Stellaris
((( NSC3 - Season 1 )))
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Ενημέρωση: 9 Νοε 2017 στις 8:01

BUGFIX IX:

One last attempt to rebalance and fix the new edicts: made them cost 250 influence and 2.5 monthly influence per edict, limited now to 10.

Ενημέρωση: 8 Νοε 2017 στις 17:42

BUGFIX VIII:

FIxed issue where edict costs were not removed properly. Had to use monthly pulse unfortunately, but it will work.

Ενημέρωση: 8 Νοε 2017 στις 6:44

BUGFIX VII:

Updated Edict "ending" check to include 5 years and 6 years 3 months.

Ενημέρωση: 7 Νοε 2017 στις 13:44

BUGFIX VI:

Corrected value costs for the edict cost count so that having any of the edicts activated twice no longer costs 10x more than it should.

Ενημέρωση: 6 Νοε 2017 στις 18:55

BUGFIX V:

Removed the Mining Base and Power Stations in favor of planetary edicts available from game start, limited to 25.

Removed AI support for the Custom Office Spaceport Module.

Ενημέρωση: 3 Νοε 2017 στις 7:52

EMERGENCY BUGFIX IV:

Updated more coding to prevent other potential issues with Guardian coding changes.

Ενημέρωση: 2 Νοε 2017 στις 9:49

EMERGENCY BUGFIX III:

Fixed issue where attacking the Technosphere and destroying it caused CTD.

Ενημέρωση: 1 Νοε 2017 στις 18:44

EMERGENCY BUGFIX II:

Further safeguards to prevent the Drake from remaining after retaliations.

Ενημέρωση: 1 Νοε 2017 στις 18:23

EMERGENCY BUGFIX:

Fixed issue where Drake would retaliate against an empire then remain in that empire's system without returning home.

Ενημέρωση: 1 Νοε 2017 στις 10:17

November 1st, 2017 - V7.1.0 - Efficiency/Improvement Update

A new game is HIGHLY RECOMMENDED, but not necessarily required.
  1. Merged Folk's Automated Behavior Adjustment mod into NSC to fix issues with ship behaviors. Merged with permission.
  2. Made new versions of the "Governor's Mansion" for Hive Minds and Machine Empires since they aren't affected by happiness. New versions have their own icons, descriptions, and "corruption" modifiers. All "Mansions" now require level 2 Capitals.
  3. With permission from Tobori, we have (within certain conditions) included his excellent AI Shipset into NSC, overwriting the previous NSC supported AI Shipset. As part of the agreement, all credit for the shipset goes to Tobori (rightfully) and our version of the shipset is not allowed to change colors. Any further changes/developments of this shipset will need further permissions.
  4. Done what should have happened a few patches ago: added NSC Weaponry to NSC Component Feature.
  5. Setup the "necessary reactors" so they are only activated without the NSC Component Feature if no "known/accepted" component mod (ESC, BOSP, CRYST) is active.
  6. Added option to switch which player is the NSC Control Player, so that (eventually) the "desired" player will have control, host or not.
  7. Made a "cancel postpone" option for the NSC Features Menu so players can cancel their Playable Guardian postponement decision at any time. Also, disabling the Playable Guardian Feature itself will end the postponement.
  8. Overhauled the Guardian Event file even further to fix numerous issues, including long known issues about the Technosphere & Drake events.
  9. Overhauled the Hidden Paradise system, removing the Gaia world for a Ring World and increasing the difficulty of the Guardian.
  10. Fixed Dimensional Horror so it will be able to turn on command, and hopefully automatically turn to engage enemies to fire its "mouth lance."
  11. Removed the Wraith spawning in doubles because it made them become far too powerful.
  12. Changed Wraith "countdown timer" from 5 years to 15 years to give players more time to prepare for the recently boosted Wraith.
  13. Wraiths should now avoid Enclave systems if they are allowed to roam the galaxy unchecked.
  14. Wraiths will now enter systems within empire boarders, but will not enter any capital system. Wraiths will avoid Fallen Empire space.
  15. Corrected "assumed" capital tiles on Guardian planets to produce energy versus food. All Guardian habitable worlds will now spawn different resources in random values.
  16. Add notification messages for all players if the AI or another player defeats a guardian and tells them a new system has spawned somewhere.
  17. Fixed certain Playable Ether Drake spawn options from producing the wrong color or incorrect FTL Drive. There may still be more.
  18. Changed the military power the AI will try to get to engage Guardians from 40K to 60K.
  19. By request, changed the models around for the Creatures of the Void shipset so the Light Carrier is the Amoeba Mother instead, with a new unique color.
  20. Updated loading screens so they match NSC V7, including updated credits screen.
  21. Fixed issue where the initial NSC Component accept/decline message showed up multiple times in multiplayer.
  22. Removed "technology" error spam from NSC caused by AI Challenge support for Component Mods. While "duplicate technology" errors will appear if ESC, BOSP, or Crystallis are active, the errors will be much less than previous numbers.
  23. Update localisation so that if the player has postponed Playable Guardians, they have a better option desc than "I already have a Guardian," which makes no sense.
  24. Updated a lot of localisation to fix grammatical issues/errors. This is the one thing that will never, ever end.