Stellaris

Stellaris

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(-New Ship Classes & More v7.0-)
 
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279.371 MB
May 12, 2016 @ 7:05pm
Nov 19 @ 6:50pm
178 Change Notes ( view )

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(-New Ship Classes & More v7.0-)

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In 1 collection by CaptainX3
CaptainX3's Personal Stellaris Mods
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Description

This mod adds new ship classes and many new features to the game. These changes affect all vanilla playable races in the game, and the AI will use all the new ship classes in the same way that the player can.


  • New Ship Classes: Strike Cruiser, Battlecruiser, Light Carrier, Carrier, Dreadnought, Superdreadnought, Flagship, Construction Cruiser, Science Cruiser.
  • New Station Classes: Headquarters Station, Sensor Station, Battle Fortress, Power Station, Mining Base, Drydock.
  • 18 New Playable Races: AI, Ancients, Pirates, Swarm, 7 Unbidden Colors, 6 Fallen Empire Types, and a new made-from-scratch race called Creatures of the Void.
  • Playable Guardians: Allows the player to summon their own Guardian/Leviathan (if they have purchased the Leviathans DLC).
  • And Much More: Hundreds of other tweaks and changes to improve the gameplay experience.


Before using this mod, it is HIGHLY recommended that you read the Official Mod Guide website. This site has everything that you need to know about the mod and how the new features work.

New Ship Classes & More Official Mod Guide: http://www.nscmod.com



You can join our server and chat with us live in our Lounge, or post ideas and suggestions for us to read! Simply head to the link below to join.

Join the Modding Community: https://discord.gg/K9jUfws



November 1, 2017 - Version 7.1.0
New Save Game is HIGHLY RECOMMENDED but not required.
  • NSC 7.1 is a major bugfix and balance update. The full list of changes is too long to fit on this page. IT IS IMPERATIVE THAT EVERYONE READ THE FULL CHANGE LOG, AS THERE ARE MAJOR CHANGES IN THE MOD THAT YOU NEED TO KNOW ABOUT. See the full Change Log for a complete list of everything that has changed.
NOTE: The localisation files have been changed in this update. Language translations will need to be updated to include the changes.



Here you'll find a list of compatibility patches written for other popular mods.



Here you'll find a list of addon mods designed specifically for NSC.

http://www.nscmod.com/addon-mods/



Here you'll find a list of shipsets that allow players to use new ship models with this mod.

http://www.nscmod.com/new-shipsets/



Here you'll find a list of language translations for this mod written by other users.

http://www.nscmod.com/language-translations/



Looking for a "lite" version of NSC without all of the extra features? Try NSC: Streamlined here: http://steamcommunity.com/sharedfiles/filedetails/?id=932869910




Looking for a standalone version of the Playable Guardians? Look here: http://steamcommunity.com/sharedfiles/filedetails/?id=949022828



  • IMPORTANT: This mod requires the UI Overhaul 1080p mod in order for the 5-section Flagship to display properly in the ship designer. If you don't care about how the UI looks in the ship designer, you can use this mod alone with no issues.

  • HOW TO RESET NSC: If your copy of the mod is not working properly, delete this entire folder from your PC: Steam\SteamApps\workshop\content\281990\683230077 and then unsubscribe and resubscribe to the mod. Verify that Steam is downloading the mod, and then try to run again. You may have to repeat this step a few times to get it working. This is becoming a common problem with Steam and we cannot fix it from our end.



  • If you're having a problem with the mod, the first step is to read the Frequently Asked Questions posted on the mod website. This FAQ answers roughly 90% of the issues posted in the comments. Read this page first before posting your question: http://www.nscmod.com/mod-faqs/

  • If your issue is not answered on that page, the quickest way to get an answer is to join the Tech Support channel on the NSC Discord here: https://discord.gg/WZq386r

  • You can also post your question in the Comments section below, although it may take longer for a response. Be aware that if you're asking a question that is already answered on the FAQ page linked above, you'll be directed there to read it.

Copyright 2017 T. Graham. This item is not authorized for posting on Steam, except under the Steam account named CaptainX3. All Rights Reserved.
Popular Discussions View All (5)
142
Nov 18 @ 12:10pm
Bug Reports - NSC v7.0
CaptainX3
32
Nov 9 @ 10:53pm
NSC 7.0 Full Change Log
CaptainX3
16
Nov 1 @ 10:54am
PINNED: Custom Namelist Template (NSC 6.0 Compatible)
CaptainX3
< >
7,829 Comments
Zaksle350z 2 hours ago 
does it work with star wars empire ships? or is it the same thing basically cuz they have own classes? will it effect anything?
Crusader Vanguard  [author] 3 hours ago 
@EVERYONE - Fixed bug that caused the Carrack Pirate Galleon to remain disabled and have a useless special project if the AI attacks it instead of exploding and respawning elsewhere. Also made a few other minor tweaks.
Astral Nov 18 @ 4:51am 
@gmmirc
Please read the FAQ:
http://www.nscmod.com/mod-faqs/
gmirc Nov 18 @ 1:39am 
why does level 9 armor better than level 10?
Crusader Vanguard  [author] Nov 14 @ 10:59am 
@Ser Maks - There are a few things I'd like to do in those files. For instance, we could really change up the way the EPR weaponry locators are placed if we overhaul the locator values in the section template files. For example, for Capital Ships, bows can have say large_gun_01 and large_gun_02 weaponry locators, then the mid(s) have the same thing: large_gun_01 and so on. If we change the mids to large_gun_03 (or the next number after the max the bows could have), we could spread around weaponry some more.

As to your specific question, yes, that's possible, just dublicate the asset file entries and rename them. However, just like the Guardian System Overhaul I haven't done, I'm trying to take a break before Patch 1.9. I'm keeping a list of things to look into for Patch 1.9. I'll add this.
Ser Maks Nov 14 @ 10:53am 
CaptainX3 - Thank you for the fast reply, but i've specially mention that comp.patch is working(or i would have fixed it on my end already). I meant section_tempates files inside the NSC itself.
For example, in NSC, common/section_templates/destroyer.txt, both ship_section_templates DESTROYER_BOW_S3_1 and DESTROYER_BOW_S3_2, currently use one entity = "destroyer_bow_S3_entity". I wanted to know is it possible for you to give them different entities, like entity = "destroyer_bow_S3_entity" and entity = "destroyer_bow_S3_2_entity".
I sucssefully tried to do so myself, but figured that such an addition would be easier on your end, hence is the question.
Rev -IX- Nov 14 @ 10:50am 
Astral
Thanks
CaptainX3  [author] Nov 14 @ 10:25am 
Ser Maks - I'm not actively maintaining the patches for Elratie's mods anymore, NSC itself takes most of my free time. Your best bet is to ask Elratie to make an up to date patch.
Ser Maks Nov 14 @ 10:23am 
Hello.
Is it possible to make at least some of your added ship parts in common/section_templates, to use unique model entries in the next update? For the corvette and destroyer, at least.
I play Stellaris with Elratie SW shipsets, and its really bother me to see only two visually distinct corvette and three destroyer models in my fleets(well, i like diverse fleets), while knowing that there are twice more models available in the set. Just in case, i do have corresponding compability patch active and working as intended(triple checked for that before posting).

Other than this little wish, no problem with your mod. Can't imagine playing Stellaris without it anymore.
Astral Nov 14 @ 4:37am 
@Rev -IX-
Any mod that makes any gameplay change is not achievement compatible.