, perk and tradition mods.
And for some reason, after I unlock Anti Matter Reactors, none of my ships can build reactors. They don't even have slots to place reactors in.

I'm genuinely at a loss here. Is this like a known bug? An extension of an in game bug? Or am I just getting incredibly unlucky?

If you've got nothing to go on because I've got other mods installed, I completely get it and apologize for wasting your time.

I'm just actually at my wits end and have nothing else to turn too.
CaptainX3  [tekijä] 9 tuntia sitten 
hallsean081 - The character limit here is too small to list the plans for Season 2, but suffice it to say it will be the largest update in the 9 year history of NSC. I can’t give an exact release date though, it’s such a huge project and all the devs have real lives too :-)
hallsean081 9 tuntia sitten 
To make sure I'm clear before doing my happy dance: Season 2 gives love to: Bio Ships (they need it, base reactors suck on anything bigger than a mature Mauler), and nanite ships (which have needed love for a while). Not expecting anything for Shadows of the Shroud, since Season 2 should be out before Shadows, unless it releases early June (highly unlikely).
CaptainX3  [tekijä] 12 tuntia sitten 
Sora - Thanks for the suggestion, we’ll check into the power levels for the strike cruiser.

Bing Chillin - As far as I know, you should be able to build the Colossus as you could before, NSC does not modify it at all or touch its files.

Lion - The NSC Mod Menu was removed for the time being.

AncientGatekeeper - The issue would be in the main ship_sizes file, under the “explorationship”, you need to have the civilian cloaking slot in the required components list. You can see it in the science ship entry, or in the NSC file. That’s what was missing to cause the Explorer to not have a cloak - it’s not an aux slot on the science ships, it’s a side slot.

Colesizecole - We’ve seen multiple complaints of the AI not building much anymore since 4.0, both with and without mods. I assume PDX will be fixing or tweaking that sometime soon.
Colesizecole 13 tuntia sitten 
whenever I have this enabled it makes it so some empires just dont build any warships or some do and some dont.

Is there a possible mod conflict that could cause this or has anyone had the same issue? (not using any AI mods)
AncientGatekeeper 14 tuntia sitten 
@CaptainX3 I'm the Dev for the (-NSC2 Addon: Civilian Ships Weaponized 2-) mod. It's possible that in my files I somehow touched the stealth component for the explorer. I'm not 100% sure tho since Stellaris modding is not my forte. Other games however are. I'm still learning the ins and outs of modding Stellaris.

I am willing to learn from the best how to make a proper compat though.
Lion 16 tuntia sitten 
Have NSC and UI dynamic enabled but the window to modify the price and build time for ships won't show up
Bing Chillin 17 tuntia sitten 
im pretty sure this is a mod issue, but i cant find where to build the Colossus anymore