Stellaris

Stellaris

((( NSC3 - Season 1 )))
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Opdatering: 5. maj kl. 2:11


May 5, 2025 - Season 1 - Update 13 (Mod Version 1.0.13)
New Save Game is Absolutely Required For Stellaris 4.0

Updates & Bug Fixes
  • Mod updated for Stellaris 4.0.

  • Fixed the Diagnostician job not working properly for Gestalt empires.

  • Fixed a bug that allowed the Flagship to be built by Federations.

  • Fixed a bug where Explorers could not be built at Beastports.

  • Fixed a missing section name for the Level 3 Explorer.

  • Fixed missing names and descriptions for the 4th and 5th levels of the Galactic General Hospital megastructure.

  • Fixed a bug that was causing the Planetary Construction Office to not work properly.

  • Made a few code changes in an attempt to fix some of the "broken" ship behaviors given by the NSC Combat Computers. (We won't know if this actually works until the community can test it out.)

New Features & Feature Changes
  • The NSC Mod Menu has been removed for the time being, and will be redesigned in the future with more stable and bug-free coding.

  • The Machine Shipset has been removed since the original creator of it recently updated the original mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=2077186491

  • Ships no longer have access to ALL combat computers/behaviors - ships now have access only to the behaviors that make sense for that class. (This should help in combat computers running off the screen when using multiple mods that add computers.)

  • The Mothball Fleet feature has been disabled pending a rewrite of its coding necessary to make it less buggy and more useful.

  • Added cloaking devices for the Explorer class.

  • The Strike Cruiser Interdiction module has been moved to the Aux slot and now has a limit of 1 per ship.

  • The Strike Cruiser now has access to a targeted FTL Disruptor weapon, and can equip 2 per ship.

  • The Privateer Operation doctrine now reduces logistic upkeep of ships and increases trade output of jobs (Its former functions are no longer relevant after 4.0. This doctrine will be renamed something more appropriate in the future.)

  • Renamed the Federal Reserve Bank starbase building to Central Reserve Bank, since not all governments in Stellaris are federalized.

  • Changed the build limit on Level 1 Explorers from 3 to 4. Limit is still capped at 10 after Level 2 is researched.

Opdatering: 3. nov. 2024 kl. 1:23

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Opdatering: 1. jan. 2024 kl. 14:55

January 1, 2024 - Season 1 - Update 6 (Mod Version 1.0.6)
New Save Game is Not Required
  • NEW MEGASTRUCTURE: Fleet Headquarters - This is a replacement for the old Headquarters station. It is a normal megastructure that provides significant bonuses to your empire (NSC Suggestion Contest Winner).

  • NEW SECTIONS: Added two new Bow, Mid, and Stern sections for the Strike Cruiser upgrade, to allow for different types of loadouts (NSC Discord Community Request).

  • Added all of the NSC Reactors to the NSC Mod Menu. You can now turn each reactor on or off as you desire (NSC Discord Community Request).

  • The "Become the Crisis" Corvette, Destroyer, and Cruiser have been significantly boosted with more weapons and defense slots, to bring them closer to NSC standards (NSC Suggestion Contest Winner).

  • Fixed a bug where the Explorer Jump Drive was providing power instead of using it.

  • Fixed a bug that was only allowing 5 Detection Arrays to be built on a starbase instead of the intended 6.

  • Fixed a bug where the starbase XL beam in NSC was firing WAY too often (10 times faster than intended).

Opdatering: 15. dec. 2023 kl. 9:28

December 15, 2023 - Season 1 - Update 5 (Mod Version 1.0.5)
New Save Game is Not Required
  • Fixed a bug where the Grand Shipyard could not be built if the player had already built the Galactic Mall. This fix should work automatically in save games.

  • Adjusted the stats on the Frigate's Harpoon Torpedo, as a coding error made it WAY too powerful. The hitpoints and evasion have been reduced, and it now has a very long cooldown time, in keeping with its role as a first strike weapon. (Meaning that once your first volley is fired, you'll be at risk of losing your Frigates while the weapon recharges, and you'll have to evade enemy fire.)

  • Increased the cooldown time of the Battlecruiser Minuteman Torpedo, which had the same coding bug as the Harpoon.

  • Increased the cooldown time of the Harrington PD Missile Pod, which also had the same coding bug.

Opdatering: 21. nov. 2023 kl. 17:13

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