Stellaris

Stellaris

((( NSC3 - Season 1 )))
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Opdatering: 2. juli kl. 18:03

July 2, 2025 - Season 1 - Update 20 (Mod Version 1.0.20)
New Save Game is Not Required
  • Per community request, removed the restriction that forced you to use one of the two vanilla Bio shipsets when playing a Biological empire. You can now select any shipset you want.

  • Added appropriate Strike Cruiser modifiers to the Fleet Composition policy.

  • Removed a very outdated starbase point defense weapon that stopped much better weapons from being equipped by starbases.

  • Fixed a bug where the Starbase Primary Reactor was not being equipped on starbases properly.

  • Fixed a bug where the Strike Cruiser sections were not using the proper entity names, which could cause errors/problems with shipsets (This bug fix might also cause some shipset errors temporarily until the patches are updated with this change.)

  • Fixed a bug where the Bioship Defense Station & Fortress did not have models for the stations.

  • Fixed a bug where the increased power levels for vanilla Reactors were not being used by the game.

  • Fixed several bugs where some of the Progenitor Offspring versions of the Bioships were missing their hull models.

Opdatering: 4. juni kl. 21:52

June 4, 2025 - Season 1 - Update 19 (Mod Version 1.0.19)
New Save Game is Not Required
  • Special Note: We have seen repeated comments asking about the NSC Mod Menu. This feature has been removed from the mod pending a redesign for the upcoming Season 2 release. At this time, there are no special configuration options available in the mod.

  • Fixed a bug introduced in the 4.0.15 patch where the Explorer and Strike Cruiser could not equip vanilla reactors.

  • Increased the build limit of Titans, you should be able to build more per fleet capacity now, with a total maximum of 100.

  • Increased the build limit of Juggernauts to 4 total.

  • Increased the power levels for all vanilla reactors to match the progression of the NSC reactors.

  • Fixed a bug where the modifier for the Starbase Network Hub building was not working properly.

  • Fixed a bug where the stern section of the Lithoid Dreadnought was positioned too far away from the other sections.

  • Fixed a bug where the Overlord Bio Ships were not showing properly.

  • Fixed a bug where the Galactic Hopsital Tier 2 was only giving 2 jobs instead of 200.

  • Integrated the NSC Orbitals Outliner Fix mod (https://steamcommunity.com/sharedfiles/filedetails/?id=3368185157) into NSC, so it is no longer required (Thanks Tia!)

Opdatering: 23. maj kl. 5:06

May 23, 2025 - Season 1 - Update 18 (Mod Version 1.0.18)
New Save Game is Not Required
  • Increased the power levels of all vanilla reactors to compensate for NSC's higher power requirements.

  • Increased the Starbase reactor power to address reports of weapon slots not being properly filled.

  • Fixed multiple bugs with jobs produced by starbase buildings (hopefully we got them all this time, let us know if you spot any issues!)

  • Fixed a bug with the Corvette reactor power levels not scaling properly.

  • Fixed a bug where the Explorer didn't have the slot available to equip a cloaking device.

Opdatering: 14. maj kl. 19:38

May 14, 2025 - Season 1 - Update 17 (Mod Version 1.0.17)
New Save Game is Not Required
  • Fixed a bug where the Dreadnought XL bow would not appear as an option after researching XL weapons.

  • Fixed a bug where the NSC starbase levels did not have a reactor at all.

  • Fixed a bug with the Strike Cruiser Hyper Scrambler weapon showing the XYZ error box by changing the weapon to a Small slot instead of a PD slot.

  • Fixed a bug where the Spitfire weapons did not show as options after the tech was researched.

  • Fixed some broken localisation for NSC starbase levels.

  • Added a temporary NSC-level reactor for Bio starbases so they can be fully equipped. (This will be expanded and balanced in Season 2).

Opdatering: 9. maj kl. 11:51

May 8, 2025 - Season 1 - Update 16 (Mod Version 1.0.16)
New Save Game is Not Required
  • Boosted the slot counts of all Bioship and Offspring Bioship classes so they can be somewhat competitive with NSC ships. This boost has not been balanced, but is just a temporary measure until we do a full overhaul of the Bioships for Season 2. Please note that there will be some overlap in the UI until the UIOD mod finishes their new ship designer window, but it should still be usable for the time being.

  • All starbase modules and buildings updated to work properly with 4.0.

  • All starbase modules that generate jobs will generate 100 instead of 300 each, for balance.

  • Public Markets changed jobs from Merchant to Trader

  • Added a couple of missing/outdated icons and localisation.

  • Fixed Offspring Ships not having Logistics Upkeep

  • Minor code updates for 4.0.5 and 4.0.6.

Opdatering: 7. maj kl. 10:34

Minor Bugfuxes

Opdatering: 7. maj kl. 9:30

Minor Bugfixes

Opdatering: 6. maj kl. 15:25

May 6, 2025 - Season 1 - Update 15 (Mod Version 1.0.15)
This is a minor update that should work fine on existing games.
  • Return of the Jed... erm, Strike Cruiser - As an apology gift for mesing up the 4.0 update, and in appreciation for everyone being patient and supportive while we fixed our mistakes, when you start up your game and reach the proper tech level, you will notice that the Strike Cruiser has returned as its own separate ship class. In addition, it has a new weapon that fits into the PD slot - the Hyperdrive Scrambler, which can target ships directly and shut down their FTL drives! At this time, the Strike Cruiser just has the sections that were used for the Cruiser upgrade, but we'll be adding more and doing more with the Strike Cruiser in Season 2!

  • Fixed all bugs causing problems with NSC ships not working in 4.0 (HOPEFULLY!!)

  • Fixed numerous other bugs and errors discovered during testing.

Opdatering: 5. maj kl. 16:01

May 5, 2025 - Season 1 - Update 14 (Mod Version 1.0.14)
This is a minor update that should work fine on existing games.
  • Added a new tech file to overwrite the individual techs for Battleship and Titan, to make sure that Battlecruiser and Dreadnought techs pop up in the appropriate order. With this change, NSC now no longer overwrites the vanilla Engineering tech file, which should drastically increase compatibility with other mods that make changes to vanilla engineering techs.

  • Fixed a bug where the Explorer and Cruiser did not have proper access to their cloaking devices. Explorers will now use the same cloaks as vanilla Science ships.

  • Fixed a coding bug with the Diagnostician job given by the Galactic Hospital.

  • Fixed several minor coding bugs with NSC starbase buildings & modules.

  • Changed the Diagnostician job to remove bonuses that no longer exist in 4.0 and added new bonuses.

  • Removed several NSC loading screens to save file space (some are still present for troubleshooting purposes and because I like them.)

  • Fixed a bug where localization files other than English did not update properly for 4.0.

Opdatering: 5. maj kl. 3:30

Emergency Bugfix Update #1