Stellaris

Stellaris

((( NSC3 - Season 1 )))
Menampilkan1-10 dari 370 kiriman
< 1  2  3 ... 37 >
Pembaruan: 23 Mei @ 5:06am

New Save Game is Not Required[/b][/h1]

  • Increased the power levels of all vanilla reactors to compensate for NSC's higher power requirements.

  • Increased the Starbase reactor power to address reports of weapon slots not being properly filled.

  • Fixed multiple bugs with jobs produced by starbase buildings (hopefully we got them all this time, let us know if you spot any issues!)

  • Fixed a bug with the Corvette reactor power levels not scaling properly.

  • Fixed a bug where the Explorer didn't have the slot available to equip a cloaking device.

Pembaruan: 14 Mei @ 7:38pm

May 14, 2025 - Season 1 - Update 17 (Mod Version 1.0.17)
New Save Game is Not Required
  • Fixed a bug where the Dreadnought XL bow would not appear as an option after researching XL weapons.

  • Fixed a bug where the NSC starbase levels did not have a reactor at all.

  • Fixed a bug with the Strike Cruiser Hyper Scrambler weapon showing the XYZ error box by changing the weapon to a Small slot instead of a PD slot.

  • Fixed a bug where the Spitfire weapons did not show as options after the tech was researched.

  • Fixed some broken localisation for NSC starbase levels.

  • Added a temporary NSC-level reactor for Bio starbases so they can be fully equipped. (This will be expanded and balanced in Season 2).

Pembaruan: 9 Mei @ 11:51am

May 8, 2025 - Season 1 - Update 16 (Mod Version 1.0.16)
New Save Game is Not Required
  • Boosted the slot counts of all Bioship and Offspring Bioship classes so they can be somewhat competitive with NSC ships. This boost has not been balanced, but is just a temporary measure until we do a full overhaul of the Bioships for Season 2. Please note that there will be some overlap in the UI until the UIOD mod finishes their new ship designer window, but it should still be usable for the time being.

  • All starbase modules and buildings updated to work properly with 4.0.

  • All starbase modules that generate jobs will generate 100 instead of 300 each, for balance.

  • Public Markets changed jobs from Merchant to Trader

  • Added a couple of missing/outdated icons and localisation.

  • Fixed Offspring Ships not having Logistics Upkeep

  • Minor code updates for 4.0.5 and 4.0.6.

Pembaruan: 7 Mei @ 10:34am

Minor Bugfuxes

Pembaruan: 7 Mei @ 9:30am

Minor Bugfixes

Pembaruan: 6 Mei @ 3:25pm

May 6, 2025 - Season 1 - Update 15 (Mod Version 1.0.15)
This is a minor update that should work fine on existing games.
  • Return of the Jed... erm, Strike Cruiser - As an apology gift for mesing up the 4.0 update, and in appreciation for everyone being patient and supportive while we fixed our mistakes, when you start up your game and reach the proper tech level, you will notice that the Strike Cruiser has returned as its own separate ship class. In addition, it has a new weapon that fits into the PD slot - the Hyperdrive Scrambler, which can target ships directly and shut down their FTL drives! At this time, the Strike Cruiser just has the sections that were used for the Cruiser upgrade, but we'll be adding more and doing more with the Strike Cruiser in Season 2!

  • Fixed all bugs causing problems with NSC ships not working in 4.0 (HOPEFULLY!!)

  • Fixed numerous other bugs and errors discovered during testing.

Pembaruan: 5 Mei @ 4:01pm

May 5, 2025 - Season 1 - Update 14 (Mod Version 1.0.14)
This is a minor update that should work fine on existing games.
  • Added a new tech file to overwrite the individual techs for Battleship and Titan, to make sure that Battlecruiser and Dreadnought techs pop up in the appropriate order. With this change, NSC now no longer overwrites the vanilla Engineering tech file, which should drastically increase compatibility with other mods that make changes to vanilla engineering techs.

  • Fixed a bug where the Explorer and Cruiser did not have proper access to their cloaking devices. Explorers will now use the same cloaks as vanilla Science ships.

  • Fixed a coding bug with the Diagnostician job given by the Galactic Hospital.

  • Fixed several minor coding bugs with NSC starbase buildings & modules.

  • Changed the Diagnostician job to remove bonuses that no longer exist in 4.0 and added new bonuses.

  • Removed several NSC loading screens to save file space (some are still present for troubleshooting purposes and because I like them.)

  • Fixed a bug where localization files other than English did not update properly for 4.0.

Pembaruan: 5 Mei @ 3:30am

Emergency Bugfix Update #1

Pembaruan: 5 Mei @ 2:11am


May 5, 2025 - Season 1 - Update 13 (Mod Version 1.0.13)
New Save Game is Absolutely Required For Stellaris 4.0

Updates & Bug Fixes
  • Mod updated for Stellaris 4.0.

  • Fixed the Diagnostician job not working properly for Gestalt empires.

  • Fixed a bug that allowed the Flagship to be built by Federations.

  • Fixed a bug where Explorers could not be built at Beastports.

  • Fixed a missing section name for the Level 3 Explorer.

  • Fixed missing names and descriptions for the 4th and 5th levels of the Galactic General Hospital megastructure.

  • Fixed a bug that was causing the Planetary Construction Office to not work properly.

  • Made a few code changes in an attempt to fix some of the "broken" ship behaviors given by the NSC Combat Computers. (We won't know if this actually works until the community can test it out.)

New Features & Feature Changes
  • The NSC Mod Menu has been removed for the time being, and will be redesigned in the future with more stable and bug-free coding.

  • The Machine Shipset has been removed since the original creator of it recently updated the original mod here: https://sp.zhabite.com/sharedfiles/filedetails/?id=2077186491

  • Ships no longer have access to ALL combat computers/behaviors - ships now have access only to the behaviors that make sense for that class. (This should help in combat computers running off the screen when using multiple mods that add computers.)

  • The Mothball Fleet feature has been disabled pending a rewrite of its coding necessary to make it less buggy and more useful.

  • Added cloaking devices for the Explorer class.

  • The Strike Cruiser Interdiction module has been moved to the Aux slot and now has a limit of 1 per ship.

  • The Strike Cruiser now has access to a targeted FTL Disruptor weapon, and can equip 2 per ship.

  • The Privateer Operation doctrine now reduces logistic upkeep of ships and increases trade output of jobs (Its former functions are no longer relevant after 4.0. This doctrine will be renamed something more appropriate in the future.)

  • Renamed the Federal Reserve Bank starbase building to Central Reserve Bank, since not all governments in Stellaris are federalized.

  • Changed the build limit on Level 1 Explorers from 3 to 4. Limit is still capped at 10 after Level 2 is researched.

Pembaruan: 3 Nov 2024 @ 1:23am