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Zgłoś problem z tłumaczeniem
But reorganizing it and adding the mods in one by one, and then rebuilding my load order fixed it
This literally just showed up again for some reason in the middle of my game.
If I do follow the instructions in the description again, and run the test, everything works just fine. All the ships in the designer have their reactors in tact, and I can choose from any of them. (And that's with all the mods loaded too)
This literally just happened in the middle of a game post doing this test. (And not my first game either)
And I appreciate the suggestion. Honestly, the only reason I haven't is the experience of being told (Not by you, or anyone on NSC, but just a general experience) "Figure it our yourself, not our problem" over and over.
I can tell you that ESC and Gigas work fine with NSC, and I haven’t heard anyone say Real space is a problem either. I’m going to take a wild guess that one of your tradition mods is doing something that you’re not expecting it to (a lot of mods change things they don’t always mention).
I don’t know if you have a Discord account or not, but you’re welcome to join the NSC Discord and open a help ticket so you’ll get your own dedicated channel and either myself or some community members can help you troubleshoot.
I cannot for the life of me figure out which mod I've got that's causing this glitch, because I'm running only a handful of them, and they always worked together before.
NCS3
ESC (+addons)
Gigastructures
Real Space
Amazing Space Battles
Technological Ascendancy
A handful of origin, perk and tradition mods.
And for some reason, after I unlock Anti Matter Reactors, none of my ships can build reactors. They don't even have slots to place reactors in.
I'm genuinely at a loss here. Is this like a known bug? An extension of an in game bug? Or am I just getting incredibly unlucky?
If you've got nothing to go on because I've got other mods installed, I completely get it and apologize for wasting your time.
I'm just actually at my wits end and have nothing else to turn too.
Bing Chillin - As far as I know, you should be able to build the Colossus as you could before, NSC does not modify it at all or touch its files.
Lion - The NSC Mod Menu was removed for the time being.
AncientGatekeeper - The issue would be in the main ship_sizes file, under the “explorationship”, you need to have the civilian cloaking slot in the required components list. You can see it in the science ship entry, or in the NSC file. That’s what was missing to cause the Explorer to not have a cloak - it’s not an aux slot on the science ships, it’s a side slot.
Colesizecole - We’ve seen multiple complaints of the AI not building much anymore since 4.0, both with and without mods. I assume PDX will be fixing or tweaking that sometime soon.
Is there a possible mod conflict that could cause this or has anyone had the same issue? (not using any AI mods)
I am willing to learn from the best how to make a proper compat though.
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.
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.
AncientGatekeeper - Yeah, we’ve gotten dozens of reports of Steam not wanting to update files properly. Might need to unsub/resub several times.
Should I resubscribe to the mod?
Need a way to differentiate between different explorer classes
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.
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?
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.
I’m not too familiar with the coding of game
zuozuozuo - I don’t know, I would need a lot more information to be able to answer your question.
Dream idea is to have the swarmers be given a component slot that has unique "fleet receiver" items, while the interceptor be a "transmitter."
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.
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.