Stellaris
((( NSC3 - Season 1 )))
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Aktualizacja: 13 maja 2023 o godz. 8:41

May 13, 2023 - Season 8 Update 1 (Mod Version 8.1)
New Save Game is Absolutely Required
  • Mod code updated for Stellaris 3.8 Gemini.

  • NEW NSC2 Mod Menu: We have added an advanced configuration menu to NSC2. It will automatically pop up when you start a new game, and can be accessed at any time during a game via the Edicts screen or via the Mod Settings button if using Dynamic Mod Menu. This new menu will allow you to configure NSC2 to your liking by selecting which features of the mod you want to use during the game. It also includes a FAQ section with the most common questions the dev team gets asked. Please make sure you read all instructions the first time you use the menu so you know how it works! Also please note that not ALL NSC2 features can be turned on and off, as some things are required for other things in the mod to function. We have provided as much customization as is possible.

  • Flagship Change: The Flagship shipyard has now been changed into the Grand Shipyard, which is an actual shipyard where you build the Flagship as you would any other ship class at a starbase. The Grand Shipyard features 5 shipyards and can build the Flagship, the Colossus, the HQ station, Juggernauts, Titans, and Dreadnoughts with bonuses of -50% build cost and +50% build speed. (The Flagship event chain still exists, but has been altered a bit so you can build the Flagship directly rather than wait for the event to spawn it and hope it works properly.)

  • The Machine Shipset (https://sp.zhabite.com/sharedfiles/filedetails/?id=2077186491) is now part of NSC2 directly until the original author returns to modding, if she chooses to do so. You can unsubscribe from the main mod on the Steam workshop for now as it is all built in to NSC2 directly. We have gone through and fixed all errors and issues that we could find with the set since it became outdated.

  • Offspring Destroyers, Cruisers, and Battleships now have access to the same ship sections & upgrades as the NSC2 versions of those ships. (We may expand Offspring stuff in the future when we have a chance.)

  • Removed the Prototype Exploration Cruiser event chain. Level 1 Exploration Cruiser tech will now be given via event near the start of the game and will be upgradable to Levels 2, 3, and 4 with tech research. The event which allows you to upgrade your science ships into Exploration Cruisers will happen after you research Level 2.

  • Exploration Cruisers will be limited to 3 at game start and will increase to a total limit of 10 once Level 2 tech is researched.

  • Increased the build limit of Colossus class ships from 1 to 3.

  • Removed the build limit on Titan class ships.

  • Added 3 more weapon and utility sections to the Juggernaut to make it more effective at combat and defense (this is a 300% increase from what it was before).

  • Increased the Juggernaut shipyard capacity from 6 to 15.

  • Increased the build limit of offspring ships by 3x (Original limit was 200 naval capacity, now it is 600).

  • Changed the lowest range on advanced combat tactics from 40 to 30 to account for recent vanilla weapon changes.

  • Added a build limit of 6 to the Starbase Detection Array module to keep cloaking from being completely useless due to the larger number of starbase slots in NSC2.

  • Added the missing HQ Station models for some of the more recent DLC species.

  • All Defense Platform, Station, & Fortress sections that can equip torpedoes now require torpedo tech before they can be used. (This will prevent the AI from building defenses with no weapons.)

  • Increased all Strike Cruiser reactor power levels by 30%.

  • Removed the 4 sizes of Solar Panels from the Starbase Buildings list and instead added one to the Modules list, which can be built more than once.

  • Removed the Power Station from the Starbase Modules list (replaced by the Solar Panels)

  • Added the Defense Station and Fortress to the Emergency Defense Initiative edict.

  • Reduced the default build time for Defense Stations from 150 days to 90 days.

  • Reduced the default build time for Defense Fortresses from 360 days to 120 days.

  • Reduced the range and tracking on the Harrington Missile Pod (the stats it had were for testing, they weren't meant for the final version).

  • Changed the Anchorage starbase module to give 20 naval capacity each and an extra 10 if the Naval Logistics Office is also built.

  • Fixed a bug where the Molluscoid Dreadnought's ship sections were all crammed together. (Can't believe no one noticed this for 5 months! LOL)

  • Fixed a couple bugs with NSC2 starbase and Flagship weapons not having proper ranges and firing arcs.

  • Fixed a bug with small gaps between the Arthropoid Dreadnought and Flagship ship sections.

  • NSC2 cruise missiles, X slot, and T slot weapons will now prioritize targets in this order: Flagship, Titan, Dreadnought, Battleship, Battlecruiser, Carrier.

  • The Electro-Magnetic Flux Cannon and Atomic Photon Flux Cannon will now prioritize targets in this order: Corvette, Destroyer, Cruiser and Strike Cruiser.

  • Fixed a bug where the Multiphasic Sensor Module not giving its Sensor Range bonus.

  • Reduced the Hull Regen on the Damage Control Module from 5% to 1% for balance.

  • Reduced the Shield Regen on the Deflector Array from 5% to 2.5% for balance.

  • Increased the Piracy Suppression on the Kitchen Sink from 3 to 10 due to excessive cleanliness.

Aktualizacja: 16 marca 2023 o godz. 19:25

March 16, 2023 - Season 7, Episode 2: First Contact
Update 3 - Mod Version 7.2.3
New Save Game is Not Required
  • Due to popular request (and because I don't feel like messing with it and arguing about it anymore), all cloaking has been reverted to vanilla. For the NSC2 classes, the Strike Cruiser and Battlecruiser will use the Cruiser cloaks, and the NSC2 capital ships will use the Battleship cloak. We're not planning on any further changes or modifications of the cloaking system.

  • Fixed a bug where the Optimized Dark Matter Reactor onm the Carrier had the wrong power setting (it was 9000 and should have been 13000).

Aktualizacja: 16 marca 2023 o godz. 9:49

March 16, 2023 - Season 7, Episode 2: First Contact
Update 2 - Mod Version 7.2.2
New Save Game is Not Required
  • NEW WEAPON: Harrington Advanced Missile Pod - An advanced PD missile weapon for those who want all-missile builds in their fleets!

  • Fixed a bug where the Exploration Cruiser was unable to equip a hyperdrive.

  • Removed the Monty Python jokes - hopefully it made some of you laugh :)

  • Adjusted the stats on the Carrier cloaks, they should carry very heavy penalties for being able to cloak a capital ship.

  • Fixed a bug where the Starbase Construction Office was requiring another building to be built.

  • Fixed a bug where the Machine Shipset assset files were missing from yesterday's upload.

Aktualizacja: 15 marca 2023 o godz. 18:03

Added the missing Machine Shipset asset files.

Aktualizacja: 15 marca 2023 o godz. 15:45

Fixed a bug where the Starbase Construction Office required the Asteroid Mining to be built. That was not intended.

Aktualizacja: 15 marca 2023 o godz. 11:38

March 15, 2023 - Season 7, Episode 2: First Contact
Update 1 - Mod Version 7.2.1
New Save Game is Absolutely Required
  • Mod code updated for Stellaris 3.7 Canis Minor.

  • Special Note: Just in case anyone is not aware, the Cloaking feature is part of the First Contact DLC, not the base update. You must have purchased the DLC in order to use cloaking on ships.

  • I would also like to mention that around 90% of the new content added to the mod comes directly from our Discord users using our Suggestions channel. If you'd like to make suggestions and be a part of that, join us!

  • Cloaking: NSC2 ship classes that can cloak are the Strike Cruiser, the Exploration Cruiser, the Carrier, and the Flagship. Each class comes with their own cloaking devices with special modifiers, which will be shown in the tooltips when you hover over them. We removed the cloaking ability from Battleships, because that was just ridiculous. The cloaks for the Corvette, Frigate, Destroyer, and Cruiser have not been modified from vanilla (but we may do so in the future).

  • Added asset files to fix the issues with the Machine Shipset until its author can return to modding. All NSC2 classes in the Machine Shipset should now appear normally. (I don't have enough knowledge to address the missing turrets, sorry.)

  • FLEET POWER CHANGE - Due to extremely popular request, we have changed the fleet power formula to reduce the numbers to avoid the overflow issues. All fleet power numbers have been reduced by 50%. This means that a fleet that had 500,000 fleet power before today will now have about 250,000 fleet power. THIS DOES NOT AFFECT THE ACTUAL FIREPOWER OF THE FLEET - all it does is change the numbers so they don't overflow. All of your weapons will do the same damage as they did before. Just remember that after today, a 250k fleet is actually a 500k fleet under the old system.

  • Added a new Destroyer bow section with 4 Small slots, by community request.

  • Added 7 new starbase types: Mining Station, Orbital Factory, Orbital Farm, Orbital Refinery, Observatory, Power Station, and Orbital Colony. These tpyes will be chosen automatically based on the buildings and modules you add to your bases. (I haven't had a chance to test this feature, so feedback would be appreciated!)

  • Removed the current NSC2 Mod Menu (the one with the AI bonuses and such) in preparation for the new more advanced one coming soon.

  • Removed all NSC2 modules & buildings from Orbital Rings that are not currently designed for them.

  • Fixed some confusing localisation terminology in the Hyperlane structures. All text should now refer to "Transmitter" or "Receiver".

  • Fixed localisation errors calling all of the station & fortress reactors as "Secondary".

  • Increased the power output on the higher level Carrier reactors.

  • Changed the Flagship fleet capacity from 25 to 24, so Ragnarok101's head won't explode and he'll leave me alone.

  • Fixed a bug where the Fungoid Light Carrier sections had a gap in between them.

  • Fixed a bug in the Exploration Cruiser Navigational Array that was not properly adding the sensor and hyperlane ranges.

  • Updated the Exploration Cruiser event so that it will not occur until the player discovers hyperlanes (if they start without that tech).

  • Fixed a bug that was allowing the Carrier Command & Control Network to be equipped on any ship.

  • Fixed a bug that was not allowing the MARS Weapon System to be equipped on Exploration Cruisers.

Aktualizacja: 2 lutego 2023 o godz. 11:46

Added another increase to the Defense Platform reactor power levels.

Aktualizacja: 2 lutego 2023 o godz. 10:19

February 2, 2023 - Season 7, Episode 1: A New Dawn
Update 10 - Mod Version 7.1.10
  • Increased the reactor power levels for Platforms, Stations, Fortresses, and Starbases. There should no longer be any power shortages when you design your defenses or when the AI designs starbases (theoretically, anyway).

  • Added coding to keep starbases from using combat computers other than the ones designed for them.

  • Added a special slot to the Corvette class.

Aktualizacja: 23 grudnia 2022 o godz. 18:00

December 23, 2022 - Season 7, Episode 1: A New Dawn
Update 9 - Mod Version 7.1.9
  • Fixed the vanilla reactor power levels for Defense Platforms, Stations, and Fortresses. They were WAY overpowered. NOTE: Check your defenses in your ongoing games and make sure they still have enough power after this update, this was a major reduction in numbers.

  • Actually added the proper file to allow Frigates to access NSC2 reactors. (I did fix it in the last update, I just forgot to add the file to the mod upload for some reason LOL)

  • Added the tech requirements for Defense Stations and Fortresses, they are no longer available from game start.

  • Added access to the name lists for Defense Stations & Fortresses.

  • Added access for Defense Stations & Fortresses for NSC2 weapons & components as appropriate.

  • Reverted the Platform/Station/Fortress slot sizes back to vanilla values (1/2/3) which will allow players to use other mods that increase defense slots effectively. Below are the new numbers of defenses you can build for each starbase level:
    • Outpost: 3 Platforms / 1 Station / 1 Fortress
    • Satrport: 6 Platforms / 3 Stations / 2 Fortresses
    • Starhold: 9 Platforms / 4 Stations / 3 Fortresses
    • Star Fortress: 12 Platforms / 6 Stations / 4 Fortresses
    • Citadel: 15 Platforms / 7 Stations / 5 Fortresses
    • Grand Citadel: 30 Platforms / 15 Stations / 10 Fortresses
    • Solar Stronghold: 60 Platforms / 30 Stations / 20 Fortresses
  • Added an NSC2 special slot to the Frigate class.

  • Changed NSC2 starbase weapons to have a 360 degree firing arc.

Aktualizacja: 17 grudnia 2022 o godz. 11:20

December 17, 2022 - Season 7, Episode 1: A New Dawn
Update 8 - Mod Version 7.1.8
  • Before I list the update changes, I want to note to everyone that my full time job is an over-the-road truck driver in the USA. This job prevents me from always being able to get online and prevents me from doing updates as soon as I'd like. I will always try to do bugfixes as much as I can, however sometimes there will be delays when I don't have time or internet access. Please be patient during these times. The best way to let me know of issues and keep track of what we're doing and what we already know is on the NSC2 Discord.

  • Fixed a huge number of bugs and incorrect stats in the ship sizes file. The bugs were caused when the NSC2 ship sizes file was accidentally replaced with the vanilla version during a differential check. That's what caused stations and fortresses to disappear, incorrect stats on ships and stations, and a mess of other issues.

  • Fixed an issue where late game Plantoid ships were massive in size.

  • Adjusted the hitpoints of most starbase levels a bit higher.

  • Adjusted the platform/station/fortress slot costs to be 5/10/20 respectively.

  • All starbase levels will now finish construction in 360 days, to prevent an overflow bug we had before with longer build times.

  • The Frigate class now has access to NSC2 reactors.