Stellaris

Stellaris

((( NSC3 - Season 1 )))
18.461 Komentar
Nightbane ︻芫 —— 2 jam yang lalu 
That’s okay, was just curious. Thank you so much!
CaptainX3  [pembuat] 2 jam yang lalu 
Nightmare - All that does is allow you to modify what’s on the ship, it does not add weapons and such. That requires a lot more work.

We don’t have any plans to make the Explorer aux components available on the science ship, that would kind of defeat the reason for the Explorer to exist.
Nightbane ︻芫 —— 2 jam yang lalu 
And will that do just the armour/shield etc, or does that allow weapons too?

And is there a way to get the explorer Aux components to work with the science ship? Or will it just be the vanilla stuff?
CaptainX3  [pembuat] 3 jam yang lalu 
Nightbane - Sure. In the common/ship_sizes folder, there is a file called 00_ship_sizes.txt. This file contains the main combat ships and civilian ships in the game. You'd want to edit the file in NSC since we overwrite vanilla

Civilian ships start on line 1188 with the Constructor. For any ship you want to design, simply scroll through their code block and remove the line that says "is_designable = no" and that's it.
Nightbane ︻芫 —— 7 jam yang lalu 
@CaptainX3, do you know how to do it?

I’m not too familiar with the coding of game
一天五顿饭 9 jam yang lalu 
I have located the problem, I add a new mod today. Nvm, have a nice day
CaptainX3  [pembuat] 9 jam yang lalu 
一天五顿饭 - No, I didn't even touch the Juggernaut files.
一天五顿饭 9 jam yang lalu 
Thanks for the mod, just one quick question. Did Juggernaut change in the 23rd update? Beause it only has one slot in my new game, instead of original four.
CaptainX3  [pembuat] 15 jam yang lalu 
hallsean081 - Thanks for the info!

zuozuozuo - I don’t know, I would need a lot more information to be able to answer your question.
CaptainX3  [pembuat] 15 jam yang lalu 
Nightbane - It is possible to equip/modify civilian ships with a simple change of one line of code, however we used to do this and people asked us to stop because they didn’t like having all of the civilian ships shown in the ship designer, and it caused them to stop auto upgrading and people didn’t want to have to keep refitting them manually.
Nightbane ︻芫 —— 23 Mei @ 12:00pm 
I apologise if this has already been asked, but is there a way to modify civilian ships, or if its something that is/will be included in this mod?
hallsean081 23 Mei @ 6:32am 
https://sp.zhabite.com/sharedfiles/filedetails/?id=3408887903&searchtext=More+Ship+Sections Was causing me problems with getting my bio Juggernaut and Colossus. Because apparently, the coding for the bioship versions is different. Nevermind that I still got my Titans just fine. But I am kind of avoiding things that give more ship sections for the time being. The problem was NOT NSC. I just made a comment on it here after running my Bioship run and I couldn't build my Juggie.
zuozuozuo 22 Mei @ 10:33pm 
Why is NSCMOD not working in my game
kequilla 22 Mei @ 6:22am 
Good to hear. I was hoping to stick Large autocannons on them for close defense while keeping them at carrier range.

Dream idea is to have the swarmers be given a component slot that has unique "fleet receiver" items, while the interceptor be a "transmitter."
CaptainX3  [pembuat] 22 Mei @ 4:45am 
For whoever has ships greyed out - the last person who reported this bug ended up having a mod conflict, it was some mod adding new ship sections I believe.

Ghost_Dance - That shipset was included in NSC until the author updated their copy on the Steam workshop, it’s called the Machine Shipset (look for a lot of purple in its image).

kequilla - We’ve already added a weapon to test this new feature, it’s on the strike cruiser and called the Hyperdrive Scrambler or something similar. That weapon actually stops enemy ships from jumping out rather than supporting anything, but we are planning a new support ship for Season 2 that will utilize this. Nanite ships are on the Season 2 list too.
Anthony Maunder 22 Mei @ 12:21am 
I cant build any flagships or dreadnaughts. the ships are grayed out in grand shipyard
Ghost_Dance 21 Mei @ 5:55pm 
Maybe noob question but are all the ship sets in the mod images here included in the mod? There are some cool human industrial looking ones that sort of look like Halo I'd love to use, but can't seem to find.
kequilla 21 Mei @ 3:22pm 
Also nanite ships could use some love.
kequilla 21 Mei @ 6:42am 
The biogenesis dlc added a kind of weapon that adds a debuff or buff to friends and foes. Will you be integrating this new support weapon type in the new ship classes?
xia05106 20 Mei @ 11:43pm 
I'm not sure if there is a mod clash that caused this...... my manager jobs are broken. these jobs appear in the "expert" list, but I can't assign any population to fill those jobs. Also, whenever I upgrade the admin building, it automatically creates the same amount of unemployed experts as the number of available manager jobs----still without filling those.
AprilCantAim 19 Mei @ 11:37am 
Anyone else having issues with the Grand Citadel crashing the game?
CaptainX3  [pembuat] 19 Mei @ 9:49am 
Xefanro - I didn’t even think about Enclaves building them, I’ll check into this.

Angelis Mortis - I was just doing testing on the mod last night, there are no issues with the Strike Cruiser when I used only NSC and UIOD. Either your mod files have not been properly updated by Steam (has been happening a lot) or you have a conflict somewhere.
Xefanro 19 Mei @ 8:15am 
I noticed a bug with Explorer ships and mercenary enclaves. Can mercenary enclaves be blocked from building explorer ships please?
Angelis Mortis 19 Mei @ 4:33am 
Strike cruiser equipment is borked. Hyper-drive appearing in reactor spot. Placeholders for turrets. It's just the Strike Cruiser so far (only unlocked up to battleship). All other ship classes seem fine so far with the exception of the already mentioned low power reactors issue once you hit Battleship.
CaptainX3  [pembuat] 18 Mei @ 10:43am 
BlackSwordsman - The Mod Menu was removed in the 4.0 update. We'll probably design a new one sometime in the future.
BlackSwordsman 18 Mei @ 5:09am 
hello just a quick question in the prior versions of this mod at the start of a new game there was a windows prompt for upkeep of ships and megastructures and in this last version there isn't one and neither is there something in the edicts tab ? is there something wrong on my side or is that option just non existing in this new version ?
jaargo2000 17 Mei @ 10:36pm 
If the cloaking device supposed to add onto Explorer's automatically like the science ships?
Cause I don't see it under the A slot in the ship designer.

And I'm pretty sure I've got all the cloaking techs.

Since this was mentioned as fixed recently
I've checked my load order and re-downloaded the mod completely.
Ulm 17 Mei @ 3:42pm 
Anyone having issues with desyncs?
CaptainX3  [pembuat] 16 Mei @ 7:24pm 
NovaHunt - Try running only NSC with a new game. If that was an issue everyone was having, we’d have hundreds of comments here telling us the mod was broken. I was testing stuff earlier and everything was working.
NovaHunt 16 Mei @ 6:06pm 
@CaptainX3 So I removed all my outdated mods and only have the NSC and Star wars NSC ship model sets and it's still bugged. Guessing it's a paradox issue.
Rasputin 16 Mei @ 3:43pm 
Thanks for reply.I playing this game only with your mod.I was not sure where is problem.
@FewHer is not only about planet management... same shit AI do with Starbases and then instead of building shipyard they spam one useless building in whole Starbase... and its useless.. like whole management of AI is broken...
Fewher 16 Mei @ 3:11pm 
@CaptainX3 I'm starting to think the new DLC broke planet management for the AI... they're just mass building commercial buildings and thats it.
CaptainX3  [pembuat] 16 Mei @ 1:18pm 
Vercengetorix Sartorius - We can’t, unfortunately. Even the author of UIOD tried to solve that annoying problem and couldn’t.

Rasputin - I’ve seen a few people reporting similar issues, and some aren’t using mods at all. Nothing you mentioned is edited or affected by NSC, so there’s nothing for us to fix in those areas - we have no control over how the AI does things other than we tell them what percentage of ship types to build, which they seem to totally ignore. I’d give Paradox some time to iron out the 4.0 issues, it really has been a bit of a mess.
Rasputin 16 Mei @ 12:55pm 
(Part3 of message)
5.I’ve played two games since the patch—about 90+ hours total—and I haven’t seen a single strong nation useing ships from the new DLC.(Though I understand this might just be a balance issue. It’s not my biggest concern.)

I'm posting this in case someone can offer advice or is dealing with the same problems. I love this game and this mod, and I really want to play, but right now it's very hard for me to enjoy the game.
Rasputin 16 Mei @ 12:55pm 
(Part2 of message)
3. AI is bad at planet management. Many AI empires mismanage districts badly. Some planets are filled with city districts only while others planets have zero district builded.Some planets looks fine. Building placement feels random, and even on Grand Admiral difficulty,
most AI empires have poor economies. Only 2–3 out of 30 nations seem to get lucky and succeed, but only because they was more lucky. (For context, I didn’t enable Advanced AI starts—everyone began equally.)

4. Something’s off with the research system. Especially with ship weapons and armor techs: sometimes I’m offered higher-tier research options without having researched the lower tier.
Sometimes I see both level 3 and level 4 armor research/weapon research at the same time.
Rasputin 16 Mei @ 12:54pm 
(Part 1 of message)
Hello, and sorry—this message is going to be long.

First of all, I love your mod and never play the game without it. I’ve spent over 1,200 hours playing, mostly just for fun from time to time. However, after this patch, my game is completely broken. The longer I play, the more issues I notice. I'm not sure if the problem lies with your mod or the game itself, but I wanted to share my experience here.

I’m using the following mods:UI Overhaul,!Better Performance,A few small mods for extra trait points.Nothing major. Everything is in the correct load order.
Here’s what I’ve noticed:

1. In game colonization seems to be sometimes stuck at 0%. I see that often.

2. AI behavior is completely broken. If the AI loses a shipyard during a war, they often never rebuild it back. They just sit idle, doing nothing for 50+ years. I’ve seen this happen with both regular shipyards and beastports.
Vercengetorix Sartorius 16 Mei @ 12:45pm 
Please, if possible, make separate tabs for the categories of structures on the starbases, military and civilian. Constantly scrolling down the entire list to the desired buildings is exhausting.
hallsean081 16 Mei @ 7:28am 
More Alternate Ship Sections seems to be conflicting with NSC and screwing up my precious bioships.
swejack 16 Mei @ 5:22am 
Captain3X - thanks for the response, I totally understand. Hope it comes back in next update
CaptainX3  [pembuat] 15 Mei @ 9:39pm 
Angelis Morris - We’re looking into the vanilla reactors, we stopped overwriting them since we didn’t need to in 4.0 due to code changes, but we’re going to look into increasing their power numbers, it’ll just take a little time. You can try using the ESC Next mod in the meantime, it has more powerful reactors I believe.

NovaHunt - That error is caused by a mod conflict somewhere. Make sure you are not using ANY outdated mods, and try testing to find which mod is causing the conflict.
CaptainX3  [pembuat] 15 Mei @ 9:37pm 
hallsean081 - I’ll definitely add juggs for bioships if they’re not there, but I could’ve sworn during testing that I saw them in the ship designer. They even have their own models for them I’m pretty sure. Might want to double check and test with vanilla and see if you’ve got a mod breaking your game.

MMRBKane - I was just using NSC last night for testing, as are thousands of others on the NSC Discord. We haven’t seen any crashes. Try running your game with only NSC and the UIOD mod and see. If you’re running ANY mods that are not updated to 4.0, they will not work, turn them off.
NovaHunt 15 Mei @ 8:43pm 
Does anyone know why when trying to add a component it's saying SHIPDESIGNER_SAVEFAIL_MISSING_REQUIRED_COMPONENTS and wont let me save nor add a component.
Angelis Mortis 15 Mei @ 8:11pm 
Not sure what happened but the ship reactors are way under-powered now. Can't arm/shield ships anywhere close to adequate.
MMRBKane 15 Mei @ 7:00pm 
Hey, after 4.0, your mod has kept crashing my game every time I load onto stellaris with it, can you look into any possible problems?
hallsean081 15 Mei @ 2:51pm 
So, I just noticed my Biological shipsets don't have a juggernaut. Not to seem like an ass, but do you think you can get 'em back for us?
CaptainX3  [pembuat] 15 Mei @ 10:43am 
swejack - That menu has been removed for the time being. We’ll probably design a new one in the future.
swejack 15 Mei @ 8:43am 
i dont know if this has been adressed but i dont get the options at the start of the game like i used to before 4.0. im talking about hte menu where you get to set sliders and disable/enable ships and modules.
CaptainX3  [pembuat] 15 Mei @ 12:36am 
Genevieve - Yes, the full bioship rework is going to be part of the Season 2 update which we’re hoping to have done towards the end of next month. The stuff we have on the bioships now is temporary and nowhere near balanced, it’s just a boost to keep the ships kind of competitive while we’re working on the next major update.
Genevieve 15 Mei @ 12:15am 
Hello Dev. I have to ask: any idea on whether you'll balance NSC for Bio ships? Because from what I've seen so far, the amount of weapons mechanical ship gives with NSC can and will kill Bio ships quickly without any balancing. It doesn't have to be immediate. Even a plan would do just fine.
CaptainX3  [pembuat] 14 Mei @ 10:39pm 
Unfortunately I had only a very limited time frame in which to do bug fixes, so I focused on the most urgent ones first. Starbase jobs are a lower priority and will have to be fixed later. Bioships are going to require us to make an entirely new set of reactors which will take awhile.

For the time being, I’d recommend using the ESC Next mod for better bioships reactors and the Starbase Extended 3 mod for starbase jobs if you need them,