Stellaris
((( NSC3 - Season 1 )))
18.479 bình luận
Colesizecole 10 phút trước 
whenever I have this enabled it makes it so some empires just dont build any warships or some do and some dont.

Is there a possible mod conflict that could cause this or has anyone had the same issue? (not using any AI mods)
AncientGatekeeper 1 giờ trước 
@CaptainX3 I'm the Dev for the (-NSC2 Addon: Civilian Ships Weaponized 2-) mod. It's possible that in my files I somehow touched the stealth component for the explorer. I'm not 100% sure tho since Stellaris modding is not my forte. Other games however are. I'm still learning the ins and outs of modding Stellaris.

I am willing to learn from the best how to make a proper compat though.
Lion 3 giờ trước 
Have NSC and UI dynamic enabled but the window to modify the price and build time for ships won't show up
Bing Chillin 4 giờ trước 
im pretty sure this is a mod issue, but i cant find where to build the Colossus anymore
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 16 giờ trước 
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  [tác giả] 26 Thg05 @ 5:16pm 
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 26 Thg05 @ 11:14am 
battle cruisers . regular cruisers and explorers and dreadnoughts cant be bought or made at all
Tyraenez 26 Thg05 @ 7:20am 
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 25 Thg05 @ 7:09pm 
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 25 Thg05 @ 1:18pm 
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 25 Thg05 @ 9:57am 
So on the issue with the science component, if i toggle the auto fill option it fills the missing slot.
harvin_s_dhillon 25 Thg05 @ 9:44am 
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  [tác giả] 25 Thg05 @ 2:53am 
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 24 Thg05 @ 11:39pm 
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 24 Thg05 @ 5:19pm 
Explorer ship classes are just Explorer in the shipyard menu.
Need a way to differentiate between different explorer classes
CaptainX3  [tác giả] 24 Thg05 @ 1:43pm 
Omniscronchulon - Not that I know of, NSC is the only mod I have time to maintain these days.
OMNISCRONCHULON 24 Thg05 @ 1:14pm 
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 —— 24 Thg05 @ 9:23am 
That’s okay, was just curious. Thank you so much!
CaptainX3  [tác giả] 24 Thg05 @ 9:16am 
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 —— 24 Thg05 @ 9:04am 
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  [tác giả] 24 Thg05 @ 8:40am 
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 —— 24 Thg05 @ 4:05am 
@CaptainX3, do you know how to do it?

I’m not too familiar with the coding of game
一天五顿饭 24 Thg05 @ 2:59am 
I have located the problem, I add a new mod today. Nvm, have a nice day
CaptainX3  [tác giả] 24 Thg05 @ 2:55am 
一天五顿饭 - No, I didn't even touch the Juggernaut files.
一天五顿饭 24 Thg05 @ 2:52am 
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  [tác giả] 23 Thg05 @ 9:02pm 
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  [tác giả] 23 Thg05 @ 9:02pm 
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 Thg05 @ 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 Thg05 @ 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 Thg05 @ 10:33pm 
Why is NSCMOD not working in my game
kequilla 22 Thg05 @ 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  [tác giả] 22 Thg05 @ 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 Thg05 @ 12:21am 
I cant build any flagships or dreadnaughts. the ships are grayed out in grand shipyard
Ghost_Dance 21 Thg05 @ 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 Thg05 @ 3:22pm 
Also nanite ships could use some love.
kequilla 21 Thg05 @ 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 Thg05 @ 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 Thg05 @ 11:37am 
Anyone else having issues with the Grand Citadel crashing the game?
CaptainX3  [tác giả] 19 Thg05 @ 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 Thg05 @ 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 Thg05 @ 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  [tác giả] 18 Thg05 @ 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 Thg05 @ 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 Thg05 @ 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 Thg05 @ 3:42pm 
Anyone having issues with desyncs?
CaptainX3  [tác giả] 16 Thg05 @ 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 Thg05 @ 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 Thg05 @ 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 Thg05 @ 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.