Stellaris
((( NSC3 - Season 1 )))
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Mis à jour le : 13 sept. 2016 à 20h37

  • Governor's Mansion bonus has been reduced by 80% for balance (Each building now provides only 0.2 influence instead of 1). The build costs and time for the building have also been reduced by 50%.
  • Fixed some small bugs with fighters on the Flagship and Carrier.
  • Balanced one of the Flagship sections with less weapons but an extra hangar bay.
  • Added a new pinned topic in the forums with a Custom Namelist Template for all of the new classes.

Mis à jour le : 7 sept. 2016 à 17h14

Bugfix update.

Mis à jour le : 4 sept. 2016 à 19h46

Uploaded Accidental Missing Files

Mis à jour le : 4 sept. 2016 à 19h16

  • Fixed the AI code so that it will build the improved NSC versions of the vanilla ships.
  • Fixed a few bugs with turret locators.
  • Fixed the Advanced Assembly Yards so they improve speed and cost for the improved vanilla classes.
  • Fixed the scaling issues with the Plantoid ships.
  • Official Readme updated with more info about how some confusing things in the mod work.

Mis à jour le : 4 sept. 2016 à 10h31

Minor Bugfix Update

Mis à jour le : 4 sept. 2016 à 10h16

Major Bugfix Update

Mis à jour le : 3 sept. 2016 à 20h42

  • We have added all of the code necessary to hopefully restore compatibility with most of the major mods that people were having trouble with.
  • All of the ships/stations in this mod, both the new classes and the improved vanilla classes, will now have (NSC) beside their name in the game. This differentiates them from the normal vanilla classes and helps the mod to stay compatible with others like it was in v2.0.
  • You don't need to start a new game for this minor update. If you started a game with the 2.5 update from earlier today, you can still use that game.
  • Check your ship designs and make sure that they're fully equipped - we tweaked the weapon loadouts on a few classes, so you may need to upgrade your ships to add the new slots.
  • SPECIAL NOTE: For the time being, the "extra" races (Fallen Empires, AI, Swarm, etc) will show mammallian ship models for the NSC versions of the vanilla ships. We're working on fixing this but it's trickier coding. For now, avoid building those ships and use the default vanilla versions instead. We'll get another update out as soon as we can to fix this.
NOTE: The localisation file has been changed in this update (This is a MAJOR change to the file, lots of new code added and changed). Language translations will need to be updated to include the new text.

Mis à jour le : 3 sept. 2016 à 9h19

Minor Bugfix Update

Mis à jour le : 3 sept. 2016 à 0h00

  • All ships and stations have been redesigned and balanced for the best gameplay experience possible.
  • Nearly all ships and stations have completely new weapon and utility configurations.
  • All ship speeds have been recalculated for best balance and gameplay.
  • This update overwrites some vanilla files, as listed in the section below. Some mods may no longer be compatible with this one.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the new text.

Mis à jour le : 28 aout 2016 à 0h31

  • As per multiple requests, I checked and verified that the Science Cruiser Automated Defense system is working properly.
  • Did a redesign on the mining stations and power bases. Read the section below for changes, there are major differences in how they work.
  • Battleship weapons loadout increased to bring it into balance with the other ship classes.
  • The build block radius for most stations has been reduced. This will allow you to place stations closer together. The Battle Fortress has a very large radius for balance.
  • Adjusted the evasion values of some ships for balance.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the new text.

CHANGES TO THE MINING BASE & POWER STATION
You can build up to 8 of these stations, one per colonized system, for a 200% bonus to colony production and +5000 to storage, but they will cost a significant amount of the other resource to maintain each month. Do not build more than 8 of either, or their maintenance costs will skyrocket.

BASE BONUSES
  • Bases must be built in a colonized system to recieve the bonus, and the bonus only affects colonies, not mining stations.
  • Base Upkeep Discount: Starts at -110% at level 1. Drops by 10% for each level (-110%, -100%, -90%, -80%, -70%, -60%, -50%, -40%)
  • Cost: Starts at 1% of your total monthly income of the other resource at level 1. Increases by 1% for each level (1%, 2%, 3%, 4%, 5%, 6%, 7%, 8%)
  • Production: Doubles the production of all colonies in the system it is placed in. Only one base per system is effective.
  • Storage: Starts at +5000 for level 1. Increases by 5000 for each level (5000, 10000, 15000, 20000, 25000, 30000, 35000, 40000)
  • WARNING: If you build more than 8 bases, the monthly energy AND mineral costs of the stations will skyrocket. This will break your empire!