Stellaris
((( NSC3 - Season 1 )))
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Обновление: 27 апр. 2020 в 8:46

April 27, 2020 - Season 5, Episode 1: Watch The Skies
Update 1 - Mod Version 5.1.1 - New Save Game is Positively Absolutely Required (Seriously)
  • SPECIAL NOTE: We were planning to add a new Relic with an entire event chain associated with it, but we haven't quite finished it yet, and didn't want to delay release again. We will release it along with whatever bug fixes we need to do in our next update later this week. If it works properly and people like it, we'll do a Relic episode in the future with more!
  • The Official NSC2 Wiki will return, but it is going to take me some time to rewrite the entire site to match all of the updates we've done over the last couple seasons. Please be patient as I work on this. Until then, if you have a question about how something works, the quickest way to an answer is to join the NSC2 Discord linked above.
  • Lithoids Compatibility - Thanks to Paragon (Creator of the United Fleet and Kurogane Extended shipsets), we have managed to make the Lithoids ships compatible with NSC2. Please note that most ship configurations fit together just fine, however there may be a few combinations that don't fit together absolutely perfectly. There is nothing more we can do with this and bug reports about it will be ignored.
  • Headquarters Station - This station is classified as a Juggernaut, however it does not have any shipyards. It is very heavy armed and tough. It is capable of slow movement only within the system it was built it - it DOES NOT have FTL capability. It provides your empire with substantial fleet-related bonuses once built.
  • Planetary Assault Pods - These new drop pods can be equipped in a special L slot on Escort Carrier and Carrier class ships. These pods are capable of automatically dropping a specified number of armies onto an enemy planet as soon as the ship moves over it. You will not be able to take over large enemy strongholds or capital planets with these small armies, but they can take over minor enemy planets without the need to bring along dedicated troop transports.
  • Escort Carriers and regular Carriers now each have a new "Invasion" section that features only one single L slot. That L slot is intended to equip the new drop pods and house your invasion armies.
  • Carriers have had all L slots removed from their sections and replaced with G slots, so that the only L slot available on the Carrier is for the drop pods.
  • Fixed a major bug in which starbases did not equip weapons or other modules once you had built 12 modules total. (We thought this was a vanilla problem but we found the solution.)
  • Renamed the Level 6 starbase the Grand Citadel and renamed the Level 7 starbase to Solar Stronghold.
  • Added 3 tiers of new auxiliary Bombardment enhancement components. Tier 1 unlocked at Cruisers, Tier 2 at Battleships, Tier 3 at Dreadnoughts.
  • Added new NSC2 Humanoid name list submitted by a mod user.
  • Changed the Mega Shipyard megastructure Levels 1/2/3 so they now hav 10/30/50 shipyards, provide 100/200/800 starting ship experience, and increase shipyard build speed empire wide by 33% / 75% / 125%.
  • Used the old Galaxy Hospital model for the new HQ station and changed the Hospital to new models.
  • Changed the name of the Galaxy General Hospital to the Galactic General Hospital. Gave the mega 3 new models, one for each of the 3 levels. The 3 levels have been renamed Galactic Clinic, Galactic Medical Center, and Galactic General Hopsital.
  • Galactic General Hospital changes - Removed happiness bonus, removed growth bonus modifiers on the structure itself, increased the jobs for each level, and doubled the growth rate of the jobs and made it apply to all empires.
  • Changed the layout of the vanilla Juggernaut section and added 3 more possible section options.
  • We have changed the Advanced Behavior Computers. We have removed all bonuses from the Advanced Behavior Computers and changed them into Advanced Tactics, meaning that now you will equip a normal combat computer in the top slot, and then if you want an advanced tactic, you equip it in the second slot. If you do not want to use an advanced tactic, you can equip the "Use Default" tactic.
  • Increased max command limit from 500 to 1000.
  • Increased base command limit from 20 to 50.
  • Increased base fleet capacity from 20 to 50.
  • Removed the Fleet Command Center megastructure.
  • Removed all restrictions on all Combat Computers. Any ship can now equip any computer and any behavior (Except the NSC2 AI computer, which still has its original restrictions.)
  • Changed Exploration Cruiser to now unlock shortly after Destroyers (roughly 10 years into the game), to make it available earlier.
  • Gave the Level 2 Exploration Cruiser the option of equipping a single hangar bay onto each of its two mid missile sections (2 total).
  • Gave the Level 3 Exploration Cruiser the option of equipping two hangar bays onto each of its two mid missile sections (4 total).
  • Reduced the monthly Research that the Exploration Cruiser Science Lab components generate from 50 to 10.
  • Increased the build cost of the Level 2 and 3 Exploration Cruiser to match their firepower.
  • Most of the localisation in the mod has been rewritten to provide more interesting and flavorful descriptions of a lot of items in the mod. Enjoy the new text!
  • Edited the section templates files so that the first weapon in a locator spawns a turret, and any others that are repeated in that locator have the invisible turret model. This results in the ship having only one visible turret model per emplacement, reducing the "cluttered" look of multiple turrets per emplacement. (NOTE: This hasn't quite been finished on the Exploration Cruiser and Flagship, but will be in a future update)
  • Adjusted the bonuses and maluses of the Blue Sky and Black Sky doctrines to make more sense and help with balance. They are also now locked behind Battlecruiser & Starbase 3 techs.
  • Fleet Composition doctrines will not appear until you have researched at least Battleships.
  • Fleet Armament doctrines will not appear until you have reached Tier 3 weapons.
  • Fleet Defensive doctrines will not appear until you have reached Tier 3 armor and shields.
  • Added the System Agriculture Terminal starbase building. It's the food equivalent to the mining and power starbase buildings.
  • Increased the Colossus HP and armor slightly, and added a few extra utility and aux slots.
  • Added some extra instruction localisation to the a couple of confusing NSC2 features (The NSC2 AI Computer & The Hyperlane Generator/Remover System) to help players understand how to use them. More of this type of text will be added in future updates.
  • Many other miscellaneous minor tweaks and bug fixes.

Обновление: 16 апр. 2020 в 7:29

PDX Launcher Error

Обновление: 16 апр. 2020 в 5:54

Обновление: 1 апр. 2020 в 0:29

Обновление: 31 март 2020 в 22:04

Обновление: 28 март 2020 в 11:54

March 28, 2020 - Season 4, Episode 2: The 2.6 Update
Update 4 - Mod Version 4.2.4 - New Save Game is Not Required
  • Fixed a major bug with Starbases not equipping hangar slots properly. You may have to remove the Hangar modules on your starbases and rebuild them to fix the bug.
  • Fixed a bug where the Colossus Shipyard could not be built until after you researched the Juggernaut tech. It should now show up if you research either Juggernauts or the Colossus.
  • Increased the cost of the Juggernaut from 960 to 7000 alloys. (We saw that no one reported its low cost as a bug... you guys didn't think we'd notice it was way too cheap, did you? LOL)
  • Reduced the build time of the Juggernaut from 3600 to 2200 days, to match with the build time of comparable NSC2 ships and starbases.

Обновление: 25 март 2020 в 13:29

March 25, 2020 - Season 4, Episode 2: The 2.6 Update
Update 3 - Mod Version 4.2.3 - New Save Game is Not Required
  • Finally fixed all of our custom ship class icons in the game. All ships should now be displaying the correct icons in all windows.
  • Made a custom top bar icon for the Flagship.
  • Fixed a couple of the missing tech icons. For those that I haven't had time to make yet, replaced that ugly "Missing Icon" image with a light bulb tech icon that doesn't look so gaudy.
  • Removed the Carrier Computers from the Cruiser Battleship.
  • Added the NSC2 AI Combat Computer to the Juggernaut. (The system that allows you direct control of it while in combat)
  • Fixed multiple issues with Battleship turrets not appearing in some turret spots.
  • Changed the deafult weapon loadout of the Juggernaut. It now has 2 XL, 6 H, and 12 M slots.
  • Added a new Juggernaut weapon loadout, the Missile section. It has 2 XL, 6 H, and 12 G slots.
  • Added a new Juggernaut weapon loadout, the Artillery section. It has 2 XL, 6 H, and 12 L slots. These new layouts will beef up the Jugg a bit without making it so powerful it can take over empires single-handedly.
  • SPECIAL NOTE: You'll need to upgrade your existing Juggernauts to fill in the new weapon slots, which will be empty when you load your save game.

Обновление: 23 март 2020 в 17:21

March 23, 2020 - Season 4, Episode 2: The 2.6 Update
Update 2 - Mod Version 4.2.2 - New Save Game is Not Required
  • Fixed an issue where ships, starbases, and stations had insanely high regen/repair rates.
  • Fixed a coding/placement bug with a PD slot on the Spitfire Battleship Core section.
  • Reworked all NSC2 custom icons and got them back into the game. (Let me know if I missed anything please).
  • Fixed several localisation errors.
  • Fixed a couple of missing icons (Let us know if we missed any others!)

Обновление: 21 март 2020 в 18:57

March 21, 2020 - Season 4, Episode 2: The 2.6 Update
Update 1 - Mod Version 4.2.0 - New Save Game is Not Required
  • All mod code has been updated to Stellaris v2.6.
  • The Juggernaut now features 6 shipyards (same number as the Drydock building).
  • The Juggernaut now has 50,000 base armor when built.
  • You can now build one Juggernaut per 750 naval capacity up to an empire total of 4.
  • All of the custom ship class, starbase, and overview icons in the mod have been temproarily removed until we can get them re-worked for 2.6. We figured you guys wanted a playable version ASAP. We'll do another hotfix update in the near future to return all of our custom icons.
  • There are still a few minor bugs here and there in the form of localisation and missing icons. We'll fix these in a future update, again we figured you guys wanted a playable version ASAP.
  • The Lithoids shipset is still not compatible with NSC2 and likely never will be, despite many hours of efforts. You can still use the Lithoid set with the mod and the game will run, but some of the ships will not look right or may be Mammalian models.

Обновление: 2 ноем. 2019 в 17:46

November 2, 2019 - Season 4, Episode 1: The Lost Fleet
Update 5 - Mod Version 4.1.5 - New Save Game is Not Required
  • All mod code has been updated to Stellaris v2.5.
  • At this time, we are officially removing our support for the Lithoids pack. Due to major issues with how the pack was designed, there is currently no known way to make the models work properly with NSC2. We have multiple community modding experts working on some way to make this set work with NSC2, but so far we have had no success. If we find a way to make the set compatible, we will do so in a future update. There is no ETA on this - if it happens, we'll release an update, if not, then there's nothing we can do.