Stellaris

Stellaris

((( NSC3 - Season 1 )))
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Uppdatering: 28 mar, 2020 @ 11:54

March 28, 2020 - Season 4, Episode 2: The 2.6 Update
Update 4 - Mod Version 4.2.4 - New Save Game is Not Required
  • Fixed a major bug with Starbases not equipping hangar slots properly. You may have to remove the Hangar modules on your starbases and rebuild them to fix the bug.
  • Fixed a bug where the Colossus Shipyard could not be built until after you researched the Juggernaut tech. It should now show up if you research either Juggernauts or the Colossus.
  • Increased the cost of the Juggernaut from 960 to 7000 alloys. (We saw that no one reported its low cost as a bug... you guys didn't think we'd notice it was way too cheap, did you? LOL)
  • Reduced the build time of the Juggernaut from 3600 to 2200 days, to match with the build time of comparable NSC2 ships and starbases.

Uppdatering: 25 mar, 2020 @ 13:29

March 25, 2020 - Season 4, Episode 2: The 2.6 Update
Update 3 - Mod Version 4.2.3 - New Save Game is Not Required
  • Finally fixed all of our custom ship class icons in the game. All ships should now be displaying the correct icons in all windows.
  • Made a custom top bar icon for the Flagship.
  • Fixed a couple of the missing tech icons. For those that I haven't had time to make yet, replaced that ugly "Missing Icon" image with a light bulb tech icon that doesn't look so gaudy.
  • Removed the Carrier Computers from the Cruiser Battleship.
  • Added the NSC2 AI Combat Computer to the Juggernaut. (The system that allows you direct control of it while in combat)
  • Fixed multiple issues with Battleship turrets not appearing in some turret spots.
  • Changed the deafult weapon loadout of the Juggernaut. It now has 2 XL, 6 H, and 12 M slots.
  • Added a new Juggernaut weapon loadout, the Missile section. It has 2 XL, 6 H, and 12 G slots.
  • Added a new Juggernaut weapon loadout, the Artillery section. It has 2 XL, 6 H, and 12 L slots. These new layouts will beef up the Jugg a bit without making it so powerful it can take over empires single-handedly.
  • SPECIAL NOTE: You'll need to upgrade your existing Juggernauts to fill in the new weapon slots, which will be empty when you load your save game.

Uppdatering: 23 mar, 2020 @ 17:21

March 23, 2020 - Season 4, Episode 2: The 2.6 Update
Update 2 - Mod Version 4.2.2 - New Save Game is Not Required
  • Fixed an issue where ships, starbases, and stations had insanely high regen/repair rates.
  • Fixed a coding/placement bug with a PD slot on the Spitfire Battleship Core section.
  • Reworked all NSC2 custom icons and got them back into the game. (Let me know if I missed anything please).
  • Fixed several localisation errors.
  • Fixed a couple of missing icons (Let us know if we missed any others!)

Uppdatering: 21 mar, 2020 @ 18:57

March 21, 2020 - Season 4, Episode 2: The 2.6 Update
Update 1 - Mod Version 4.2.0 - New Save Game is Not Required
  • All mod code has been updated to Stellaris v2.6.
  • The Juggernaut now features 6 shipyards (same number as the Drydock building).
  • The Juggernaut now has 50,000 base armor when built.
  • You can now build one Juggernaut per 750 naval capacity up to an empire total of 4.
  • All of the custom ship class, starbase, and overview icons in the mod have been temproarily removed until we can get them re-worked for 2.6. We figured you guys wanted a playable version ASAP. We'll do another hotfix update in the near future to return all of our custom icons.
  • There are still a few minor bugs here and there in the form of localisation and missing icons. We'll fix these in a future update, again we figured you guys wanted a playable version ASAP.
  • The Lithoids shipset is still not compatible with NSC2 and likely never will be, despite many hours of efforts. You can still use the Lithoid set with the mod and the game will run, but some of the ships will not look right or may be Mammalian models.

Uppdatering: 2 nov, 2019 @ 17:46

November 2, 2019 - Season 4, Episode 1: The Lost Fleet
Update 5 - Mod Version 4.1.5 - New Save Game is Not Required
  • All mod code has been updated to Stellaris v2.5.
  • At this time, we are officially removing our support for the Lithoids pack. Due to major issues with how the pack was designed, there is currently no known way to make the models work properly with NSC2. We have multiple community modding experts working on some way to make this set work with NSC2, but so far we have had no success. If we find a way to make the set compatible, we will do so in a future update. There is no ETA on this - if it happens, we'll release an update, if not, then there's nothing we can do.

Uppdatering: 8 sep, 2019 @ 8:51

Initial Upload

Uppdatering: 21 aug, 2019 @ 14:56

Initial Upload

Uppdatering: 19 aug, 2019 @ 16:58

August 19, 2019 - Season 4, Episode 1: The Lost Fleet
Update 4 - Mod Version 4.1.4 - New Save Game is Not Required
  • Adjusted the Carrier techs so that they are no longer required to move up to the next tier of combat ship. Players can now go from Cruiser to Strike Cruiser and skip Escort Carriers if they wish, and they may go from Battleship to Dreadnought and skip Carriers if they wish.
  • All of the ship class technologies have now been changed. Ship techs will be pretty much guaranteed to appear at the times on the timeline shown below (the timeline is measured by number of years that have passed since game start, regardless of which year you choose to start the game), however all ship class techs will also have a 10% chance of showing up early as a "technological breakthrough."
  • The NSC2 AI Combat computer (the computer that allows direct control of the ship during combat) can now be equipped on the Exploration Cruiser, Escort Carrier, Carrier, and Flagship. The computer will become available for research after researching ANY one of the following techs: Exploration Cruiser Level 1, Escort Carrier, Carrier, or Flagship.

Uppdatering: 18 aug, 2019 @ 10:38

August 18, 2019 - Season 4, Episode 1: The Lost Fleet
Update 3 - Mod Version 4.1.3 - New Save Game is Not Required
  • Added two new weapons - a Basic XL Beam and Basic T Beam. These weapons are less powerful than the first level vanilla versions, do not require any special resources, and are designed as placeholders to fill XL and T slots with a weapon at all times. This should prevent the issue of the autodesigner not filling XL and T slots if you or the AI don't have the required special resources at the moment the auto-designer creates the ship design. (This was probably a major issue way before Season 4 - the AI should now have XL and T weapons on all ships that can hold them.)
  • Removed the Dark Matter special resource requirement for the Flagship reactors to prevent you or the AI from being unable to complete a design for it.
  • Slightly increased the damage output of the Tomahawk missile.
  • Fixed the missing localisation for the Headquarters starbase tech.
  • Added the missing icons for the Level 2 and 3 Exploration Ship tech.

Uppdatering: 17 aug, 2019 @ 7:59

August 17, 2019 - Season 4, Episode 1: The Lost Fleet
Update 2 - Mod Version 4.1.2 - New Save Game is Not Required
  • Removed all copies of files that were from the UI Overhaul Dynamic mod. This should prevent crashes if you're not using that mod, however the ship designer and starbase windows will NOT display properly. That mod is required for everything in NSC2 to display correctly, plain and simple. The link to the mod is in the right hand column of this page under "REQUIRED ITEMS".
  • Added secondary reactors for the Headquarters starbase to fix the bug where it would not equip all of its weapon and utility slots.
  • The Stronghold starbase is now equipped with 2 XL weapons, 12 medium weapons, and 12 large weapons. It also has 20 L utility slots and 4 auxiliary slots.
  • The Headquarters starbase is now equipped with 4 XL weapons, 20 medium weapons, and 20 large weapons. It also has 36 L utility slots and 8 auxiliary slots.