Stellaris
((( NSC3 - Season 1 )))
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Güncelleme: 31 Mar 2018 @ 22:47

Read the change log for this update here: http://www.nscmod.com

Güncelleme: 30 Mar 2018 @ 3:55

Read the change log for this update here: http://www.nscmod.com

Güncelleme: 25 Mar 2018 @ 17:33

March 25, 2018 - Episode 3: Support The Fleet - Update 2 - Version 1.3.3

New Save Game is NOT REQUIRED.
  • NEW DEFENSE PLATFORM: XL Cannon - A version of the Ion Cannon for non-DLC users (or those who want more cannons) that equips a single XL weapon and takes up 4 defense slots.
  • NEW TECH: Defense Platforms - 4 levels of this tech allow you to increase your starbase defense slots by up to 40 (4, 8, 12, and 16 respectively)
  • Starbase levels 4, 5, and 6 have had their base hitpoints and armor increased by 50%.
  • Multiple Solar Panels can now be built on starbases, allowing you to "fill in" extra empty slots with something useful.
  • Changed the build limit on Fleet Support Ships from 5 to 6.
  • The Fleet Support Ship now uses the Battlecruiser reactors and you should now always have reactors available for the ship.
  • Added a mixed Small & PD section option for the Defense Platform & Defense Station.
  • Added a Guided section option for the Defense Fortress.
  • Changed the utility slots on Defense Fortresses to 6 Large per section and 2 aux slots per section.
  • Defense Platform stat change: HP from 1000 to 5000, armor from 0 to 1000.
  • Defense Station stat change: HP remains at 10000, armor from 1000 to 2000.
  • Defense Fortress stat change: HP from 15000 to 20000, armor from 2000 to 5000.
  • Changed the Defense Station to take up 3 slots instead of 4, to allow a single one to be built on an un-upgraded starbase.
  • Fixed the bug where the Stronghold was not always choosing the T weapon section for DLC users.
  • Fixed the bug with the Stronghold T weapon not equipping properly.
  • The Stronghold XL section now has 3 XL weapons instead of 1, to balance with the 1 T weapon section.
  • Naval HQ building now provides an extra 8 starbase defense slots instead of 2, to allow for one extra fortress.
  • NSC Namelists have been updated to generate names for the Fleet Support Ship.
  • Fixed a bug in the reactors file that was giving the wrong power levels to Battlecruisers.
  • Increased the power levels for NSC reactors for the Battleship.
  • Fixed incorrect costs for the Battlecruiser hull techs.
  • Fixed some incorrect icons for the NSC reactor boosters.
  • Fixed some errors on the Fungoid and Reptilian Fleet Support Ship models.
  • Level 5 thrusters now require the Dark Matter Thruster tech to use them.

Güncelleme: 17 Mar 2018 @ 16:07

Quick typo fix in ship sizes file.

Güncelleme: 17 Mar 2018 @ 16:00

March 17, 2018 - Episode 3: Support The Fleet - Update 1 - Version 1.3.0

New Save Game is NOT REQUIRED.

  • NEW SHIP CLASS: Fleet Support Ship: A large and slow ship designed to provide various support auras to your fleets. Limit of 5 total per empire.
  • NEW TECH: Efficient Starbase Maintenance - Tier 3 Engineering, decreases all starbase upkeep costs by 40%. (Must research Starbase Level 4 first.)
  • NEW TECH: Efficient Fleet Supply Lines - Tier 3 Engineering, decreases all ship upkeep costs by 40%. (Must research Battlecruisers first.)
  • Added in 3 new levels of Reactor Boosters.
  • Industrial Complex megastructure stats changed: Levels now cost 50/75/150 unity upkeep and produce 250/500/1000 minerals and energy.
  • Fixed the bug with the starbase defense modules. Starbases can now equip any module in any slot and it will work. Be aware that some combos of modules could make the "arm" of the base look a little weird upon close inspection (like mixing an anchorage and a shipyard), but using all defense modules or shipyards should look fine.
  • All ship speeds have been rebalanced to hopefully work better with large fleets.
  • Titan PD Stern Aux slots reduced from 12 to 9. That was definitely a typo.
  • Flagship PD stern L utility slots changed to 12 aux slots. Also a typo.
  • Adjusted tech costs and weights for Ship Upgrades and Drydock and Sensor Station.
  • Removed Enhanced Reactors for Stations and Fortresses.
  • Added in Secondary Reactor Slot for Stations and Fortresses.
  • Added in Secondary Reactors for Stations and Fortresses following the vanilla progression 1-5. This should solve the issue with the AI running out of power and not equipping full weapons on the bases.
  • Removed duplicate vanilla load screens that were causing issues with custom load screens.
  • Rebalanced StrikeCruiser and Battlecruiser reactors again.
  • Fixed the cost for the Strike Cruiser hull upgrade techs to match vanilla Cruiser techs.
  • Removed a possible error in coding from the Flagship tech. If the new coding is working properly, Flagships should appear after Dreadnoughts for non-DLC users and after Titans for those with Apocalypse.
  • Flagship tech coding changed so that it should be nearly guaranteed to appear after either 100 years or whenever the mid-game start year is.
  • Updated most of the NSC2 icons to be more accurate and visually appealing, and replaced all missing icons.
  • Flagship build time increased from 1500 to 1800 days (1800 is 5 years even, the 1500 was a typo)

Güncelleme: 12 Mar 2018 @ 2:57

March 12, 2018 - Episode 2: Let's Try This Again - Update 2 - Version 1.1.1

New Save Game is NOT REQUIRED.

  • NEW STARBASE BUILDING: Mining Station - +25% System Mineral Production, +2500 Max Minerals. Upkeep: 5 Energy, 0.1 Influence. Limit of 5 per empire.
  • NEW STARBASE BUILDING: Power Station - +25% System Energy Production, +2500 Max Energy. Upkeep: 5 Minerals, 0.1 Influence. Limit of 5 per empire.
  • NEW STARBASE BUILDING: Solar Panel Network - Was removed from vanilla, we added it back. Generates 2 energy.
  • NEW STARBASE BUILDING: Starbase Customs Office - -25% Unrest, +20% Governing Ethics Attraction, -15% Alien Migration Attraction.
  • Added built-in compatibility for Advanced Ship Behavior Modules (ASBM): http://sp.zhabite.com/sharedfiles/filedetails/?id=790455347 NOTE: If you're loading a saved game, you'll have to go into the ship designer and retrofit all of your ships to add the ASBM computers.)
  • Starbase Admin Buildings have been limited to colonized systems to stop the AI from building them in random systems.
  • Added Enhanced Reactors for Defense Station and Defense Fortress.
  • Added NSC Reactors for Defense Station and Defense Fortress.
  • Drydock building now requires Starbase 2 Tech.
  • Fixed Reactor tech in the Research window to hide all the components and simply list the reactor tech it unlocks.
  • Added Upgrade Tech for the Stronghold Starbase.
  • Changed Naval HQ bonus to Admiral Skill Level +1 instead of all leaders, increased ship upkeep bonus to 15%
  • Outpost Starbases now have one building slot but you're very limited on what you can place.
  • Hyperlane Registrar modified to be able to be installed on any starbase (including Outposts)
  • Fixed an error with one of the Flagship PD sections appearing on the wrong ship segment.
  • Fixed the missing Solar Stronghold tech icon.
  • Fixed the Headquarters starbase type to always take priority no matter what other modules you equip on the base.
  • Fixed the Flagship tech so it will appear after Dreadnoughts for non-DLC users and appear after Titans for those who have the DLC.
  • Added an upkeep override to the Solar Stronghold starbase like the other vanilla levels. It now costs 9 energy to maintain.
  • Fixed the stern PD section of the Flagship to have 12 aux slots instead of 12 L utility slots.

Güncelleme: 10 Mar 2018 @ 23:33

Emergency Bugfix for missing Stronghold model.

Güncelleme: 10 Mar 2018 @ 23:00

March 11, 2018 - Season 1, Episode 2: Let's Try This Again - Version 1.1.0
New Save Game is REQUIRED.
  • The mod has been rewritten to hopefully wipe out a majority of the crazy bugs we had in Episode 1.
  • NEW STARBASE LEVEL: Level 6 starbase, called the Solar Stronghold, is the next upgrade above Citadel for the ultimate command and defense base.
  • NEW STARBASE TYPE: You can choose one Solar Stronghold starbase on which to build the Naval Headquarters building, which will then designate that base as your Headquarters.
  • The changes to Strike Craft from Episode 1 have been reverted back to vanilla. (See next item for new changes)
  • We have changed the default behavior of the vanilla Strike Craft to fighters, and have added our own series of Bombers. This ensures that AI and global ship designs use the fighter craft that can shoot at everything (bombers, missiles, and ships) while players can choose to equip bombers that specialize in attacking ships.
  • Added NSC compatible ship namelists for all 8 of the vanilla races.
  • All NSC2 reactors have been rebalanced. You should no longer run out of power while designing NSC2 ships.
  • Added Point Defense stern options to the Battlecruiser and Battleship.
  • Flagship tech changed to appear after Dreadnoughts, because locking it behind Titan tech was causing it to not be researchable by non-DLC users. So it is possible for Flagship tech to appear before Titan tech for DLC users. This can't be avoided.
  • Fixed all of the "empty" weapon slot errors we could find. Let us know if we missed any.
  • Fixed every localisation error we could find. Let us know if we missed any.
  • ALL NSC2 asset files have been redone to be made compatible with custom shipsets. The asset files we have now are identical to those that were in NSC Legacy.

Güncelleme: 6 Mar 2018 @ 12:42

I just pushed another mod update to Steam. I don't have time to write a change log as I have to leave for work, but it has more localisation and bug fixes. Also, Flagships no longer require Titan yards to be built, since that locked Flagships behind the DLC. Flagships also now can appear after Dreadnoughts, because again locking it behind Titan tech was locking it out of those without the DLC. We also have hopefully fixed the Battle Fortress issue by lowering its tier and boosting it's appearance modifier WAY up once you research Star Fortresses.

Güncelleme: 5 Mar 2018 @ 12:20

Just some emergency bugfixes we threw together that hopefully didn't break anything else.