Stellaris

Stellaris

((( NSC3 - Season 1 )))
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Update: Nov 1, 2017 @ 10:17am

November 1st, 2017 - V7.1.0 - Efficiency/Improvement Update

A new game is HIGHLY RECOMMENDED, but not necessarily required.
  1. Merged Folk's Automated Behavior Adjustment mod into NSC to fix issues with ship behaviors. Merged with permission.
  2. Made new versions of the "Governor's Mansion" for Hive Minds and Machine Empires since they aren't affected by happiness. New versions have their own icons, descriptions, and "corruption" modifiers. All "Mansions" now require level 2 Capitals.
  3. With permission from Tobori, we have (within certain conditions) included his excellent AI Shipset into NSC, overwriting the previous NSC supported AI Shipset. As part of the agreement, all credit for the shipset goes to Tobori (rightfully) and our version of the shipset is not allowed to change colors. Any further changes/developments of this shipset will need further permissions.
  4. Done what should have happened a few patches ago: added NSC Weaponry to NSC Component Feature.
  5. Setup the "necessary reactors" so they are only activated without the NSC Component Feature if no "known/accepted" component mod (ESC, BOSP, CRYST) is active.
  6. Added option to switch which player is the NSC Control Player, so that (eventually) the "desired" player will have control, host or not.
  7. Made a "cancel postpone" option for the NSC Features Menu so players can cancel their Playable Guardian postponement decision at any time. Also, disabling the Playable Guardian Feature itself will end the postponement.
  8. Overhauled the Guardian Event file even further to fix numerous issues, including long known issues about the Technosphere & Drake events.
  9. Overhauled the Hidden Paradise system, removing the Gaia world for a Ring World and increasing the difficulty of the Guardian.
  10. Fixed Dimensional Horror so it will be able to turn on command, and hopefully automatically turn to engage enemies to fire its "mouth lance."
  11. Removed the Wraith spawning in doubles because it made them become far too powerful.
  12. Changed Wraith "countdown timer" from 5 years to 15 years to give players more time to prepare for the recently boosted Wraith.
  13. Wraiths should now avoid Enclave systems if they are allowed to roam the galaxy unchecked.
  14. Wraiths will now enter systems within empire boarders, but will not enter any capital system. Wraiths will avoid Fallen Empire space.
  15. Corrected "assumed" capital tiles on Guardian planets to produce energy versus food. All Guardian habitable worlds will now spawn different resources in random values.
  16. Add notification messages for all players if the AI or another player defeats a guardian and tells them a new system has spawned somewhere.
  17. Fixed certain Playable Ether Drake spawn options from producing the wrong color or incorrect FTL Drive. There may still be more.
  18. Changed the military power the AI will try to get to engage Guardians from 40K to 60K.
  19. By request, changed the models around for the Creatures of the Void shipset so the Light Carrier is the Amoeba Mother instead, with a new unique color.
  20. Updated loading screens so they match NSC V7, including updated credits screen.
  21. Fixed issue where the initial NSC Component accept/decline message showed up multiple times in multiplayer.
  22. Removed "technology" error spam from NSC caused by AI Challenge support for Component Mods. While "duplicate technology" errors will appear if ESC, BOSP, or Crystallis are active, the errors will be much less than previous numbers.
  23. Update localisation so that if the player has postponed Playable Guardians, they have a better option desc than "I already have a Guardian," which makes no sense.
  24. Updated a lot of localisation to fix grammatical issues/errors. This is the one thing that will never, ever end.

Update: Oct 24, 2017 @ 5:09pm

Emergency Bugcatch Fix, Round X:

Removed the overwrites of the Cruiser and Battleship Assembly yards as they seemed to be causing issues.

Update: Oct 15, 2017 @ 11:23am

Emergency Bugcatch Fix, Round IX:

1. Updated coding so that NSC Portraits are usable in the new "archtype" system of Patch 1.8.2.
2. Corrected bugs that caused the AI Challenge Feature to randomly CTD if using Extreme level or above.

Update: Oct 1, 2017 @ 5:55pm

Emergency Bugcatch Fix, Round VIII:

Fixed numerous minor issues. Yes, we're at that point now.

Update: Sep 30, 2017 @ 1:20pm

Emergency Bugcatch Fix, Round VII:

Added the appropriate tech to the prerequisites for the Spitfire Battleship segments, so you actually require the tech to unlock the all small-weaponry segments.

Fixed long standing issue where the Battleship Assembly Yard could become available (Spaceport Level 6) before the actual Battleship (Battleship tech).

Update: Sep 28, 2017 @ 7:22pm

Emergency Bugcatch Fix, Round VI:

Fixed the Playable Guardian Reward message constantly repeating.

Update: Sep 27, 2017 @ 6:17pm

Emergency Bugcatch Fix, Round V:

1. Fixed the "Civilian Aura Bug" by changing the aura slot into a lab slot. This should keep the bonuses to Civilian Ships only. The Science bonuses will now solely be for the Science ship/cruiser as any upgrade science lab slot. Hope people notice.

2. Crystallis mod support added to the AI Challenge Feature and descriptions for the NSC Component choice at game start.

Update: Sep 26, 2017 @ 10:16am

Emergency Bugcatch Fix, Round IV:

Fixed the Enigmatic Fortress solved flag to restore mod compatibility.

Update: Sep 26, 2017 @ 10:13am

Bad Upload

Update: Sep 26, 2017 @ 9:55am

Emergency Bugcatch Fix, Round IV:

Updated the Species Appearances so that all the "empty" tabs are at the bottom.