Stellaris

Stellaris

((( NSC3 - Season 1 )))
Viser 101–110 av 370 bidrag
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Oppdatering: 1. nov. 2020 @ 2.24

Oppdatering: 11. sep. 2020 @ 15.21

Oppdatering: 6. sep. 2020 @ 10.50

Oppdatering: 14. mai 2020 @ 16.17

Oppdatering: 28. apr. 2020 @ 10.58

Oppdatering: 27. apr. 2020 @ 8.46

April 27, 2020 - Season 5, Episode 1: Watch The Skies
Update 1 - Mod Version 5.1.1 - New Save Game is Positively Absolutely Required (Seriously)
  • SPECIAL NOTE: We were planning to add a new Relic with an entire event chain associated with it, but we haven't quite finished it yet, and didn't want to delay release again. We will release it along with whatever bug fixes we need to do in our next update later this week. If it works properly and people like it, we'll do a Relic episode in the future with more!
  • The Official NSC2 Wiki will return, but it is going to take me some time to rewrite the entire site to match all of the updates we've done over the last couple seasons. Please be patient as I work on this. Until then, if you have a question about how something works, the quickest way to an answer is to join the NSC2 Discord linked above.
  • Lithoids Compatibility - Thanks to Paragon (Creator of the United Fleet and Kurogane Extended shipsets), we have managed to make the Lithoids ships compatible with NSC2. Please note that most ship configurations fit together just fine, however there may be a few combinations that don't fit together absolutely perfectly. There is nothing more we can do with this and bug reports about it will be ignored.
  • Headquarters Station - This station is classified as a Juggernaut, however it does not have any shipyards. It is very heavy armed and tough. It is capable of slow movement only within the system it was built it - it DOES NOT have FTL capability. It provides your empire with substantial fleet-related bonuses once built.
  • Planetary Assault Pods - These new drop pods can be equipped in a special L slot on Escort Carrier and Carrier class ships. These pods are capable of automatically dropping a specified number of armies onto an enemy planet as soon as the ship moves over it. You will not be able to take over large enemy strongholds or capital planets with these small armies, but they can take over minor enemy planets without the need to bring along dedicated troop transports.
  • Escort Carriers and regular Carriers now each have a new "Invasion" section that features only one single L slot. That L slot is intended to equip the new drop pods and house your invasion armies.
  • Carriers have had all L slots removed from their sections and replaced with G slots, so that the only L slot available on the Carrier is for the drop pods.
  • Fixed a major bug in which starbases did not equip weapons or other modules once you had built 12 modules total. (We thought this was a vanilla problem but we found the solution.)
  • Renamed the Level 6 starbase the Grand Citadel and renamed the Level 7 starbase to Solar Stronghold.
  • Added 3 tiers of new auxiliary Bombardment enhancement components. Tier 1 unlocked at Cruisers, Tier 2 at Battleships, Tier 3 at Dreadnoughts.
  • Added new NSC2 Humanoid name list submitted by a mod user.
  • Changed the Mega Shipyard megastructure Levels 1/2/3 so they now hav 10/30/50 shipyards, provide 100/200/800 starting ship experience, and increase shipyard build speed empire wide by 33% / 75% / 125%.
  • Used the old Galaxy Hospital model for the new HQ station and changed the Hospital to new models.
  • Changed the name of the Galaxy General Hospital to the Galactic General Hospital. Gave the mega 3 new models, one for each of the 3 levels. The 3 levels have been renamed Galactic Clinic, Galactic Medical Center, and Galactic General Hopsital.
  • Galactic General Hospital changes - Removed happiness bonus, removed growth bonus modifiers on the structure itself, increased the jobs for each level, and doubled the growth rate of the jobs and made it apply to all empires.
  • Changed the layout of the vanilla Juggernaut section and added 3 more possible section options.
  • We have changed the Advanced Behavior Computers. We have removed all bonuses from the Advanced Behavior Computers and changed them into Advanced Tactics, meaning that now you will equip a normal combat computer in the top slot, and then if you want an advanced tactic, you equip it in the second slot. If you do not want to use an advanced tactic, you can equip the "Use Default" tactic.
  • Increased max command limit from 500 to 1000.
  • Increased base command limit from 20 to 50.
  • Increased base fleet capacity from 20 to 50.
  • Removed the Fleet Command Center megastructure.
  • Removed all restrictions on all Combat Computers. Any ship can now equip any computer and any behavior (Except the NSC2 AI computer, which still has its original restrictions.)
  • Changed Exploration Cruiser to now unlock shortly after Destroyers (roughly 10 years into the game), to make it available earlier.
  • Gave the Level 2 Exploration Cruiser the option of equipping a single hangar bay onto each of its two mid missile sections (2 total).
  • Gave the Level 3 Exploration Cruiser the option of equipping two hangar bays onto each of its two mid missile sections (4 total).
  • Reduced the monthly Research that the Exploration Cruiser Science Lab components generate from 50 to 10.
  • Increased the build cost of the Level 2 and 3 Exploration Cruiser to match their firepower.
  • Most of the localisation in the mod has been rewritten to provide more interesting and flavorful descriptions of a lot of items in the mod. Enjoy the new text!
  • Edited the section templates files so that the first weapon in a locator spawns a turret, and any others that are repeated in that locator have the invisible turret model. This results in the ship having only one visible turret model per emplacement, reducing the "cluttered" look of multiple turrets per emplacement. (NOTE: This hasn't quite been finished on the Exploration Cruiser and Flagship, but will be in a future update)
  • Adjusted the bonuses and maluses of the Blue Sky and Black Sky doctrines to make more sense and help with balance. They are also now locked behind Battlecruiser & Starbase 3 techs.
  • Fleet Composition doctrines will not appear until you have researched at least Battleships.
  • Fleet Armament doctrines will not appear until you have reached Tier 3 weapons.
  • Fleet Defensive doctrines will not appear until you have reached Tier 3 armor and shields.
  • Added the System Agriculture Terminal starbase building. It's the food equivalent to the mining and power starbase buildings.
  • Increased the Colossus HP and armor slightly, and added a few extra utility and aux slots.
  • Added some extra instruction localisation to the a couple of confusing NSC2 features (The NSC2 AI Computer & The Hyperlane Generator/Remover System) to help players understand how to use them. More of this type of text will be added in future updates.
  • Many other miscellaneous minor tweaks and bug fixes.

Oppdatering: 16. apr. 2020 @ 7.29

PDX Launcher Error

Oppdatering: 16. apr. 2020 @ 5.54

Oppdatering: 1. apr. 2020 @ 0.29

Oppdatering: 31. mars 2020 @ 22.04