Stellaris
((( NSC3 - Season 1 )))
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Güncelleme: 21 Tem 2017 @ 9:53

July 21st, 2017 - Version 6.0.0 - Organization, Choice, & Compatibility Overhaul
New Save Game is HIGHLY RECOMMENDED

Full Changelog Listing:
  • Added NSC Features Menu. What does this do? It removes the clutter from the game start, controls all NSC Features, and gives information about NSC. How does it work? Go to the government view and find out, and be sure to read the new pop-up message at game start.
  • NSC Ship Parts Feature. What does this add? What about this/that component mod, do I have to have both? Good questions. The NSC Features Menu will explain all of this. It's a good first exercise in the use of this menu.
  • NSC now has a System Spawn Control Center (inside NSC Feature Menu), allowing you to spawn in Guardian systems whenever you want as much as you want, along with the "creature home systems" with some tweaks.
  • NSC is now much more save game friendly (as in non-NSC saved games), allowing you to have all features of NSC up and running mid-game, however, we strongly recommend you do this near the end of a year, as this "need to update" is checked yearly.
  • Tweaked AI Ship Budgets: Corvettes will eventually have 0% of the budget, which should eventually eliminate Corvette spam. Reduced AI Frigate budget 75% (AI uses class poorly), and gave budget to Destroyers & Capital Ship Classes.
  • Fixed the Playable Guardian Technosphere being "too easy" to aquire by correcting Paradox errors. Now you must "truly & successfully" help it in order to unlock it. Also added a new option where the extremely rare "sucessful" Technosphere hack special project can also produce the Playable Guardian.
  • Altered the vanilla Guardian Wraith Pulsar Survey event so that the timer is 5 years instead of 40 years. Also, 2 same-color Wraiths could appear instead of just one.
  • Fixed the vanilla Ether Drake coding so that the "Dragon will chase you outside it's system" events should now work properly. Don't engage it unless you're sure.
  • Upgraded vanilla Guardians with new NSC Component techs for a little extra challenge.
  • You now have an equal chance to get any of the Enigmatic Technologies after successfully completing the vanilla event chain (reactor/shields were lower).
  • Changed Superdreadnought to have 4 XL weapons on its Spinal Mount Bow to make the XL weaponry balance of Capital Ships (Battleship, Dreadnought, Superdreadnought, Flagship) 1-2-4-8 normally.
  • Added "XL Weaponry Upgrades" for Capital Ship Classes Battleship, Dreadnought, and Superdreadnought, making the Capital Ship XL weaponry count with all upgrades: 2-4-6-8.
  • Returned vanilla Mining/Research Stations to their weaponless state due to horrid targeting coding causing battle issues.
  • Increased the base Corvette price from 30 to 60 to bring it in line with other classes and hopefully reduce Corvette spam. To compensate at the start, NSC offers you 8 starting corvettes instead of the original 3.
  • The AI Challenge Feature now also checks and updates AI military station classes based on player progression.
  • Fixed Tomahawk Cruise Missiles and updated their stats, plus updated the weapon with a unique ship part icon, tech icon, and technology.
  • Added new NSC Space Event images randomized throughout NSC events (except Playable Guardians).
  • Reduced the speed of the NSC Flagship so that it won't charge too quickly into battle.
  • Utilized the fourth technology tier to make Flagship and Headquarters Station as "rare and unique" as they should be.
  • Fixed all Fallen Empire Shipset's Large Military Construction model from having the "spewing texture" glitch.
  • Added additional coding required to make NSC compatible with The Zenith of Fallen Empires mod. The Ship Compatibility Patch is still required.
  • New Compatibility Patch Mod added for compatibility between NSC and Had's mods (Autobuild, Board That Ship, Harder Invaders, etc) since our mods both edit the same gui file to add our respective menu buttons.
  • Numerous random bugfixes and improvement tweaks, including removing the last of the vanilla localisation file overwrites.

Güncelleme: 2 Tem 2017 @ 8:29

July 2nd, 2017 - Update 5.1.9Z - Minor Bugfix Update

Corrected the French, Polish, & Spanish event, megastructure, & technology localisation files to have the appropriate base language instead of "l_english".

Güncelleme: 29 Haz 2017 @ 17:50

June 29th, 2017 - Update 5.1.9Y - Minor Bugfix Update

Added missing "helped" flag for Technosphere in the Playable Guardian Repository option triggers, so the Technosphere will properly be triggered in the options list when the player helps it.

Güncelleme: 24 Haz 2017 @ 21:01

June 25th, 2017 - Update 5.1.9X - Minor Bugfix Update

Fixed two of the "English" language German localisation files reverting back to "l_english" rather than having "l_german".

Güncelleme: 24 Haz 2017 @ 19:37

June 24th, 2017 - Update 5.1.9 - Minor Bugfix Update

Fixed erroneous coding that gave the Playable Guardian Technosphere's "peaceful" path the "defeated" text.

Güncelleme: 21 Haz 2017 @ 14:00

June 21th, 2017 - Update 5.1.8 - Feature Change Update

I have changed the restrictions on all Playable Guardian spawn events to allow players who wish to have more than one Playable Guardian and are willing to cheat to access said console commands with certain conditions, as noted in this discussion thread in the Playable Guardians Standalone:

http://steamcommunity.yuanyoumao.com/workshop/filedetails/discussion/949022828/1368380934239675546/

Güncelleme: 18 Haz 2017 @ 10:09

June 18th, 2017 - Update 5.1.7 - General Bugfix Update
New Save Game is Not Required
  • Added new Power Station model that we believe is a better fit.
  • Added Brazilian Portuguese language support to the base mod in English. Russian not included to not interfere with RU translation mod.
  • Changed Battlecruiser's build time from 365 to 360 in alignment with a Stellaris year.
  • Adjusted XL Locators on Reptilian Spinal Mount Bow 2 for better positioning.
  • Added 2 XL weapons to Playable Guardian Automated Dreadnoughts (both options).
  • Fixed Playable Guardian Stellarite's XL Beam weapon so that it will fire even if the Stellarite travels "backwards".
  • Fixed Playable Guardian Paradise system to have proper plantary bodies, distances and a proper fleet formation for the Galleons.
  • Fixed all Playable Guardian system initializers to fix distance/spacing issues.
  • Fixed Playable Guardian's Player Carrack Pirate Galleon to have proper graphical culture, turrets, and weaponry locators.
  • Overhauled a lot of the Playable Guardian's localisation, for general improvements and to fix many grammatical & spelling errors plus certain funny mistakes.
  • General bugfixing and code cleaning of mod entire, including many localisation fixes.

Güncelleme: 16 Haz 2017 @ 9:22

June 16th, 2017 - v5.1.6Y - Patch Update Patch

Reverted the supported version number back to 1.6.* after Paradox pulled 1.7.

Güncelleme: 15 Haz 2017 @ 10:20

June 15th, 2017 - v5.1.6X - Patch Update Patch

Updated mod to support Stellaris Patch 1.7.2 "Bradbury" with the only fix needed: a simple line addition to the country_types file.

Güncelleme: 8 Haz 2017 @ 13:58

June 8th, 2017 - v5.1.6 - Minor Bugfix Patch

Updated German localisation files. The technology file incorrectly listed I_english instead of I_german, causing all technology localisation to fail.