Stellaris

Stellaris

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((( NSC3 - Season 1 )))
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378.886 MB
May 12, 2016 @ 7:05pm
Sep 12 @ 12:31pm
359 Change Notes ( view )

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((( NSC3 - Season 1 )))

Description



September 12, 2024 - Season 1 - Update 10 (Mod Version 1.0.10)
New Save Game is Recomended But Not Required

Updates & Bug Fixes
  • Due to some changes to NSC features, we recommend starting a new game with this update, however it shouldn't break save games, but it could possibly cause unknown issues.

  • Updated the mod code for Stellaris 3.13. At this time, it does not appear that we need to do anything for compatibility with the new DLC.

  • We have removed all NSC changes to the orbital rings due to various bugs. We'll look into adding Orbital Ring content again once we iron out the issues.

  • Fixed a reported bug where the Starbase Admin Office was adding a Politician job to the Synaptic Lathe, which prevented the Neural Chips jobs from displaying. Note: This fix will likely stop the building from providing any benefit to Cosmogensis world colonies.

  • Fixed a bug where the Nanite Interdictor was not available for use when using NSC. (Note: The sections & stats for this ship have not been changed in any way from vanilla, we just added the missing code to the NSC files.)

  • Fixed a bug with some Starbase Module tooltips showing the wrong build limit.

  • New Building: Planetary Construction Office - This was added by community request, it functions similarly to the Starbase Construction Office except it boosts build speed for planetary buildings.

New Features & Feature Changes
  • Changed the Frigate to be unlocked at the same time the first tier of Torpedoes are researched, so you don't have a ship with G slots that can't be filled. This will also unlock the Frigates a bit earlier in the game.

  • Per community request, removed the AI bonus doctrine from the mod. NSC no longer gives any special bonuses to the AI, except for what comes with NSC components and modules and whatever is chosen in the Mod Menu.

  • Changed the Mega Shipyard to have 50/75/100 shipyards at levels 1/2/3 respectively, to actually make it worth it to build given that NSC starbases can have a lot more shipyards than vanilla.

  • Removed the Gateway tech requirement from the Hyperlane Manipulation tech. Now all you need is Mega Engineering to unlock the hyperlane manipulation stations.

  • Changed the Hydroponics Farm from a Starbase Building into a Starbase Module with a build limit of 10 per starbase, per community request.

  • Increased the build limit on Solar Panels from 6 to 10 on each starbase.

  • Reduced the build time for the Galactic Hospital Levels 2 and 3 from 10 years to 2 years (10 years seemed a bit too long for a simple upgrade.)

  • Added 2 new upgrade levels to the Galactic Hospital that each add more Diagnostician jobs at an increased upkeep cost. (Note: The model of the structure will not change for Levels 4 and 5 as we do not have any additonal models available.)



May 11, 2024 - Season 1 - Update 9 (Mod Version 1.0.9)
New Save Game is Not Required
  • Fixed a bug where the Nanite swarmer sections were missing.

  • Fixed a bug that was causing the transport ship models for the new shipsets to not show up.



If you don't wish to use the Steam workshop for NSC3, you can download it directly from the NSC3 Github here: https://github.com/CaptainX3/NSC3-Mod/releases
Manual installation instructions are on the download page. You can also find all previous releases of the mod there (Starting from the first release of NSC2 Season 8).



You can join our server and chat directly with the NSC devs and many other players and modders, or post ideas and suggestions for us! Over 90% of the new content added to the mod comes directly from our Discord users! Simply head to the link below to join.

Join the Official NSC Discord: https://discord.gg/8yTv5MR9H3



We have uploaded the previous version of NSC to the workshop for those who wish to continue their save games before upgrading to this new version. To subscribe to the Previous Version, click here: https://steamcommunity.com/sharedfiles/filedetails/?id=2386308448



If the above steps don't work to solve your issue, the best way to get assistance is to open a Support Ticket on the NSC Discord: https://discord.gg/8yTv5MR9H3




To report a bug with the mod, you can file a new Bug Report on the NSC Discord: https://discord.gg/8yTv5MR9H3



If you'd like to make a donation for all of the hard work on this mod, you can click here to make a one-time or monthly donation via Paypal.[www.paypal.com]

We also have 3 monthly subscriptions on the NSC Discord that come with various benefits for those who would like to offer long term support.


Copyright 2024 T. Graham. This item is not authorized for posting on Steam except under the Steam account named CaptainX3. It is also not authorized to be posted on any other website EXCEPT the official NSC3 Github page. Copies of this mod found other than on this exact page or on the NSC3 Github page are stolen and unauthorized. All Rights Reserved.
Popular Discussions View All (5)
1
Oct 23 @ 11:21am
Nanite interdictors missing their reactors
Anemie
7
Aug 30 @ 8:09pm
Flagships still spawned en-mass for other empires.
Xeonzs
1
Aug 14 @ 1:19pm
Explorer tech
Skaeren
17,938 Comments
CaptainX3  [author] Oct 22 @ 1:21pm 
Frank - LOL I guess I never thought about it. NSC has been around since a few days after Stellaris was originally released. Back then it was called "New Ship Classes & More" and the community shortened it to NSC over time, and that's what it has been ever since. Didn't even think about the fact that there is literally nowhere where the acronym is explained, and kinda funny now that you pointed it out.
Frank Oct 22 @ 1:16pm 
How does anyone write a description this long and not once actually say what the meaning of the title's acronym means?
EldritchSheep Oct 21 @ 12:45pm 
oh! ok!! i think i see what i did wrong thanks!!
CaptainX3  [author] Oct 21 @ 7:28am 
EldritchSheep - Please follow the troubleshooting steps under the yellow banner above. You have a bad load order or a load conflict.
EldritchSheep Oct 21 @ 12:39am 
so im having a issue with this mod. i cant make frigates or explorers or anything of that sort because it says im missing a component and shows im missing a ship computer. is there a fix for this or something??
NightShade Oct 19 @ 10:34pm 
CaptainX3 - thank you so much for the help, I'll give that shot!
son-goku Oct 19 @ 1:49pm 
The weird thing is , before I replaced my computer, it worked with both mods. I remember taking out those lines but the UI stuff wasn't blocked by the mod

Anyway, I keep the Extra Perks mod deactivated for now. I can live without those, but not NSC :D
CaptainX3  [author] Oct 19 @ 1:23pm 
son-goku - Ahh yeah, that’ll do it. Extra Perks has been on our “permanently incompatible” list for quite awhile, and we don’t really know exactly how it does it either. There’s no way to override it that we know of, you’ll have to go without it if you want it he full starbase slot loadout.
son-goku Oct 19 @ 9:09am 
Second small update. I deactivated the Plentiful Traditions - Extra Perks" mod and the UI went back to the 20/20 slots

I truly don't understand how that mod changes the UI...
son-goku Oct 19 @ 9:02am 
Okay, small update. I found the culprit for the missing slots. The mod "Plentiful Traditions - Extra
Perks" has an entry in the "common/static_modifiers/00_static_modifiers.txt" that reduces the number of buildings by 5 and the numbers of modules by 2. It adds them back later but that apparently doesn't work and breaks other mods.

However, after taking the two lines away, the UI reverts back to normal for some reason without moving the mod in the load order, so I have only a maximum 12 slots for both modules and buildings

I don't get it :(