Stellaris

Stellaris

((( NSC3 - Season 1 )))
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Opdatering: 3. feb. 2019 kl. 16:05

February 3, 2019 - Season 3, Episode 1: Expanded Horizons
Update 1 - Mod Version 3.1.0 - New Save Game is Not Required
  • NEW MEGASTRUCTURE: Galactic Mall - The galaxy's largest consumer mall and shopping center, capable of producing an impressive amount of consumer goods. Uses a new model!
  • NEW MEGASTRUCTURE: Galaxy General Hospital - A massive hospital dedicated to the study of the various xenoraces in the galaxy and the analysis and treatment of the various diseases that affect these species. Uses a new model!
  • NEW MEGASTRUCTURE: Strategic Resource Factory - A massive industrial complex that can produce most of the galaxy's strategic resources at great cost of minerals and energy. Uses a new model!
  • NEW ASCENSION PERK: Matter-Energy Manipulation - This perk is required to unlock the Strategic Resource Factory.
  • NEW TECHNOLOGY: Galactic Mall - Unlocks the Galactic Mall megastructure.
  • NEW TECHNOLOGY: Galaxy General Hospital - Unlocks the Galaxy General Hospital megastructure.
  • NEW STARBASE MODULE: Orbital Housing - Allows you to add civilian population housing to your starbase.
  • NEW FEATURE: Fleet Doctrines - This is a set of 5 policies that allow the player to choose how they will focus the development, construction, and operation of their empire fleet.
  • NEW SPECIAL SLOT MODULE: MARS Weapon System - An advanced point-defense weapon system that provides bonuses to weapon tracking and range at the cost of rate of fire.
  • Added extra starting sensor range to Corvettes to allow them to act as scout ships that the player can send to new systems ahead of their valuable science ships.
  • Added a new section to Corvettes that can equip a PD weapon and missile weapon.
  • Added new section options to the Battlecruiser to make it more versatile and useful.
  • Added a special jump drive to the Flagship that has massive range and significant bonuses over the vanilla jump drives.
  • Added a second tier of the Strike Cruiser aura with larger effects. This unlocks automatically upon researching the Fleet Support Ship tech.
  • Changed the Drydock to a starbase building so it's limited to one per starbase, but the player can build as many as they want across their empire. The shipyard bonus was reduced from 8 to 5.
  • Removed the Titan from the list of auto-generated designs to prevent the game crash bug with the middle sections. Players must now manually create a Titan design once they research the ship.
  • Added a single PD slot on each of the three Spitfire Battleship sections, to help counter Torpedo/Missile corvettes.
  • Added three new sections for the Cruiser that have PD slots, one for each bow, mid, and stern.
  • Fixed some minor flaws with the Deflector Array special slot icon.
  • Updated Megastructure code to match new syntax in 2.2.3.
  • Adjusted the costs of all NSC2 techs to match the new vanilla costs.
  • Dramatically increased the tech costs of NSC2 reactors.
  • Fixed the Flagship and T weapon for the Obliterator Cannon to be an Artillery type weapon as it had no ai_tag for the targeting system.
  • Fixed Dark Matter Thrusters to follow the vanilla speed modifier.
  • Increased the cost of the Spitfire Battleship sections for balance purposes.
  • Added the NSC2 logo & version number to the main menu screen to assist us with troubleshooting when Steam does not update the mod properly. (It's not going away, so don't bother complaining about it.)
  • Updated the NSC2 loading screens to credit our Beta Test team, add a few people to the Special Thanks screen, and a minor graphical update to the Holy Flagship screen.
  • Many other minor bugfixes, tweaks, and balancing changes.

Opdatering: 18. jan. 2019 kl. 20:04

January 18, 2019 - Season 2, Finale: The Le Guin Update (Update 8 - Mod Version 2.5.8)
  • Updated the mod code for Stellaris the 2.2.4 beta branch (The mod will also work fine for those staying on 2.2.3)

Opdatering: 17. jan. 2019 kl. 11:57

January 17, 2019 - Season 2, Finale: The Le Guin Update (Update 7 - Mod Version 2.5.7)
  • Fixed a typo in our files that was causing the AI to not build any ships above Cruiser level. IMPORTANT NOTE: This has most likely been a bug since the original January 1 update. With this fix, your save games are going to change drastically, because you've all got AI empires with a shitload of money and now they have something to spend it on. Get ready for a ride LOL.

Opdatering: 12. jan. 2019 kl. 17:00

Uploaded a quick fix to the NSC2 country types file where the AI was allowed to build too many science ships.

Opdatering: 1. jan. 2019 kl. 10:41

January 1, 2019 - Season 2, Finale: The Le Guin Update (Update 6 - Mod Version 2.5.6)
  • Fixed a missing Bracket on the XL-Cannon Reactor file
  • Made the Reactor for the Obliterator Cannon have no tech requirement to fix the error with the design at the start of the game
  • Added several dummy locators to all the section entities to clear up the error log spam of missing locators. Note: This only applies to the NSC2 asset files, any ship set files that support NSC will have errors as well.
  • Cleaned up the namelist of android armies as they no longer exist.
  • Fixed minor typo in the Tech localizations

Opdatering: 20. dec. 2018 kl. 14:39

December 20, 2018 - Season 2, Finale: The Le Guin Update (Update 5 - Mod Version 2.5.5)
  • Mod code updated for Stellaris 2.2.2.
  • Fixed a major bug where the AI wouldn't build ships.
  • Increased the Strike Cruiser default evasion from 10% to 20%.
  • Fixed a few other minor bugs.

Opdatering: 16. dec. 2018 kl. 21:40

Uploaded a new copy of the .mod file with 2.2.2 set as incompatible, since it breaks NSC2.

Opdatering: 16. dec. 2018 kl. 14:39

December 16, 2018 - Season 2, Finale: The Le Guin Update (Update 4 - Mod Version 2.5.3)
  • Fleet Upgrade Times have been significantly reduced due to NSC2 ships being much larger and more complex.
  • Created a new, more powerful reactor for the Obliterator cannon that should alleviate previous power issues.
  • Rewrote the entire country types file to make sure that the AI builds the appropriate ship classes at each tech level.
  • Rebalanced ship alloy costs for the Battlecruiser, Battleship, Carrier, Dreadnought, and Titan. The new ship costs are listed below.
  • Added the proper weapon type tags to the NSC2 energy weapons so that they receive bonuses from energy weapon modifiers.
  • Fixed the ship upkeep modifiers for the Special Slots and the NSC2 auras.
  • Fixed the trade ranges in the NSC2 starbases file. All starbases should now have proper trade numbers.
  • Changed the Influence Storage bonus on the Starbase Admin buildings to +3 Coordinator jobs for Machines, +3 Synapse Drones for the Hive Mind and +3 Administrator Jobs for Normal Empire.
  • Fixed all localization issues on the Starbase building modifiers.
  • Fixed the localization for the Drydock Shipyard Name.
  • Fixed the Starbase Admin Building cap being 4 instead of 5.
  • Fixed the Obliterator Cannon Core Section localization.
  • Added a fix in the 2.2.2 beta for Rogue Serviitors in the country types file.
  • Changed Admiral Upkeep bonus on the HQ Station to be all upkeep incase mods make leaders cost other forms of resources in other mods.
  • All NSC2 Dark Matter reactors now require Dark Matter special resources to build.
  • Updated all NSC2 namelists with names for the Annihilator and Obliterator cannons.
  • Various other miscellanous minor bug fixes.

New Base Alloy Costs (Before any components are added)
  • Corvette: 30
  • Destroyer: 60 - 150
  • Cruiser: 150
  • Strike Cruiser: 350 - 600
  • Battlecruiser: 250 - 500
  • Battleship: 450 - 900
  • Carrier: 800 - 1300
  • Dreadnought: 850 - 1200
  • Titan: 1600 - 2300
  • Flagship: 5000
  • Colossus: 10000
  • Support Ship: 2500

Opdatering: 9. dec. 2018 kl. 10:35

Minor Bugfix Update

Opdatering: 9. dec. 2018 kl. 9:53

  • Fixed the Starbase window so that the module slots are not hiding the Trade button.
  • Fixed all technology localization
  • Fixed missing Starbase Levels for Gatebuilder and Caravaner
  • Fixed missing bracket in the starbase file for Gatebuilders
  • Fixed the broken trade window on Starbases
  • Fixed the missing Trade values on starbases
  • Made Cruise Missiles requires the Motes resource like vanilla Tier 5 missiles and the tech also requires Tech 5 missiles
  • Renamed all upkeep modifiers to be the correct one for the support ship
  • Removed solar panel code that was incorrect
  • Fixed a vanilla issue with the Ships category not having the Titan size
  • Fixed a encoding error in the human name list