Stellaris
((( NSC3 - Season 1 )))
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Cập nhật: 4 Thg06, 2019 @ 4:52pm

June 4, 2019 - Season 3, Episode 3: Scientific Method
Update 5 - Mod Version 3.3.5 - New Save Game is Required (Pre-2.3 Save Games Incompatible)
  • Updated Mod to Wolfe 2.3.
  • Added the Tomahawk Advanced Cruise Missile II, a special weapon available only for the Battlecruiser. Upgraded heavily from the T1 version.
  • Added the Starbase XL beam back into the mod so that the Stronghold won't have 3 empty XL slots. Decreased the range to 125. Increased its damage to 3000 - 6000.
  • Reduced the power requirement for the Electro-Magnetic Flux Cannon from 45 to 35 to help with being able to fully load the Spitfire Battleship without requiring a top tier reactor.
  • Starbase Admin Building limit removed due to performance reasons.
  • Starbase Admin buildings no longer generate influence.
  • Starbase Admin job modifier was cut to 1, shield bonus 25%, any other modifiers were reduced to 5% instead of 10%.
  • Privateer Operation policy should now be working. When the policy is active, you should be getting +2 Trade Collection range on each Trading Hub Starbase Module.
  • Removed all solar panels except 4 in different sizes: Solar Panel Network, Medium, Large, Huge. They Require Tier 3 Starbase and above Tech.
  • Reduced the Diagnostician Pop Growth and Robot Assembly Speed Bonus to 2.5% and added in each job provides 2 Amenities.
  • Combined all NSC2 localisation into one file. (Except for the vanilla l_english file, which contains the overwrite for the starbase defense stations)
  • Finally fixed the Tomahawk Cruise Missile icon so it wasn't oversized in the ship designer.
  • Removed a certain text line from the loading screens because some people have no sense of humor and whine about everything like children. (The loading screens themselves will remain, don't bother asking to have them removed, it will never happen.)

Cập nhật: 4 Thg05, 2019 @ 12:35pm

May 4, 2019 - Season 3, Episode 3: Scientific Method
Update 4 - Mod Version 3.3.4 - New Save Game is Not Required
  • Removed the Obliterator Cannon from the mod. We added it back before 2.0 when the Ion Cannon could only equip a single XL weapon, but now that it can equip a T weapon, our cannon is redundant and isn't needed. Changed the Atomic Phase Disintegrator so that it can now be equipped on the Ion Cannon to give it a second weapon option.
  • Increased the damage output of the Ambassador of Justice weapon for the Flagship so it's a bit higher than all of the other T weapons. Also decreased its range from 250 to 200 to hopefully cut down on issues with the vanilla range overlow bug when using modules that increase weapon range.
  • Removed the Polarized Electron Modulator XL weapon that used to be used on the Stronghold but was disabled awhile back due to causing issues with starbases not being able to fire weapons at all.
  • The Annihilator Cannon now takes up 6 defense slots on a starbase, but can equip two XL weapons instead of just one.
  • The Ion Cannon and Annihilator Cannon now each have 8 utility slots (increased from 6).
  • Changed the Electro-Magnetic Flux Cannon (The Spitfire BB sniper gun) so that it can now be equipped on all starbase defense platforms.
  • Reduced the power requirement of the Tomahawk Cruise Missile from 150 to 120, to help with the larger capital ships that can hold a huge number of them.
  • Added text to the Starbase defense stations showing how many defense slots each size takes up - Example: Defense Fortress (Slots: 8)
  • Reduced the Upkeep cost of the Diagnostician Job by 1 mineral for gestalts and to 2.5 Consumer goods for regular empires.
  • Increased the production of the Diagnostician Job to +8% pop growth speed and +8 planet amenities for Regular empires and +12% pop assembly speed for Gestalts.
  • Replaced the wrong modifier for Robot Assembly Speed that was on the Galactic Hospital, this modifier was not working.
  • Added some tooltips for the Galactic Mall to show how many Consumer Goods it generates.
  • The Galactic Mall now costs 25,000 alloys to build and 150 energy and minerals to maintain, but in addition to its 500 consumer goods and 50 unity, it now also produces 1 Manager job, 2 Enforcer jobs, 3 Clerk jobs, and 2 Entertainer jobs. (These jobs are a new feature and may be adjusted/balanced in the future depending on how they affect overall gameplay.)

Cập nhật: 13 Thg04, 2019 @ 4:49am

April 13, 2019 - Season 3, Episode 3: Scientific Method
Update 3 - Mod Version 3.3.3 - New Save Game is Not Required
  • Fixed a major bug where there were no early game reactors available for the Exploration Ship.
  • Increased the Anomaly Research Speed bonus of the Anomaly Research Laboratory from 100% to 150%.
  • Removed the 1 Influence Upkeep from the Exploration Ship. Instead, it has an extra cost of 100 influence to build, since you have to influence a scientist to be crazy enough to command an armed warship which he knows nothing about :)
  • Increased the max number of allowed Exploration Ships from 5 to 8.
  • Removed the build limit on Fleet Support Ships. You can now build as many as you'd like.
  • Changed the stats on the Stellar Cartography Exploration Component: Increased the Windup/Windown bonuses from -20% to -90% and increased the FTL Speed bonus from 30% to 50%. NOTE: This change only affects the Stellar Cartography option for the Exploration Ship, not the one for regular ship classes.
  • Check out the latest Exploration Ship Stat Sheet here: https://www.nscmod.com/articles.php?article_id=25

Cập nhật: 11 Thg04, 2019 @ 5:12pm

April 11, 2019 - Season 3, Episode 3: Scientific Method
Update 2 - Mod Version 3.3.2 - New Save Game is Not Required
  • EXPLORATION SHIP CHANGE: Due to popular demand, we have changed the Exploration Ship. It can now be unlocked after obtaining Cruiser technology, to make it more useful during the early game while you're still expanding. The ship itself has been changed to be a Battlecruiser size, since you wouldn't have Dreadnought sized ships that early, and at this time it has the same weapon and utility options as a Battlecruiser (This may be rebalanced later). Some of the ship's stats have been changed as well, which are shown in the stat sheet below.
  • The Fleet Support Ship auras will only work in the fleet it is assigned to, as Paradox removed the radius aura functionality from the game. As such, the Artificial Intelligence Combat System has been removed from the Fleet Support Ship since it cannot use it. NOTE: If any of your existing support ships are currently using the AI Combat System, you may need to select a new combat computer in the ship designer and upgrade the ships to equip the new computer.
  • Fixed a typo in the section templates file for the Heavy Station L2 section.
  • Removed the Researcher Jobs from the Exploration Slot labs (since they don't actually work).
  • Fixed a possible bug in the Flagship tech that could cause it to not appear in the end game phase if the RNG did not make it pop up before then.
  • Fixed some Misc Entity errors for the Humanoid Shipset.
  • Fixed a typo on the Mulluscoid Stronghold Entity file.
  • Removed the Targeting = {} from the AI Ship Behaviors as they are no longer used.
  • Fixed a missing = in the event file for the Hyperlane Generator.
  • Fixed Galactic Hospitals Opinion modifier not being localized.
  • PD Fighters now have actual costs and received the same treatment as vanilla Strikecraft for the buffs.
  • Reduced the Base Hull HP of FE Escorts to 6k from 10k due to them having Max Evasion.

Cập nhật: 6 Thg04, 2019 @ 3:34pm

April 6, 2019 - Season 3, Episode 3: Scientific Method
Update 1 - Mod Version 3.3.1 - New Save Game is Not Required But Highly Recommended
  • IMPORTANT NOTE: Our fix to the Titan crash bug went into effect a couple updates ago, however you will need to start a new game for the changes to take effect for the AI and to completely clear the bug. In addition, our fix for the Titan will not go into effect if you're using any compatibility patches for NSC2 until those patches update with our fix.
  • NEW SHIP CLASS: Exploration Ship - The first combat-capable science ship in NSC2. Is approximately the same size as a Dreadnought. Can perform all normal tasks that a science ship can and has a Lead Scientist in command.
  • NEW FEATURE: Hyperlane Generation/Removal - It is now possible to research technology to allow a player to generate or remove hyperlanes. The process requires building an Emitter megastructure in the origin system and a Receiver megastructure in the destination system, and then activating the pair to either generate or remove a hyperlane. Can be used anywhere within your borders.
  • Added 4 medium weapon slots to the bow section of the Fleet Support Ship to give it a little bit more combat capability.
  • Upgraded the Starbase Defense Station and Starbase Defense Fortress with additional weaponry to make them more viable and give them a more sensible progression through the tiers.
  • Added "NSC" text to all NSC2 Reactor icons to help differentiate them from reactors in other component mods.
  • Added a small alloy cost to all Advanced Behavior computers.
  • Increased the power generation on the top-tier reactors for all capital ships (except the Flagship) as a "reward" for reaching the final reactor techs.
  • Attempted to fix the bug where the AI builds a ton of colony ships that just sit around (We'll need public feedback to verify this is fixed).
  • Fixed a small bug in the Battlecruiser section templates file which was causing some graphical issues with custom shipsets.


Exploration Ship Stat Sheet
  • Base Stats:
    • Ship Sections: 4
    • Build Time: 700 Days
    • Build Limit: 1 allowed per 250 naval capacity / 5 total per empire
    • Alloy Cost: 2500
    • Upkeep Costs: 10 Energy / 10 Alloy / 1 Influence
    • Upgrade Cost: 15 Alloy
    • Fleet Capacity: 20
    • Hull Points: 3000
    • Evasion: 3%
    • Speed: 90
  • Base Modifiers:
    • -50% Ship Weapon Damage
    • -50% Ship Weapon Range
    • -50% Weapon Fire Rate
  • Special Features:
    • The first combat-capable science ship in NSC2. Can perform all normal tasks that a science ship can and has a Lead Scientist in command.
    • 4 Exploration Slots that can equip advanced laboratories, advanced navigational systems, or a military grade combat system (to help counter the inherent combat penalties).
    • It is now the 4th ship class that can equip the Artificial Intelligence Combat System to allow full control of the ship during combat.
  • Exploration Slot Options:
    • Anomaly Research Laboratory: -50% Anomaly Fail Risk, +100% Anomaly Research Speed
    • Survey Laboratory: +150% Survey Speed
    • Advanced Analysis Laboratory: +50% Anomaly Generation Chance
    • Advanced Physics Laboratory: +50 Physics Research
    • Advanced Society Laboratory: +50 Society Research
    • Advanced Engineering Laboratory: +50 Engineering Research
    • Military Combat System: +25% Ship Weapon Damage, +25% Ship Weapon Range, +25% Weapon Fire Rate
    • Stellar Cartography: -20% Ship Windup, -20%, Ship Winddown, +20% Interstellar (FTL) Speed
    • Quantum Thrusters: +30% Ship Sublight Speed, +5% Ship Upkeep
    • Navigational Array: +4 Ship Hyperlane Detection Range

Cập nhật: 5 Thg04, 2019 @ 1:41pm

2.2.7 Version Changes

Cập nhật: 5 Thg04, 2019 @ 1:40pm

2.2.7 Version Update

Cập nhật: 2 Thg04, 2019 @ 2:43pm

Hope everyone got a laugh out of the April Fools joke. I've put the mod back the way it should be now :-)

Cập nhật: 31 Thg03, 2019 @ 5:44pm

H. A. F.

Cập nhật: 30 Thg03, 2019 @ 12:17pm

March 30, 2019 - Season 3, Episode 2: Behavioral Therapy
Update 4 - Mod Version 3.2.3 - New Save Game is Not Required
  • The NSC2 Official Wiki has finally been updated with all of the current mod features and information, I'm sorry it took so long. Hopefully this will help everyone better learn how the mod works. You can read the wiki here: https://www.nscmod.com/
  • We have finally tracked down the reason why Titans would cause a game crash when auto-designs were enabled and the player tried to edit them. The bug has now been fixed and Titan auto-designs have been re-enabled.
  • Changed the bonuses on the Galaxy General Hospital to scale properly with each of the 3 stages (5%, 10%, 15%).
  • Fixed an issue with one of the bonuses on the Starbase Admin building for Gestalt empires.
  • Adjusted the placement position of the Strategic Resource Factory so it's a little further away from the star.
  • Fixed the Nanite Dispensary showing up as a component instead of a Starbase Aura.
  • Added fluff text for the Nanite Field and Aura.
  • Fixed one of the modifiers for the Mars Weapon System being in the wrong modifier group.
  • Fixed some incorrect miscellaneous tooltips.
  • Applied 2.2.6 change to the Tech AP to make it give the same effect to all of NSC2s Rare Techs.