Stellaris

Stellaris

((( NSC3 - Season 1 )))
目前顯示第 31-40 項,共 370 項
< 1  2  3  4  5  6 ... 37 >
更新:2023 年 6 月 12 日 @ 下午 8:23

Minor Localisation Bug Fix

更新:2023 年 6 月 12 日 @ 下午 12:00

June 12, 2023 - Season 8 Update 5 (Mod Version 8.5)
New Save Game is Not Required
  • Per community request, added 5 new "filler" starbase modules: Public Plaza, Fleet Officer's Club, Nightclub, Public Market, and Storage Room. These modules are meant to fill in extra empty module slots on starbases when you have nothing else to put there. They each have minor bonuses/production and upkeep. All of these except the Storage Room have a build limit of 3 per starbase.

  • Added a new FAQ button to the Mod Menu to explain why techs for disabled features may still appear for research.

  • Removed the build cost reduction from the Grand Shipyard (by community request) and instead increased the build time bonus from 50% to 70%.

  • Added NSC2 tier reactors for the Juggernaut.

  • Added a new Starbase Primary Reactor that is available at game start and provides 50,000 power. This reactor should prevent starbases from having empty weapon and utility slots due to lack of power.

  • Reorganized the all NSC2 reactors & reactor changes into a single file so we're no longer overwriting vanilla files. (If you're using any mods that overwrite NSC2 reactor files, those mods will need to be updated before you use them again. If you've been refraining from using mods that alter vanilla reactors because NSC2 overwrites that file, you may now use those mods since all reactors are contained in an NSC2 specific file.)

  • Moved the Naval Cap and Command Limit bonuses from the Exploration Cruiser Tech Level 1 to Level 2 to prevent the AI from going crazy at game start.

  • The starbase solar panels now have an upkeep of 5 alloys each. Building a Solar Capacitor doubles this upkeep to 10 alloys each.

  • Fixed a coding error where the Minor Artifact Silo appeared available at game start and the storage didn't work until you had archaeotech researched. Now the storage works normally but the silo won't be available for construction until the proper research is completed.

  • Fixed a bug where some combat computers were being used where they shouldn't be by the autodesigner / AI.

  • Fixed a bug where the Molluscoid Dreadnought stern was detached from the rest of the ship.

  • Reduced the text on the Warning pop up screen at game start so the window doesn't extend off the screen at lower resolutions.

  • Fixed a few typos & errors in starbase building/module descriptions.

  • Fixed missing localisation for the ship sections of Offspring Destroyers, Cruisers, and Battleships.

  • Fixed a localisation error on one of the Exploration Cruiser sections.

更新:2023 年 5 月 20 日 @ 下午 6:17

Minor Bugfix Update

更新:2023 年 5 月 20 日 @ 下午 5:48

May 20, 2023 - Season 8 Update 4 (Mod Version 8.4)
New Save Game is Not Required
  • NEW STARBASE BUILDING: Solar Capacitors - This building will increase the production of solar panels at the cost of extra upkeep.

  • NEW STARBASE BUILDING: Minor Artifact Storage - This building will increase your minor artifact storage capacity by 3000. (Requires Ancient Relics Story Pack)

  • NEW EXPLORATION CRUISER LAB: Debris Analysis Laboratory - This lab will increase the resources which your Exploration Cruisers can recover from space debris.

  • Please note that when we add new items, they may not be available to turn off in the NSC2 Mod Menu until we have a chance to add that coding, which is more advanced.

  • Solar Panels now have an upkeep of 2 minerals and 2 consumer goods each.

  • The NSC2 Mod Menu will now pop up the first time you load a save game after adding NSC2 to your mod list.

  • Fixed a bug where fleets could not be mothballed again after being reactivated.

  • The Assembly Line Manufacturing building can now be built in systems without colonies as long as there is a Space Factory or Space Foundry on the starbase.

  • The Space Factory and Space Foundry now have increased upkeep if you build an Assembly Line Manufacturing building to boost their production.

  • Fixed a bug where you couldn't build Titanic batteries properly (the build limit was coded incorrectly.)

  • Made the NSC2 Mod Menu warning screen a bit more clear about what is safe to change during a game.

  • Fixed errors in the descriptions of weapon starbase modules, they should now accurately show how many weapons they add.

更新:2023 年 5 月 17 日 @ 下午 3:43

May 17, 2023 - Season 8 Update 3 (Mod Version 8.3)
New Save Game is Not Required
  • Due to high confusion over the Exploration Cruiser changes and issues with the autodesigner, we have moved all of the Exploration Slot components to Aux slots instead and removed the slots on the right side of the Ship Designer (for the Exploration Cruiser only). This should allow the ship to be autodesigned and remove the issue with the blank side component boxes

  • IMPORTANT NOTE: Any mod that overwrites the NSC2 Ship Sizes file will have to be updated before it can continue to be used with this release. If you're using a patch or compatibility mod that has not been updated for these changes, Exploration Cruiser designs will not be able to be saved because there are now no components to fill the boxes since they have been moved to the Aux slots.

  • Because of this change, if you are playing a saved game, you will need to go into the Ship Designer and add the Exploration components you want to your Exploration Cruiser design, save it, and upgrade your ships, because whatever modules were on it before are now gone since the old slots are gone.

  • The Exploration Cruiser's aux slots have been changed: Level 1 now has 1 Aux slot, Level 2 now has 3 Aux slots, Level 3 now has 5 Aux slots, and Level 4 now has 6 Aux slots.

  • Some of the Exploration Components now have limits to prevent the ships from becoming too overpowered. (Sorry guys, no more 600% survey speed LOL)

更新:2023 年 5 月 15 日 @ 上午 11:48

#### 'New Ship Classes & More 2' Mod Patch Note ####
#Bug Fix
- Fixed a bug that causes CTD when players open the mod menu and click 'Government' tab (F2) again while the game is still being paused.

This update is uploaded by XVCV.

更新:2023 年 5 月 14 日 @ 上午 7:38

May 14, 2023 - Season 8 Update 2 (Mod Version 8.2)
New Save Game is Not Required
  • Now that we have a tool to help us automatically create and update the files, NSC2's localisation is now available in all languages in the game. The text will still be in English, but you no longer have to set your game language to English to see NSC2's text.

  • Reduced the number of leaders in the Leader Pool by half due to performance issues (Paradox is aware of this issue and is likely working on a fix).

  • Fixed a bug where some of the Advanced Ship Components were not being properly activated by the mod menu.

  • Fixed a bug where some settings weren't being properly applied by the mod menu.

  • Fixed some minor localisation errors.

更新:2023 年 5 月 13 日 @ 下午 7:01

Fixed a major bug with starbases.

更新:2023 年 5 月 13 日 @ 下午 3:57

Minor bugfixes

更新:2023 年 5 月 13 日 @ 上午 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.