Stellaris
((( NSC3 - Season 1 )))
Visualizzazione di 271-280 elementi su 370
< 1 ... 26  27  28  29  30 ... 37 >
Aggiornamento: 4 mar 2017, 20:01

March 4, 2017 - v4.0.0 - New Save Game is Highly Recommended

Some of the new features of NSC require the Plantoids DLC and the Leviathans DLC to work properly. The mod will work without them if you don't have them, but you may not have access to all of the features.

  • 13 New Playable Races Added - AI, Ancients, Pirates, Swarm, 4 Unbidden Colors, 4 Fallen Empire Types, and a new made-from-scratch race called Creatures of the Void.
  • All playable races now have unique ships for every NSC class.
  • New city sets for Unbidden, Swarm, and Fallen Empire races.
  • Race portraits added for Unbidden & Swarm.
  • All races now have custom weapon locators to ensure that weapons are firing from logical points on each ship.
  • All races now have proper particles/effects, including engines, lights, energy core particles, and more.
  • Death animations for some ships have been fixed, new animations for the capital ships will be coming soon.
  • Flagship mechanics have been fixed so that upgrading no longer costs a fortune.
  • Superdreadnoughts now have 3 XL weapons instead of 2.
  • Strike Craft stats have been adjusted to make them more effective in combat.
  • Removed all vanilla weaponry overwrites so weaponry mods can be used with NSC.
  • The HQ Station Defense Fleet has been removed due to Paradox code changes that broke it.
  • Fixed the problem with "baby" ships sometimes appearing near or inside certain ship models.
  • The files for Elratie's Star Wars Empire & Rebellion Ships have been separated into their own patch (link below).
  • The files for Yorick's Star Wars Old Republic & Sith Empire Ships have been separated into their own patch (link below).
  • Fixed multiple errors with the Guardian Dreadnought, Technosphere, Galleon, & Wraith, including graphical glitches and missing weapons.
  • Thousands of other minor changes to remove errors and glitches throughout the mod.
NOTE: The localisation files have been changed in this update. Language translations will need to be updated to include the changes.

Aggiornamento: 24 dic 2016, 14:26

December 24, 2016 - v3.0.16 - New Save Game is Not Required
  • Added new icons for the Tier 3 XL weapons.
  • Added new research projects for the Tier 3 XL weapons.
  • Level 3 Pulsated Arc Emitter is now red.
  • Level 3 Graviton Lance is now green.
  • Level 3 Ultra Cannon is now azure/red.
  • Changed some of the Star Wars Sith Empire ship models to make more sense.
  • Changed some of the Star Wars Old Republic ship models to make more sense.

Aggiornamento: 20 dic 2016, 16:53

December 20, 2016 - v3.0.15 - New Save Game is Not Required
NOTE: The localisation files have been changed in this update. Language translations will need to be updated to include the changes.

Aggiornamento: 15 dic 2016, 20:53

Minor Bugfix Update

Aggiornamento: 15 dic 2016, 17:37

December 15, 2016 - v3.0.11 - New Save Game is Not Required
  • If you're using the NSC Formation Customization Addon, it has been updated and must be downloaded and installed again.
  • Fixed Advanced Zero Point Reactor having two different icons.
  • Added a few more Fungoid asset locator fixes.
  • Reworked the HQ station XL weapons. They are now equippable on any military station that has an XL slot (Meaning NSC is now compatible with the Citadel Stations mod) and they now have Tier 3 stats.
  • Tweaked Level 3 Frigate Flak Howitzer statistics. (Better line line with BOSP equivalent.)
  • Fixed Battle Fortress tech not saying "Unlocks Ship Type".
  • Updated some Capital Ship behaviors.
  • Updated Superdreadnought statistics: HP went from 5000 to 6000, and cost went from 7500 to 7000.
  • Flagship & HQ Station techs now locked for 45 years into the game instead of 75. 45 to 70 years now hard to get, but not impossible, much easier to find 70+ years in.
  • New event added for players in case they cannot find Flagship or HQ Station technology: type into the console event nsc_test.13, and it will automatically unlock them IF the player has BOTH Superdreadnoughts and Battle Fortress unlocked.
  • Added a new HQ station model and moved previous model to the Battle Fortress.
  • Localisation files have now been seaprated into categories, both for ease of coding and to make it easier on the translators.
NOTE: The localisation files have been changed in this update. Language translations will need to be updated to include the changes.

Aggiornamento: 5 dic 2016, 23:36

December 6, 2016 - v3.0.9 - New Save Game is Not Required
  • Mod code updated to 1.4 Kennedy compatibility.
  • The HQ XL weapons have been changed to unlock at XL Tier 1, and they have been given some small bonuses over regular XL weapons.
  • All perviously modified vanilla weapons have been set back to vanilla stats for the time being (to test exactly what Paradox changed in 1.4)
  • Because defense platforms are now a starting tech, Battle Fortresses have been given their own tech which will be available to research after Fortresses have been researched.
  • Battle Fortresses now have their own ACT tech to be researched, instead of being included in the Military Stations ACT tech.
  • Battle Fortress base armor has been increased from 88 to 100.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the changes.

Aggiornamento: 4 dic 2016, 15:44

December 4, 2016 - v3.0.8 - New Save Game is Not Required
  • Flak Overhaul Part Deux - We have made some further changes to Flak weapons afer getting feedback from our Discord users. Now, regular Flak guns have been moved back to large slots where they were before. The Frigate now has access to a new set of Flak guns with 3 levels, which include minor stat changes and bonuses specific to the Frigate only.
  • Frigates now have access to all torpedo weapons, however, Flak research is still required to unlock the Frigate torpedo sections.
  • Carriers now have the ability to equip large weapons, if you're willing to sacrifice hangar space.
  • Ship scaling has been reworked to make fleets look better and more realistic. Flagships are now much easier to spot within a fleet.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the changes.

Aggiornamento: 1 dic 2016, 21:13

Emergency Bugfix - Some files did not upload properly.

Aggiornamento: 1 dic 2016, 16:19

December 1, 2016 - v3.0.7 - New Save Game is Not Required
  • Frigate Overhaul - This update gives the Frigate a couple of unique bonuses that make it remain useful throughout the entire game. Flak guns have been moved to torpedo slots and restricted to the Frigate only, giving it the ability to serve as a more powerful PD ship. In addition, the Frigate also automatically receives a 50% bonus to the firing range of all of its weapons, to allow it to cover more area.
    IMPORTANT NOTE: If you have ships that had the Flak gun equipped before, they will need to be upgraded to replace the now empty weapon slots.

  • Fleet Formation has been changed to make fleets more effective. See this page on the NSC website for details: http://www.nscmod.com/fleet-formations/

  • A Fleet Formation Customization addon mod has been released to allow players to choose their own fleet formations. The download and info on how to use it can be found on this page: http://www.nscmod.com/fleet-formation-customization/

  • Removed unneeded HQ Station sections to remove errors from error.log

  • Cleaned up localisation file for organization, deleted duplicate entries, deleted two entries never to be used again.

  • The "DO NOT USE" sections that used to appear for the Cruiser and Battleship have been fixed and removed from the ship designer. If you had any ships that were using these sections (we told you not to LOL), you will need to redesign and upgrade them.

  • Added back on_action command for NSC flag event (for other modders).
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the changes.

Aggiornamento: 28 nov 2016, 7:09

November 28, 2016 - v3.0.6 - New Save Game is Not Required
  • Readded all vanilla XL weapons for XL segments so that people who reverse engineer Fallen Empire weaponry can unlock the segments.
  • Added 3 new XL weapons specifically designed for the HQ station that can fire in all directions.
  • Fixed issues with weapon locators on the Fungoid capital ships.
  • The income bonus from Mining Bases and Power Stations has been reduced by half (100% bonus instead of 200%) - they were way too overpowered as they were.
  • Redesigned the Drydock station - It now has a new weapons loudout and increased utility slots to address not having enough power. Be sure to do an upgrade if you have any built.
  • Adjusted the fleet formation defines numbers a bit to make fleets and battles look better.
  • Added an event flag in the mod code to allow another mod to check if NSC has been installed by the player.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the changes.