Stellaris

Stellaris

((( NSC3 - Season 1 )))
Showing 141-150 of 372 entries
< 1 ... 13  14  15  16  17 ... 38 >
Update: Mar 31, 2019 @ 5:44pm

H. A. F.

Update: Mar 30, 2019 @ 12:17pm

March 30, 2019 - Season 3, Episode 2: Behavioral Therapy
Update 4 - Mod Version 3.2.3 - New Save Game is Not Required
  • The NSC2 Official Wiki has finally been updated with all of the current mod features and information, I'm sorry it took so long. Hopefully this will help everyone better learn how the mod works. You can read the wiki here: https://www.nscmod.com/
  • We have finally tracked down the reason why Titans would cause a game crash when auto-designs were enabled and the player tried to edit them. The bug has now been fixed and Titan auto-designs have been re-enabled.
  • Changed the bonuses on the Galaxy General Hospital to scale properly with each of the 3 stages (5%, 10%, 15%).
  • Fixed an issue with one of the bonuses on the Starbase Admin building for Gestalt empires.
  • Adjusted the placement position of the Strategic Resource Factory so it's a little further away from the star.
  • Fixed the Nanite Dispensary showing up as a component instead of a Starbase Aura.
  • Added fluff text for the Nanite Field and Aura.
  • Fixed one of the modifiers for the Mars Weapon System being in the wrong modifier group.
  • Fixed some incorrect miscellaneous tooltips.
  • Applied 2.2.6 change to the Tech AP to make it give the same effect to all of NSC2s Rare Techs.

Update: Mar 22, 2019 @ 2:43pm

Minor Bugfix Update

Update: Mar 20, 2019 @ 4:04pm

Version Update to 2.2.6

Update: Mar 20, 2019 @ 4:04pm

March 20, 2019 - Season 3, Episode 2: Behavioral Therapy
Update 3 - Mod Version 3.2.2 - New Save Game is Not Required
  • Updated the mod files for Stellaris 2.2.6.
  • Based on community feedback, changed the Fleet Support Ship back to a normal military ship.
  • Added a new Advanced Behavior: Standoff (Range 200) - This computer will force the ships using it to stand off outside of normal weapon range, protecting them from most enemy fire but also preventing them from firing at the enemy themselves. Ideal for ships you want to stay out of combat as much as possible, such as the Fleet Support Ship. (NOTE: T class weapons may still be able to target ships at 200 range or higher, so be careful!)
  • Added in a System Modifier swap for the normal empire Starbase Admin building which will grant +2 Executives instead of +2 Administrators if you are a Megacorp
  • Buffed all FE/Crisis Ships to be more of a challenge for NSC2 Users. The changes are listed below.

Fallen Empires
FE Titan - Hull 80k, Shields +100%, Armor +100%, Upkeep -25%, Armor and Hull Regen +5%, +200% Damage, +100% Fire Rate
FE Battlecruiser - Hull 40k, Shields +100%, Armor +100%, Upkeep -25%, Weapon Damage +100%, Fire Rate +100%
FE Escort - Hull 10k Evasion +50 from +35, Shields +100%, Armor +100%, Upkeep -25%, Weapon Damage +100%, Fire Rate +100%
FE Defense Platform - Hull 15k, Shield +100%, Armor +100%, Upkeep -50%, Weapon Range +50%, Fire Rate +100%

The Scourge
Warrior - 10k Hull, Armor +15k, Tracking +25, Fire Rate +150%
Brood Mother - 15k Hull, Armor +15k, Tracking +25, Fire Rate +150%
Small Ship - Hull 5k, Armor +5k, Tracking +25, Fire Rate +150%
Swarm Queen - Hull 50k, Armor +50k, Tracking + 25, Fire Rate +150%
Scourge Starbase - 90k Hull, +90k Armor, Tracking +25, Accuracy +25, Weapons Range +50%
Sentinel Starbase - 100k Hull, +25k Armor, +25k Shields

The Unbidden
Battleship - 15k Hull, +15k Shields, Tracking +25
Cruiser - 10k Hull, +10k Shields, Tracking +25
Escort - 5k Hull, +5k Shields, Tracking +25
Portal - 500k Hull, Armor +25k
Dimensional Anchors - 40k Hull, +120k Shields, Tracking +25, Accuracy +25, Weapons Range +50%

Contingency
Warform - 8k Hull, +25k Shields, +25k Armor, Tracking +25
Seekers - 4k Hull, +10k Shields, +10k armor, Tracking +25
Nexus - 50k Hull, +25k Shields, +25k Armor, Tracking +25, Accuracy +25, Weapons Range +100%, Weapon Damage +100%
Platform - Hull 25k, Weapons Range +100%, Tracking +25, Accuracy +25
Core - 250k Hull, +100k Shields, +100k Armor, Weapons Range +100%, Tracking +25, Accuracy +25
Final Core - 500k Hull, +250k Shields, +250k Armor, Weapons Range +100%, Tracking +25, Accuracy +25

Cybrex Core - 250k Hull, +100k Shields, +100k Armor, Weapons Range +100%, Tracking +25, Accuracy +25
Heavy Station - 50k Hull, +25k Shields, +25k Armor, Weapons Range +100%, Weapons Damage +100%, Tracking +25, Accuracy +25
Light Station - 25k Hull, Weapons Range +100%, Tracking +25, Accuracy +25

Update: Mar 10, 2019 @ 11:56am

Minor Bugfix Update

Update: Mar 10, 2019 @ 11:54am

March 2, 2019 - Season 3, Episode 2: Behavioral Therapy
Update 1 - Mod Version 3.2.0 - New Save Game is Not Required
  • We have been given full permission to integrate the retired Advanced Ship Behavior Modules mod (https://steamcommunity.com/sharedfiles/filedetails/?id=790455347) directly into NSC2, and we have done so with this update. Each ship class now has a new slot option for the behavior computer.

  • How To Use The New Behaviors: To use a custom ship behavior, first select one of the "NO AI" combat computer variants. This will still give your ships the selected bonus, but not set a fixed behavior like in vanilla. After this, select the behavior of your choice from the behavior list in the module slot below the combat computers. This is it, you're done. Now you can have multiple ship variants that follow different tactical approaches in combat. If you wish to use the vanilla behaviors, use the vanilla computers and the "Default" behavior from the list.

  • SPECIAL NOTE: This update can be used on saved games without any issues, but your existing ship designs will still be using the default vanilla computers and behavior until you refit their designs and upgrade the ships themselves.

Update: Mar 2, 2019 @ 2:55pm

Minor Update

Update: Feb 11, 2019 @ 3:39pm

February 11, 2019 - Season 3, Episode 1: Expanded Horizons - EMERGENCY UPDATE
  • Fixed the coding error with the Strategic Resource Factory megastructure.
  • SPECIAL NOTE: If you used NSC2 on a save game after the update from last night, there is a good chance that the AI has spammed megastructures due to the error. Now that this update is live, we don't know exactly what will happen with those AI megas. It is likely that in larger galaxies the AI will have spammed megas to the point where you will encounter severe lag problems as the game progresses. We highly recommend discarding any save games that were played between last night's update and now. We deeply apologize for the error and for the loss of any save games. Unfortunately there is no way to fix this issue if it did happen in your save game, we're unable to offer any support for that because there literally is no fix that we know of. (If you did not play between the update last night and now, your save games are safe.)

Update: Feb 10, 2019 @ 5:44pm

February 10, 2019 - Season 3, Episode 1: Expanded Horizons
Update 2 - Mod Version 3.1.1 - New Save Game is Not Required
  • We have discovered that the Experience modifiers in Stellaris are broken, so we have rewritten the Crew Training Doctrines. The changes to each doctrine are below.
  • Naval Academy Training: -20% naval capacity, +10% disengagement chance, +5% weapon accuracy, +5% weapon tracking, +5% evasion
  • Rapid Training: +20% naval capacity, +10% piracy suppression, -10% disengagement chance, -5% weapon accuracy, -5% weapon tracking, -5% evasion
  • Artificial Intelligence Crews: +30% naval capacity, +10% ship speed, +10% evasion, -20% piracy suppression, -20% disengagement chance, -10% evasion
  • Slightly increased the power output for all NSC2 reactors.
  • The Matter-Energy Manipulation ascension perk now requires two other APs and the Mega Engineering tech before it becomes available.
  • Adjusted the placement coding for all NSC2 megastructures to make more sense.
  • Added coding so that building a NSC2 mega does not stop you from building another mega at the same time.
  • Added Diagnostician jobs to the Galaxy General Hospital.
  • Fixed a bug where the "Apocalypse Now?" tech was appearing when it shouldn't have been.
  • Fixed the Matter-Energy Manipulation ascension perk missing icon.
  • Changed the Kitchen Sink to boost Piracy Suppression, since the experience modifier wasn't actually working... we'll just sit here and eat popcorn while all of you try to figure out how a sink can suppress piracy :)
  • Fixed a bug in the NSC2 Human Namelist that caused it to not generate ruler names.
  • Renamed all NSC2 name lists so that they appear at the top of the list in the empire editor.
  • Added NSC2 compatible Hive and Machine name lists.