Stellaris

Stellaris

((( NSC3 - Season 1 )))
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Pembaruan: 4 Mar 2018 @ 9:48pm

March 4, 2018 - Emergency Secondary Bugfix Update - Version 1.0.2
New Save Game is Not Required.
  • Fixed the ship upgrade techs so they don't appear at game start.
  • Fixed more localisation errors.
  • Fixed a missing tech icon.

Pembaruan: 4 Mar 2018 @ 6:26pm

March 4, 2018 - Bugfix Update 1 - Version 1.0.1
New Save Game is Not Required.
  • Added code that makes the mod compatible with those who do not have the Apocalypse DLC. (NOTE: You will not have access to Titans, the Colossus, or T weapons without the DLC)
  • New Starbase Building: New advances in micromanagement allow this building to do the same amount of nothing as was done before, but much more efficiently. (It actually generates a bit of happiness, influence, and unity, limit of 5 per empire.)
  • Added new hull point boost techs for all classes.
  • Added improved build speed and cost techs for all classes.
  • Fixed the AI weights on NSC2 reactors, hopefully this will make the auto designer choose the proper reactor.
  • Slightly increased building slots on the lower starbase levels to make upgrade progression make a little more sense.
  • Added the missing localisation for all of the reactor techs added by NSC2.
  • Fixed the ridiculous scaling of the Mammalian Flagship.
  • Fixed the scaling of the Humanoid starbases.
  • Many other minor bugfixes.
  • Various other localisation fixes.
  • Fixed various missing icons.

Pembaruan: 3 Mar 2018 @ 5:20pm

Emergency Bugfix Update

- Fixed "empty" PD slots on Flagship and Titan.
- Added the missing reactor for the Battle Fortress.

Pembaruan: 3 Mar 2018 @ 3:59pm

March 3, 2018 - Season 1 Episode 1: A New Beginning - Version 1.0.0
New Save Game is REQUIRED. (Titans could bug out severely if you don't start a new game)
The Apocalypse DLC is REQUIRED to use NSC2 properly.

IMPORTANT: This is the first release of an entirely new version of NSC. As such, there probably are bugs and balance issues that still must be fixed/sorted out. The best way to report bugs or issues is to join the NSC Discord linked above and post in the #nsc2-bug-reports channel.

  • Rewrote the entire mod from the ground up, removing a lot of the extra fluff that took the original NSC away from its original intent: ship classes. We do still have some extras in NSC2, but they're at least somewhat related to ship classes and space combat.
  • New Starbase Module: Drydock - An upgraded version of the shipyard, the Drydock can construct multiple ships simultaneously and provides some nice bonuses. Limited to one per empire.
  • New Starbase Building: Sensor Station - Increases the sensor range of the base.
  • New Starbase Building: Naval Headquarters - Can only be built on Citadel starbases. Adds significant country level bonuses to the base it's built on, but limited to one per empire.
  • New Starbase Levels: The old vanilla Citadel has been renamed to the Battle Fortress and has slightly improved stats. The new and improved Citadel starbase has been significantly enhanced to be the ultimate command and defense base.
  • Frigates, Light Carriers, Heavy Carriers, and Supercarriers are now upgrades of other classes rather than their own separate classes.
  • All ship section options have been redesigned. Now, every section is unique and has a different cost to benefit ratio - sections with more firepower are more expensive and sacrifice defense.
  • The base cost of all classes now comes from which sections you choose to equip rather than being a static number.
  • Titans have replaced Superdreadnoughts in the mod, and their build limit has been increased to 1 per 100 fleet capacity with no maximum.
  • Citadel starbase can equip a single special Titanic beam called the Atomic Phase Disintegrator that can fire in any direction.
  • Fighters and bombers have been seaprated out like they were in 1.9, to be properly used by Carriers.
  • Starbases now have two more defense options: the Defense Station and Defense Fortress, each taking up 4 and 8 defense slots respectively.
  • Flagships now have their own unique Titanic size weapon with improved stats.
  • All class-restricted components have been modified to fit onto NSC2 classes.
  • Ship Designer slot graphics overhaul - new colors make it easier to design ships efficiently.
  • Fleet capacity soft cap of 1000 removed. (Set back the way it was in 1.9)
  • Minor changes to some of the Special Components to fix broken/removed modifiers.
  • Kitchen Sink renovated. No, we still don't know why it requires power.
  • Lots of other tweaks and changes that I can't remember at the moment because it's 37 minutes to release time as I write this and I am way behind.

Pembaruan: 1 Feb 2018 @ 1:28pm

February 1st, 2018 - Minor Bugfix

Fixed an issue with the Guardian Warp drive not appearing in the designer for use once the player has the required tech.

Pembaruan: 13 Des 2017 @ 11:25am

December 13th, 2017 - V7.1.6 Bugfix

Updated mod again with an improved fix of the formation spacing issues. Thanks to Beret (David) for his help here.

Pembaruan: 13 Des 2017 @ 7:24am

December 13th, 2017 - V7.1.6 Bugfix

Updated the mod in an attempt to fix the "too much" spacing formation issue.

Pembaruan: 12 Des 2017 @ 6:22pm

December 12th, 2017 - V7.1.6

Thanks to AlphaAsh & Beret (David), we have discovered the issues that caused our formation defines not to work, and now fleet formations are much better.

Pembaruan: 10 Des 2017 @ 4:15pm

December 10th, 2017 - V7.1.5 - Humanoids Pack DLC Update
  • Updated mod to support Humanoids Shipset.
  • Fixed color tinting issues with most cultures.
  • Fixed issue where "hanger area" on Avian Cruiser mid segment wouldn't color tint with the rest of the ship.
  • Removed what little mineral support there was from AI Challenge Feature.
  • Reduced Capital Ship scaling to help with fleet formatiions... a little.

Pembaruan: 7 Des 2017 @ 11:15am

BUGFIX XIX BUGFIX:

Updated the mod to support Patch 1.9. Also fixed certain modifiers not working properly for special components.