Stellaris

Stellaris

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(-New Ship Classes & More v3.0-)
 
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27.241 MB
May 12, 2016 @ 7:05pm
Dec 24, 2016 @ 2:26pm
99 Change Notes ( view )

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(-New Ship Classes & More v3.0-)

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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 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.


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


Having trouble with the mod? Click on the link below to join our online Tech Support channel and chat with the mod developers live on Discord.

NSC Tech Support: https://discord.gg/WZq386r

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

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


December 24, 2016 - v3.0.16 - New Save Game is Not Required
  • Added new icons for the Tier 3 XL weapons.
  • Added new research projects for the Tier 3 XL weapons.
  • Level 3 Pulsated Arc Emitter is now red.
  • Level 3 Graviton Lance is now green.
  • Level 3 Ultra Cannon is now azure/red.
  • Changed some of the Star Wars Sith Empire ship models to make more sense.
  • Changed some of the Star Wars Old Republic ship models to make more sense.


  • New Ship Classes: Frigate, Strike Cruiser, Battlecruiser, Light Carrier, Carrier, Dreadnought, Superdreadnought, Flagship, Science Cruiser, Construction Cruiser.
  • New Station Classes: Battle Fortress, Sensor Station, Mining Base, Power Station, Headquarters Station, Drydock.
  • New research projects added for most of the new classes and components.
  • And much more - visit http://www.nscmod.com for a complete list of all mod features.


This is a list of mods that we HIGHLY RECOMMEND for use with NSC for the best game experience.


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


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


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


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

http://steamcommunity.com/workshop/filedetails/discussion/683230077/353916584663391193/


  • 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.


If you feel like showing your appreciation for the hard work that went into this mod, feel free to click the button below to donate to the dev team using Paypal.

[www.paypal.com]


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 (4)
7
Dec 11, 2016 @ 11:48am
PINNED: Custom Namelist Template (NSC 3.0 Compatible)
CaptainX3
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3,987 Comments
Crusader Vanguard  [author] 13 minutes ago 
@A Space Phoenix - GarGhuul is correct. The 1080p mod is highly recommended, not *required*. The only part it is truly required for is for the Flagship in the Ship Designer. Without the 1080p mod, the 5 sections of the Flagship are "smushed" together, making it rather difficult to see everything and to make personalized changes to the loadout. Other than this minor inconvience, there is no reason NSC cannot run without the 1080p mod.
GarGhuul 2 hours ago 
@A Space Phoenix: I believe that while highly reccomended, the 1080 mod is not entirely required. It only helps in displaying the Flagship in the Design interface. I think.
Zateel 5 hours ago 
Thank you so much for taking the time to clarify! Wonderful mod you have here :) Have a nice evening :))
CaptainX3  [author] 5 hours ago 
ApSciLiara - We would be open to bringing additional coders onto the team that can dedicate the time needed to make new features, however we've had an issue in the past with this because we're very particular about the direction that we want the mod to go, and we've had problems with devs rage quitting and bailing out because we didn't do things the way they wanted.

I would definitely be open to talking with people who were interested in joining the team however, and anyone can message me on our Discord at any time to ask about this. It may take me some time to respond, since I'm a truck driver and can't always answer immediately. But if someone is interested in joining the NSC team to help us with future features, we'd be happy to talk with them.
A Space Phoenix 5 hours ago 
is there a way to get the mod to work without the 1080p overhaul mod, because my monitor is only 768p and the overhaul mod causes all the boxes to go off screen to where I cant select anything.
CaptainX3  [author] 5 hours ago 
Zateel - The Destroyer is actually smaller than than the Cruiser and comes first in the tech chain. It should be larger than the Frigate but smaller than both the Cruiser and Strike Cruiser. The Strike Cruiser should be larger than a Destroyer but smaller than a Cruiser, because it's meant to be a stripped down version of the Cruiser that is fast and can intercept enemy vessels.

The ships should range in size like this, from smallest to largest:

Corvette
Frigate
Destroyer
Cruiser
Strike Cruiser
Battlecruiser
Light Carrier
Battleship
Carrier
Dreadnought
Superdreadnought
Flagship
Zateel 6 hours ago 
How come the more powerful versions of the Frigate and Cruiser (ie "Destroyer" and "Strike cruiser") that house more modules and are researched after their prior versions have smaller models than those that came before them?? It's a little bit immersion breaking for me but otherwise I love the mod!
Crusader Vanguard  [author] 7 hours ago 
@Gilgamesh - You mean the pirate fleets around you are 20K strong? That happens due to spaceport upgrades or some such, last time I checked. NSC removed the extra spaceport levels that caused this because of the pirate glitch and some other coding issues. I don't think NSC is causing your issue, but I could be mistaken. Please check any mods you have that alter spaceports in some fashion, turn those off, and see what happens.
Gilgamesh 7 hours ago 
I always get pirate with 20k(flagship) in early game... How can i resolve this problem?
Crusader Vanguard  [author] 11 hours ago 
@Nicky - You need to open up the mod's zip file and go to common/defines and open up the lua file you find there. Mess with those values until you find what you would like.

@Hangfish - In order to get the building chain, you first have to find the "Integrated Research Paradigm" tech in the Society branch. It's a level 2 tech so you need to research a few things to unlock it, but it's low weight/cost. After that, you need to research the Research buildings at each level (1, 2, then 3) in order to continue unlocking the building chain at the same time. So you would need after the Paradigm tech to get the level 1 Physics, Society, and Engineering research buildings to get the next building, and so on.