Stellaris
((( NSC3 - Season 1 )))
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Обновление: 24 ноем. 2016 в 2:31

November 24, 2016 - v3.0.5 - New Save Game is Not Required
  • Added tech to unlock the Construction Cruiser at the same time and manner as the Science Cruiser.
  • Added two new techs, Advanced Warship Components. Tier 1 unlocks with Level 4 Spaceports and gives all 50 Power special ship components, while Tier 2 unlocks at Level 6 Spaceports and gives all Power 75/100 components and both new auxiliary utilties. None of the special slots are unlocked by default.
  • Tweaked the Superdreadnought and Flagship Ruler Trait bonuses for balance and all Capital Ship Ruler Traits are now blocked by the cooresponding techs that unlock them, so you're ruler doesn't have a chance to die before reaching that bonus.
  • Gave Headquarters Station a block radius of 5 to prevent players from building the Station inside other stations (especially Spaceports).
  • Changed the names of certain segments on the Cruiser and Battleship to say "DO NOT USE!". These are for the game to references and are not balanced to the rest of the segments. Ignore them.
  • Fixed incorrect segment names.
  • Rearranged Mammalian M3S2 bow to have locators that match other species for locator balance and fixed the Fungoid M3S2 "no locators" glitch, giving it proper locators for the weaponry.
  • Fixed multiple errors from the error log.
  • The localisation files are now organized with a special section at the top. This section will inform our translators which lines were addded, which lines were deleted, and which lines were changed, in order to make it faster and easier for them to update their translations.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the changes.

Обновление: 16 ноем. 2016 в 13:47

November 16, 2016 - v3.0.4 - New Save Game is Not Required
  • NEW SPACEPORT MODULE: The Mothball & Scrapyard Facility - This module can be built at a spaceport and allows the player to "mothball" a fleet of ships. Doing so will deactivate the fleet completely and remove all upkeep costs while it is mothballed. IMPORTANT: Read this page on the NSC website for detailed info on this new feature: http://www.nscmod.com/mothball-scrapyard-facility/
  • Fixed a bug where the EWAR sensor array did not unlock properly when a class was researched that used it.
  • Lowered the power requirements of all of the special slots a bit to help in the early game.
  • Changed the HQ Automated Fleet back to uncontrollable, because having it controllable by the player caused MAJOR problems if the station were decommissioned or destroyed.
  • Added restrictions to certain special slots so that they are not equipped on stations where they're useless.
  • Sensor Stations now have a build block radius to prevent them from being grouped together as weapon platforms.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the new text.

Обновление: 14 ноем. 2016 в 16:07

November 14, 2016 - v3.0.3 - New Save Game is Not Required, But Recommended
  • Added back in the jump drive and automated fleet code for the HQ station, now that we got it stabilized and working.
  • Added back in the HQ and Flagship coding that allows for only 1 of each to exist at any given time.
  • The HQ automated fleet has now been changed to be player controllable, and features 8 Battlecruisers of the player's design.
  • The HQ station weapons loadout has been enhanced significantly. It now has 4 sections, each equipped with 1XL, 2L, 2M, 2S, 2PD, and 3 Hangars.
  • The AI currently cannot build HQ stations. This is hopefully temporary while we sort out code to let them build it without going nuts.
  • Fixed a bug where the weapons stats were not changed properly from the 1.3.2 hotfix update.
  • Fixed a bug where the HQ station tech became available to research before it should have.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the new text.

Обновление: 12 ноем. 2016 в 23:54

November 13, 2016 - v3.0.1 - New Save Game is Not Required

This update should work with your existing save game. However, due to a coding issue, you may run into AI systems that have been spammed with defense stations. We recommend starting a new game, but it shouldn't be absolutely required.
  • Due to major coding issues with the HQ and Flagship events, they have been changed back to the way they were in v2.7. Building more than one will result in the Furious Population modifier like before.
  • We have temporarily removed the "jump drive" and auto defense fleet coding from the HQ station until we can get it stabilized. It's causing the AI to go a little nuts right now.
  • The HQ has been made temporarily unavailable to the AI to build, until we can stabilize the coding. This should change in the near future.
  • Changed Destroyers from 3 fleet capacity to 2, and reduced Frigate's hullpoints from 600 to 500, for balance.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the new text.

Обновление: 12 ноем. 2016 в 8:15

Minor Bugfix Update

Обновление: 12 ноем. 2016 в 5:22

  • NEW CLASSES: Superdreadnought, Construction Cruiser, Drydock
  • REMOVED CLASS: Fleet Support Ship
  • Frontier Outposts are now designable in the Ship Designer. There are 4 tiers that the station can be upgraded to.
  • All ships are now fitted with at least one "special ship slot" that can equip a module that provides a bonus to that specific ship. There are 9 modules available.
  • The HQ Station has been changed back to a standard military station, built with a construction ship.
  • The HQ station now spawns its own automated defense fleet. This fleet is not controllable by the player but will automatically defend the system it is in.
  • The HQ station is now equipped with its own jump drive, which allows it to be moved to any player colonized system. This is done via a Planet Edict in the system the player wants to move the station to.
  • Building more than one Flagship or HQ Station no longer results in a happiness debuff. Instead, the second unit cannot be built due to the insanely high cost.
  • EWAR Sensor Array has been moved to the normal sensor slot instead of its own slot. It also unlocks automatically when you unlock a class that can use it.
  • EWAR Sensor Array is now available on 5 classes: Superdreadnought, Flagship, Sensor Station, Battle Fortress, and Headquarters Station.
  • Fleet formations have been completely reworked in order to make combat fleets more effective.
  • Added new combat computers for every NSC ship class.
  • Added new 3D models for the Power Station, Mining Base, and Drydock
  • Flak guns have been tweaked and moved back to Large slots for balance.
  • Torpedoes and missiles have been tweaked to make them more effecive.
  • Completely redesigned all of the stats, weapons, and utilities for all ship classes (including vanilla) to give every ship a specified role.
  • Completely redesigned all of the icons in the mod.
  • Targeting priorites have been added for all weapons and ship classes.
  • AND MUCH MORE - Visit www.nscmod.com for more information on the mod's new features.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the new text.

Обновление: 3 ноем. 2016 в 11:30

November 3, 2016 - v2.7.10 - New Save Game is Not Required
  • Added compatibility for the Ship Power Stations mod.

Обновление: 2 ноем. 2016 в 9:59

November 2, 2016 - v2.7.9 - New Save Game is Not Required
  • Added compatibility for the Advanced Ship Behaviour Modules mod (which is HIGHLY recommended for best gameplay experience).

Обновление: 27 окт. 2016 в 1:12

October 27, 2016 - v2.7.8 - New Save Game is Not Required
  • Turrets are back by popular demand! They've been scaled a bit size-wise in order to keep our weapon options open for ships. There may be a ship here or there that will have a small turret on a large emplacement, but for the most part they should look normal.
  • Added Auxiliary slots to all of the NSC stations.
  • Fixed and issue where Point Defense weapons could not be properly equipped on the Defense Platform.
  • Added a single Point Defense slot to the Mining Base, Power Station, and Sensor Station.

Обновление: 24 окт. 2016 в 17:25

October 24, 2016 - v2.7.7 - New Save Game is Not Required
  • Fixed a bug where Fungoid and Mulloscoid ship segments appeared Mammailian.