Stellaris

Stellaris

((( NSC3 - Season 1 )))
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Update: 9 mei 2021 om 7:36

Uploaded a couple of minor fixes for the Drop Pods event coding and fixed a few localization errors.

Update: 26 apr 2021 om 14:39

Quick fix for missing Imperial starbase models.

Update: 25 apr 2021 om 12:08

April 25, 2021 - Season 6, Episode 1: Planting the Flag...ship
Update 9 - Mod Version 6.1.9
New Save Game is Not Required

  • Added full compatibility (including the deprecated ship sections) for the Imperial Shipset in the Nemesis DLC.

  • Updated coding to be compatible with the Nemesis DLC. (If we missed anything, join our Discord and file a bug report to let us know!)

  • Removed all time gates from all NSC2 ship and station techs. You can now see any NSC2 ship or station tech pop up at any time after you have researched its requirements.

  • Added a new Headquarters Jump Drive which will allow you to move the station to another system. Be forewarned, it has a VERY long charge time, so you won't be able to move the station around rapidly (with all techs researched via console, the jump drive charge time is roughly 180 days). But you're no longer stuck with it in one system forever.

  • Fixed a major bug where Battleship reactors were not generating enough power (an accidental file deletion caused them to revert to vanilla values).

  • Fixed some missing tooltips.

  • Fixed a few minor errors that were popping up in the error log.

  • Reorganized the NSC2 localisation files to make it easier to find certain things. (Only affects those making language translations)

Update: 24 apr 2021 om 7:39

April 24, 2021 - Season 6, Episode 1: Planting the Flag...ship
Update 8 - Mod Version 6.1.8
New Save Game is Not Required

  • Fixed the coding of the Drop Pods which was broken by 3.0.1. They should now be working as intended.

  • Updated NSC2 Reactors so Crisis ships can use them.

  • Updated the Engineering Tech file to match Nemesis changes.

  • Deleted the NSC2 overwrite of the vanilla reactors file since it's no longer needed.

  • Updated the Freebooter Satrapy to Nemesis standards.

  • Freebooters' Habitats now provide 12 building slots open by default.

  • Freebooters' Habitats now have increased planet size.

  • Fixed a bug in the Starbase Types file that was keeping the AI from building starbases properly.

  • Freebooters' Habitats now have the Factory District for offering Artisan jobs.

  • Many changes and adjustments to the NSC2 Fleet Doctrines, which are outlined below.


  • Fleet Composition Policy changes:

  • Decluttered the Policies, which will now add a static modifier to the empire that will have a custom tooltip that is easier to read than 15 modifiers.

  • All policies now have a debuff that matches the buff given by the policy - so your focused ships still give 20% bonuses like before, but now other classes get a 20% debuff instead of only 10%.

  • The Carrier Focus policy now provides +35% build speed and -35% build cost to Escort Carriers and Carriers, to help balance that this policy only focuses on two ship classes instead of more like the others.


  • Fleet Operations Doctrine changes:

  • Blue Sky - Removed bombardment damage bonus but gained starbase building and module build speed of +25%

  • Black Sky - Orbital Bombardment damage reduced to 15% but added +10% damage vs Starbases


  • Crew Training Doctrine changes:

  • Privateer Operation - Starbase Trade Protection +10, Starbase Trade Collection Range +3, Piracy Growth -20%, Trade Value +20%, -25% Naval Cap.

  • Naval Academy Training - Tracking and Accuracy Increased to +20%, Disengagement increased to 20%, Ship Build Cost increased to +20%, removed Naval Cap penalty.

  • Rapid Training - Tracking and Accuracy Penalty increased to -20%, Naval Cap bonus replaced by -25% Build cost, evasion and disengagement penalty replaced with -10% weapon damage.

  • Artificial Intelligence Crews - Ship Build Speed +20%, Accuracy and Tracking -15%, Disengagement Reduction 15%.


  • Drone Crew Doctrine changes:

  • Quality Protocol - Disengagement Chance +20%, Accuracy and Tracking +20%, Ship Build Cost +20%.

  • Adaptive Protocol - Fire Disparity Fire Rate -15%, Command Limit -15%, Naval Cap +15%.

  • Swarm Protocol - Ship Speed +25%, Disengagement Reduction 25%, Evasion +25%.

Update: 15 apr 2021 om 15:45

Update: 4 apr 2021 om 12:10

April 4, 2021 - Season 6, Episode 1: Planting the Flag...ship
Update 6 - Mod Version 6.1.6
New Save Game is Highly Recommended If You Want A Lower AI Bonus

WARNING: If you are continuing a save game after this update, we HIGHLY recommend that you choose the 70% bonus in the new menu - choosing a lower one or leaving it off will likely cause the AI empires in your game to completely collapse, because they have become dependent on that bonus. You can find the menu for this by enabling the new Edict.

  • Due to numerous complaints, we have removed the significant AI production bonus that was given in the last update. (This bonus is what caused the AI to become so powerful so early - we added it in as a first experiment in testing AI coding and its responses to that coding. Eventually we plan to add more AI coding once we find the right balance.)

  • We have created a new NSC2 Configuration Menu that can be opened through the Edicts screen that will allow you to choose the AI bonus you want for your game. (See Warning Above!!)

  • Added a new Policy - the Research Diversity Initiative - that allows you to spend some of your research income to increase the number of options that appear in the tech window when choosing a new tech to research. Options include Default, 5, 10, 15, and 20, and each has a cost associated with it.

  • Changed the Grasp The Void acsension perk so that it gives more exploration-related bonuses and should now be as valuable as other APs. Also changed its requirements - it no longer requires another AP, but you must either have Exploration Cruisers tech, Automated Exploration tech, or complete the Discovery Tradition Tree in order to unlock it.

  • Added a new long-overdue component to the Exploration Cruiser: the Advanced Archaeology Lab, which gives bonuses when researching dig sites.

  • Increased the size of the Leader Pool from 3 to 10 (How bad would you have to suck to only have 3 leader applications??)

  • Changed the setting on how often the Leader Pool refreshes from every 10 years to every year. (Don't know about you guys, but I sure as hell wouldn't wait 10 years for a job LOL)

  • Adjusted the vanilla Battleship reactors to give more power and bring them in line with NSC2 reactors.

  • Reduced the time cost for upgrading ships, to hopefully help combat the insane upgrade times that occur occasionally.

  • Reduced the Science Ship MIA time for Experimental Subspace Navigation by half, since it is pretty much useless as it is now.

  • Added some missing code that may have been causing issues with how the AI was building their starbases. Hopefully you'll see them doing better now.

  • Removed the restrictions from the Space Factory starbase building so that any empire can build it.

  • Added in a missing Battleship bow section that was causing some issues with event-generated ships (especially in the More Events Mod).

  • Fixed a bug where Mega-Warforms were showing as a possible option on drop pods. This will never happen as they are too powerful for that feature.

  • Fixed some missing brackets in the Battleship section templates file.

Update: 11 mrt 2021 om 16:23

March 11, 2021 - Season 6, Episode 1: Planting the Flag...ship (Update 5 - Mod Version 6.1.5)
New Save Game Is Not Required

Fallen Empire ships have been boosted to NSC2 levels and should roughly match normal empires in firepower. You asked for it, now prepare to be crushed :slight_smile:

Changed the Strategic Coordination Center mega to give an appropriate number of starbase defense slots: 40/80/120.

Updated the Eternal Vigilance ascension perk to give 100 defense slots to starbases to match the mod's new numbering system. (This is enough for 10 new Platforms, 5 new Stations, or 3 new Fortresses.)

Since Eternal Vigilance is an underpowered ascension perk that takes up a valuable slot for little in return, we've updated it to also add 25 starbase capacity when you activate it.

Increased the S slots on the Destroyer Picket Bow to 4 (up from 3) for proper balance.

Added a new Broadside section option for the Juggernaut.

Starbase Anchorages now give 15 naval capacity each, and this increases to 25 each if you build the Naval Logistics Office.

Fixed a bug where the NSC2 reactors for the Ion Cannon were not appearing.

Fixed an incorrect modifier which caused the Stellar Cartography module's jump drive cooldown bonus not to work.

Fixed the same incorrect modifier on the Flagship Jump Drive.

Fixed a bug where the XL sections on Battleships would appear before the player had any XL weapon tech researched.

Fixed a bug where one of the Battleship's turrets wouldn't always show properly.

Adjusted the placement location of the Flagship Shipyard to appear in a more appropriate orbit when built.

Fallen Empires & Awakened Fallen Empires will no longer spawn uber-Flagships when the player completes their own Flagship.

Fixed a couple of reported bugs in the Freebooters origin.

Fixed a few minor localisation errors with NSC2-specific modifiers.

Update: 17 feb 2021 om 10:21

February 17, 2021 - Season 6, Episode 1: Planting the Flag...ship
Update 4 - Mod Version 6.1.4
New Save Game is Not Required
  • Starbase Defense Fortresses have received another overhaul - they are now worth the investment. Each Fortress now has roughly the same firepower as a Battleship and the same defense rating as a Dreadnought.

  • Added a new "Emergency Defense Initiative" edict where the player can boost the build speed of starbase defense stations, modules, and buildings by 300% for 1 year, at a very high cost of your monthly energy production. (This will be useful if a Crisis shows up or a war starts, and the player can enact this and build up their defenses rapidly for 1 year.)

  • There will now be a popup event when the Flagship is disbanded or destroyed, allowing you to fund a Special Project to make a new one. If you choose not to make a new one Immediately, then there will be a "Flagship Reconstruction" edict that you can enact at any time to start the process of building a new one.

  • Increased reactor power for the Fortresses to account for their new upgrades and for component mods such as ESC.

  • The Defense Grid Supercomputer, being a rare and valuable tech, has been upgraded to give 100 defense slots - enough for 10 new Platforms, 5 new Stations, or 3 new Fortresses.

  • Added the Battle Frame armies to the drop pods for Machine Empires. (We will not be adding the Mega-Warform due to it being too overpowered for use in drop pods)

  • Removed the Basic T Beam and Basic XL Beam from the mod, as they no longer serve a purpose and starbases were choosing to equip them instead of more powerful weapons.

  • Fixed a typo in the XL and T starbase modules to show the correct build limits.

  • Corrected various localsation entries for the drop pods to show that they can now only be equipped on the Escort Carrier.

Update: 13 feb 2021 om 9:00

February 13, 2021 - Season 6, Episode 1: Planting the Flag...ship
Update 3 - Mod Version 6.1.3
New Save Game is Not Required
  • Performed a long-overdue full redesign & rebalance on all starbase defense platform, station, and fortress sections. They should be actually worth building now, and can hold their own much better in a fight.
    WARNING: On save games, your Fortress design in the ship designer will appear to be blanked/bugged out. Don't worry! Simply click on the empty tabs where you'd normally choose a section, and the new section options will pop up. Choose your new sections, outfit them, and save the design. After that, upgrade your existing Fortresses for more DAKKA. This change does not affect Platforms or Stations other than you'll have empty slots in sections where more slots were added.

  • In this update, we are trying a few experiments with the AI to see if we can get them to build even better starbases and economy. This will be the first round of tests on various AI coding, eventually leading to a major update for the AI when we figure out how to make it do what we want it to do. The best way to test AI experiments is with our subscriber base - that is the most accurate feedback we could ever hope to get, given the unlimited number of playstyles and mod setups.

  • Unfortunately, after many hours of efforts, we are unable to make the Flagship Leader Transfer mechanic work properly. We have scrapped the idea permanently. Sorry guys, not everything is possible.

  • For the forseeable future, Federations will not be able to build Flagships at all. Player empires can still build them, but the code to try to get a Federation Flagship is proving to be nearly impossible, and so we will no longer be focusing on trying to make it work. This may change in the future, but for now, Federation Flagships have been scrapped.

  • Starbase hull points have been increased by 50% for all levels. (At this time, we've made no changes to base armor stats.)

  • Since starbases can only build one defense object at a time, starbase Platforms, Stations, and Fortresses now have build times of 30/60/90 days (reduced from 120/240/360). It should no longer take a decade or more to max out your starbase defenses.

  • Did another boost pass on most starbase economic buildings to make them more viable.

  • Titan reactors have received a significant boost in power to help with advanced weapons from ESC and other component mods.

  • Doubled the 3 tiers of drop pods to drop 10/20/40 armies (up from 5/10/20)

  • Fixed another bug with the Strike Cruiser PD weapons.

  • Fixed a bug where the wrong icon was being displayed for components in techs and such (was a green I instead of the purple C icon)

  • Updated the localisation for the drop pod armies to new flavor text.

Update: 13 feb 2021 om 4:14

Reverted to previous version of the mod and canceled all future updates for an indefinite period of time.