Stellaris
((( NSC3 - Season 1 )))
18,475 件のコメント
My sorry behind thought *all* the vanilla reactors based on all the ships got buffed with a power boost... nope, just the NSC3 ship types and the starbases+defense platforms and their tier upgrade versions.

The mod team otherwise is doing amazing work as usual, but it feels like the Strike Cruiser could use *just* a little extra power not coming from the Aux Reactor components so I don't have to start teching *down* from T3 sublights and sensors tech, much less the weapons tech being downgraded as needed.
Tia 11 時間前 
For anyone who cares, I updated the Orbitals Outliner Icon Fix for the latest NSC3 and 4.x. Tested a bunch, looks fine. Available here https://sp.zhabite.com/sharedfiles/filedetails/?id=3368185157
CaptainX3  [作成者] 22 時間前 
harvin_s_dhillon - I haven’t seen anyone report this, but I’ll check into it when I can.

AncientGatekeeper - I tested this a couple days ago, I was able to click on the slot and select any level of cloak, so I can’t say what’s happening on your end unless you’re using an NSC compatibility patch that hasn’t been updated.

For those of you who have greyed out ships - turn off all mods except NSC and UIOD and test to see if it’s working. If it is not working, follow the steps on this page to reset the mod. If it does work with only NSC, you have a mod conflict. I was testing things yesterday and this bug is not happening when I use only NSC and UIOD.
SUICIDAL POINTMAN 5月26日 11時14分 
battle cruisers . regular cruisers and explorers and dreadnoughts cant be bought or made at all
Tyraenez 5月26日 7時20分 
New Issue, I can't upgrade ship designs to their newest design, it just shuffles around my existing designs whenever i try to upgrade
Tyraenez 5月25日 19時09分 
Having an issue where i can't construct my explorer, its in the shipyard menu but always greyed out (I have all required materials)
Terran 5月25日 13時18分 
Doesn't seem to have a popup for NSC Settings at the start of a game (singleplayer). Regardless, thank you so much for keeping this wonderful mod updated!
AncientGatekeeper 5月25日 9時57分 
So on the issue with the science component, if i toggle the auto fill option it fills the missing slot.
harvin_s_dhillon 5月25日 9時44分 
I know PDX only just fixed Bio Offspring Ships not appearing as of 4.0.13 (except Weaver ones) but NSC3 reverts this fix it seems.
CaptainX3  [作成者] 5月25日 2時53分 
Hebrux - That’s a vanilla bug that Paradox supposedly fixed a couple updates ago. We can’t edit or modify that function.

AncientGatekeeper - Yeah, we’ve gotten dozens of reports of Steam not wanting to update files properly. Might need to unsub/resub several times.
AncientGatekeeper 5月24日 23時39分 
I'm still having an issue with "Fixed a bug where the Explorer didn't have the slot available to equip a cloaking device."

Should I resubscribe to the mod?
Hebrux 5月24日 17時19分 
Explorer ship classes are just Explorer in the shipyard menu.
Need a way to differentiate between different explorer classes
CaptainX3  [作成者] 5月24日 13時43分 
Omniscronchulon - Not that I know of, NSC is the only mod I have time to maintain these days.
OMNISCRONCHULON 5月24日 13時14分 
Is there a submod that disables the starbase modifications? I like the defense stations and fortresses, but not the unholy amount of building and module slots on starbases.
Nightbane ︻芫 —— 5月24日 9時23分 
That’s okay, was just curious. Thank you so much!
CaptainX3  [作成者] 5月24日 9時16分 
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 —— 5月24日 9時04分 
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  [作成者] 5月24日 8時40分 
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 —— 5月24日 4時05分 
@CaptainX3, do you know how to do it?

I’m not too familiar with the coding of game
一天五顿饭 5月24日 2時59分 
I have located the problem, I add a new mod today. Nvm, have a nice day
CaptainX3  [作成者] 5月24日 2時55分 
一天五顿饭 - No, I didn't even touch the Juggernaut files.
一天五顿饭 5月24日 2時52分 
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  [作成者] 5月23日 21時02分 
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  [作成者] 5月23日 21時02分 
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 —— 5月23日 12時00分 
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 5月23日 6時32分 
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 5月22日 22時33分 
Why is NSCMOD not working in my game
kequilla 5月22日 6時22分 
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  [作成者] 5月22日 4時45分 
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 5月22日 0時21分 
I cant build any flagships or dreadnaughts. the ships are grayed out in grand shipyard
Ghost_Dance 5月21日 17時55分 
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 5月21日 15時22分 
Also nanite ships could use some love.
kequilla 5月21日 6時42分 
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 5月20日 23時43分 
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 5月19日 11時37分 
Anyone else having issues with the Grand Citadel crashing the game?
CaptainX3  [作成者] 5月19日 9時49分 
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 5月19日 8時15分 
I noticed a bug with Explorer ships and mercenary enclaves. Can mercenary enclaves be blocked from building explorer ships please?
Angelis Mortis 5月19日 4時33分 
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  [作成者] 5月18日 10時43分 
BlackSwordsman - The Mod Menu was removed in the 4.0 update. We'll probably design a new one sometime in the future.
BlackSwordsman 5月18日 5時09分 
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 5月17日 22時36分 
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 5月17日 15時42分 
Anyone having issues with desyncs?
CaptainX3  [作成者] 5月16日 19時24分 
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 5月16日 18時06分 
@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 5月16日 15時43分 
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 5月16日 15時11分 
@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  [作成者] 5月16日 13時18分 
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 5月16日 12時55分 
(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 5月16日 12時55分 
(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 5月16日 12時54分 
(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.