Stellaris

Stellaris

((( NSC3 - Season 1 )))
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Päivitys: 22.3.2019 klo 14.43

Minor Bugfix Update

Päivitys: 20.3.2019 klo 16.04

Version Update to 2.2.6

Päivitys: 20.3.2019 klo 16.04

March 20, 2019 - Season 3, Episode 2: Behavioral Therapy
Update 3 - Mod Version 3.2.2 - New Save Game is Not Required
  • Updated the mod files for Stellaris 2.2.6.
  • Based on community feedback, changed the Fleet Support Ship back to a normal military ship.
  • Added a new Advanced Behavior: Standoff (Range 200) - This computer will force the ships using it to stand off outside of normal weapon range, protecting them from most enemy fire but also preventing them from firing at the enemy themselves. Ideal for ships you want to stay out of combat as much as possible, such as the Fleet Support Ship. (NOTE: T class weapons may still be able to target ships at 200 range or higher, so be careful!)
  • Added in a System Modifier swap for the normal empire Starbase Admin building which will grant +2 Executives instead of +2 Administrators if you are a Megacorp
  • Buffed all FE/Crisis Ships to be more of a challenge for NSC2 Users. The changes are listed below.

Fallen Empires
FE Titan - Hull 80k, Shields +100%, Armor +100%, Upkeep -25%, Armor and Hull Regen +5%, +200% Damage, +100% Fire Rate
FE Battlecruiser - Hull 40k, Shields +100%, Armor +100%, Upkeep -25%, Weapon Damage +100%, Fire Rate +100%
FE Escort - Hull 10k Evasion +50 from +35, Shields +100%, Armor +100%, Upkeep -25%, Weapon Damage +100%, Fire Rate +100%
FE Defense Platform - Hull 15k, Shield +100%, Armor +100%, Upkeep -50%, Weapon Range +50%, Fire Rate +100%

The Scourge
Warrior - 10k Hull, Armor +15k, Tracking +25, Fire Rate +150%
Brood Mother - 15k Hull, Armor +15k, Tracking +25, Fire Rate +150%
Small Ship - Hull 5k, Armor +5k, Tracking +25, Fire Rate +150%
Swarm Queen - Hull 50k, Armor +50k, Tracking + 25, Fire Rate +150%
Scourge Starbase - 90k Hull, +90k Armor, Tracking +25, Accuracy +25, Weapons Range +50%
Sentinel Starbase - 100k Hull, +25k Armor, +25k Shields

The Unbidden
Battleship - 15k Hull, +15k Shields, Tracking +25
Cruiser - 10k Hull, +10k Shields, Tracking +25
Escort - 5k Hull, +5k Shields, Tracking +25
Portal - 500k Hull, Armor +25k
Dimensional Anchors - 40k Hull, +120k Shields, Tracking +25, Accuracy +25, Weapons Range +50%

Contingency
Warform - 8k Hull, +25k Shields, +25k Armor, Tracking +25
Seekers - 4k Hull, +10k Shields, +10k armor, Tracking +25
Nexus - 50k Hull, +25k Shields, +25k Armor, Tracking +25, Accuracy +25, Weapons Range +100%, Weapon Damage +100%
Platform - Hull 25k, Weapons Range +100%, Tracking +25, Accuracy +25
Core - 250k Hull, +100k Shields, +100k Armor, Weapons Range +100%, Tracking +25, Accuracy +25
Final Core - 500k Hull, +250k Shields, +250k Armor, Weapons Range +100%, Tracking +25, Accuracy +25

Cybrex Core - 250k Hull, +100k Shields, +100k Armor, Weapons Range +100%, Tracking +25, Accuracy +25
Heavy Station - 50k Hull, +25k Shields, +25k Armor, Weapons Range +100%, Weapons Damage +100%, Tracking +25, Accuracy +25
Light Station - 25k Hull, Weapons Range +100%, Tracking +25, Accuracy +25

Päivitys: 10.3.2019 klo 11.56

Minor Bugfix Update

Päivitys: 10.3.2019 klo 11.54

March 2, 2019 - Season 3, Episode 2: Behavioral Therapy
Update 1 - Mod Version 3.2.0 - New Save Game is Not Required
  • We have been given full permission to integrate the retired Advanced Ship Behavior Modules mod (https://sp.zhabite.com/sharedfiles/filedetails/?id=790455347) directly into NSC2, and we have done so with this update. Each ship class now has a new slot option for the behavior computer.

  • How To Use The New Behaviors: To use a custom ship behavior, first select one of the "NO AI" combat computer variants. This will still give your ships the selected bonus, but not set a fixed behavior like in vanilla. After this, select the behavior of your choice from the behavior list in the module slot below the combat computers. This is it, you're done. Now you can have multiple ship variants that follow different tactical approaches in combat. If you wish to use the vanilla behaviors, use the vanilla computers and the "Default" behavior from the list.

  • SPECIAL NOTE: This update can be used on saved games without any issues, but your existing ship designs will still be using the default vanilla computers and behavior until you refit their designs and upgrade the ships themselves.

Päivitys: 2.3.2019 klo 14.55

Minor Update

Päivitys: 11.2.2019 klo 15.39

February 11, 2019 - Season 3, Episode 1: Expanded Horizons - EMERGENCY UPDATE
  • Fixed the coding error with the Strategic Resource Factory megastructure.
  • SPECIAL NOTE: If you used NSC2 on a save game after the update from last night, there is a good chance that the AI has spammed megastructures due to the error. Now that this update is live, we don't know exactly what will happen with those AI megas. It is likely that in larger galaxies the AI will have spammed megas to the point where you will encounter severe lag problems as the game progresses. We highly recommend discarding any save games that were played between last night's update and now. We deeply apologize for the error and for the loss of any save games. Unfortunately there is no way to fix this issue if it did happen in your save game, we're unable to offer any support for that because there literally is no fix that we know of. (If you did not play between the update last night and now, your save games are safe.)

Päivitys: 10.2.2019 klo 17.44

February 10, 2019 - Season 3, Episode 1: Expanded Horizons
Update 2 - Mod Version 3.1.1 - New Save Game is Not Required
  • We have discovered that the Experience modifiers in Stellaris are broken, so we have rewritten the Crew Training Doctrines. The changes to each doctrine are below.
  • Naval Academy Training: -20% naval capacity, +10% disengagement chance, +5% weapon accuracy, +5% weapon tracking, +5% evasion
  • Rapid Training: +20% naval capacity, +10% piracy suppression, -10% disengagement chance, -5% weapon accuracy, -5% weapon tracking, -5% evasion
  • Artificial Intelligence Crews: +30% naval capacity, +10% ship speed, +10% evasion, -20% piracy suppression, -20% disengagement chance, -10% evasion
  • Slightly increased the power output for all NSC2 reactors.
  • The Matter-Energy Manipulation ascension perk now requires two other APs and the Mega Engineering tech before it becomes available.
  • Adjusted the placement coding for all NSC2 megastructures to make more sense.
  • Added coding so that building a NSC2 mega does not stop you from building another mega at the same time.
  • Added Diagnostician jobs to the Galaxy General Hospital.
  • Fixed a bug where the "Apocalypse Now?" tech was appearing when it shouldn't have been.
  • Fixed the Matter-Energy Manipulation ascension perk missing icon.
  • Changed the Kitchen Sink to boost Piracy Suppression, since the experience modifier wasn't actually working... we'll just sit here and eat popcorn while all of you try to figure out how a sink can suppress piracy :)
  • Fixed a bug in the NSC2 Human Namelist that caused it to not generate ruler names.
  • Renamed all NSC2 name lists so that they appear at the top of the list in the empire editor.
  • Added NSC2 compatible Hive and Machine name lists.

Päivitys: 3.2.2019 klo 16.05

February 3, 2019 - Season 3, Episode 1: Expanded Horizons
Update 1 - Mod Version 3.1.0 - New Save Game is Not Required
  • NEW MEGASTRUCTURE: Galactic Mall - The galaxy's largest consumer mall and shopping center, capable of producing an impressive amount of consumer goods. Uses a new model!
  • NEW MEGASTRUCTURE: Galaxy General Hospital - A massive hospital dedicated to the study of the various xenoraces in the galaxy and the analysis and treatment of the various diseases that affect these species. Uses a new model!
  • NEW MEGASTRUCTURE: Strategic Resource Factory - A massive industrial complex that can produce most of the galaxy's strategic resources at great cost of minerals and energy. Uses a new model!
  • NEW ASCENSION PERK: Matter-Energy Manipulation - This perk is required to unlock the Strategic Resource Factory.
  • NEW TECHNOLOGY: Galactic Mall - Unlocks the Galactic Mall megastructure.
  • NEW TECHNOLOGY: Galaxy General Hospital - Unlocks the Galaxy General Hospital megastructure.
  • NEW STARBASE MODULE: Orbital Housing - Allows you to add civilian population housing to your starbase.
  • NEW FEATURE: Fleet Doctrines - This is a set of 5 policies that allow the player to choose how they will focus the development, construction, and operation of their empire fleet.
  • NEW SPECIAL SLOT MODULE: MARS Weapon System - An advanced point-defense weapon system that provides bonuses to weapon tracking and range at the cost of rate of fire.
  • Added extra starting sensor range to Corvettes to allow them to act as scout ships that the player can send to new systems ahead of their valuable science ships.
  • Added a new section to Corvettes that can equip a PD weapon and missile weapon.
  • Added new section options to the Battlecruiser to make it more versatile and useful.
  • Added a special jump drive to the Flagship that has massive range and significant bonuses over the vanilla jump drives.
  • Added a second tier of the Strike Cruiser aura with larger effects. This unlocks automatically upon researching the Fleet Support Ship tech.
  • Changed the Drydock to a starbase building so it's limited to one per starbase, but the player can build as many as they want across their empire. The shipyard bonus was reduced from 8 to 5.
  • Removed the Titan from the list of auto-generated designs to prevent the game crash bug with the middle sections. Players must now manually create a Titan design once they research the ship.
  • Added a single PD slot on each of the three Spitfire Battleship sections, to help counter Torpedo/Missile corvettes.
  • Added three new sections for the Cruiser that have PD slots, one for each bow, mid, and stern.
  • Fixed some minor flaws with the Deflector Array special slot icon.
  • Updated Megastructure code to match new syntax in 2.2.3.
  • Adjusted the costs of all NSC2 techs to match the new vanilla costs.
  • Dramatically increased the tech costs of NSC2 reactors.
  • Fixed the Flagship and T weapon for the Obliterator Cannon to be an Artillery type weapon as it had no ai_tag for the targeting system.
  • Fixed Dark Matter Thrusters to follow the vanilla speed modifier.
  • Increased the cost of the Spitfire Battleship sections for balance purposes.
  • Added the NSC2 logo & version number to the main menu screen to assist us with troubleshooting when Steam does not update the mod properly. (It's not going away, so don't bother complaining about it.)
  • Updated the NSC2 loading screens to credit our Beta Test team, add a few people to the Special Thanks screen, and a minor graphical update to the Holy Flagship screen.
  • Many other minor bugfixes, tweaks, and balancing changes.

Päivitys: 18.1.2019 klo 20.04

January 18, 2019 - Season 2, Finale: The Le Guin Update (Update 8 - Mod Version 2.5.8)
  • Updated the mod code for Stellaris the 2.2.4 beta branch (The mod will also work fine for those staying on 2.2.3)