Stellaris

Stellaris

((( NSC3 - Season 1 )))
Showing 281-290 of 372 entries
< 1 ... 27  28  29  30  31 ... 38 >
Update: Dec 1, 2016 @ 4:19pm

December 1, 2016 - v3.0.7 - New Save Game is Not Required
  • Frigate Overhaul - This update gives the Frigate a couple of unique bonuses that make it remain useful throughout the entire game. Flak guns have been moved to torpedo slots and restricted to the Frigate only, giving it the ability to serve as a more powerful PD ship. In addition, the Frigate also automatically receives a 50% bonus to the firing range of all of its weapons, to allow it to cover more area.
    IMPORTANT NOTE: If you have ships that had the Flak gun equipped before, they will need to be upgraded to replace the now empty weapon slots.

  • Fleet Formation has been changed to make fleets more effective. See this page on the NSC website for details: http://www.nscmod.com/fleet-formations/

  • A Fleet Formation Customization addon mod has been released to allow players to choose their own fleet formations. The download and info on how to use it can be found on this page: http://www.nscmod.com/fleet-formation-customization/

  • Removed unneeded HQ Station sections to remove errors from error.log

  • Cleaned up localisation file for organization, deleted duplicate entries, deleted two entries never to be used again.

  • The "DO NOT USE" sections that used to appear for the Cruiser and Battleship have been fixed and removed from the ship designer. If you had any ships that were using these sections (we told you not to LOL), you will need to redesign and upgrade them.

  • Added back on_action command for NSC flag event (for other modders).
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the changes.

Update: Nov 28, 2016 @ 7:09am

November 28, 2016 - v3.0.6 - New Save Game is Not Required
  • Readded all vanilla XL weapons for XL segments so that people who reverse engineer Fallen Empire weaponry can unlock the segments.
  • Added 3 new XL weapons specifically designed for the HQ station that can fire in all directions.
  • Fixed issues with weapon locators on the Fungoid capital ships.
  • The income bonus from Mining Bases and Power Stations has been reduced by half (100% bonus instead of 200%) - they were way too overpowered as they were.
  • Redesigned the Drydock station - It now has a new weapons loudout and increased utility slots to address not having enough power. Be sure to do an upgrade if you have any built.
  • Adjusted the fleet formation defines numbers a bit to make fleets and battles look better.
  • Added an event flag in the mod code to allow another mod to check if NSC has been installed by the player.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the changes.

Update: Nov 24, 2016 @ 2:31am

November 24, 2016 - v3.0.5 - New Save Game is Not Required
  • Added tech to unlock the Construction Cruiser at the same time and manner as the Science Cruiser.
  • Added two new techs, Advanced Warship Components. Tier 1 unlocks with Level 4 Spaceports and gives all 50 Power special ship components, while Tier 2 unlocks at Level 6 Spaceports and gives all Power 75/100 components and both new auxiliary utilties. None of the special slots are unlocked by default.
  • Tweaked the Superdreadnought and Flagship Ruler Trait bonuses for balance and all Capital Ship Ruler Traits are now blocked by the cooresponding techs that unlock them, so you're ruler doesn't have a chance to die before reaching that bonus.
  • Gave Headquarters Station a block radius of 5 to prevent players from building the Station inside other stations (especially Spaceports).
  • Changed the names of certain segments on the Cruiser and Battleship to say "DO NOT USE!". These are for the game to references and are not balanced to the rest of the segments. Ignore them.
  • Fixed incorrect segment names.
  • Rearranged Mammalian M3S2 bow to have locators that match other species for locator balance and fixed the Fungoid M3S2 "no locators" glitch, giving it proper locators for the weaponry.
  • Fixed multiple errors from the error log.
  • The localisation files are now organized with a special section at the top. This section will inform our translators which lines were addded, which lines were deleted, and which lines were changed, in order to make it faster and easier for them to update their translations.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the changes.

Update: Nov 16, 2016 @ 1:47pm

November 16, 2016 - v3.0.4 - New Save Game is Not Required
  • NEW SPACEPORT MODULE: The Mothball & Scrapyard Facility - This module can be built at a spaceport and allows the player to "mothball" a fleet of ships. Doing so will deactivate the fleet completely and remove all upkeep costs while it is mothballed. IMPORTANT: Read this page on the NSC website for detailed info on this new feature: http://www.nscmod.com/mothball-scrapyard-facility/
  • Fixed a bug where the EWAR sensor array did not unlock properly when a class was researched that used it.
  • Lowered the power requirements of all of the special slots a bit to help in the early game.
  • Changed the HQ Automated Fleet back to uncontrollable, because having it controllable by the player caused MAJOR problems if the station were decommissioned or destroyed.
  • Added restrictions to certain special slots so that they are not equipped on stations where they're useless.
  • Sensor Stations now have a build block radius to prevent them from being grouped together as weapon platforms.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the new text.

Update: Nov 14, 2016 @ 4:07pm

November 14, 2016 - v3.0.3 - New Save Game is Not Required, But Recommended
  • Added back in the jump drive and automated fleet code for the HQ station, now that we got it stabilized and working.
  • Added back in the HQ and Flagship coding that allows for only 1 of each to exist at any given time.
  • The HQ automated fleet has now been changed to be player controllable, and features 8 Battlecruisers of the player's design.
  • The HQ station weapons loadout has been enhanced significantly. It now has 4 sections, each equipped with 1XL, 2L, 2M, 2S, 2PD, and 3 Hangars.
  • The AI currently cannot build HQ stations. This is hopefully temporary while we sort out code to let them build it without going nuts.
  • Fixed a bug where the weapons stats were not changed properly from the 1.3.2 hotfix update.
  • Fixed a bug where the HQ station tech became available to research before it should have.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the new text.

Update: Nov 12, 2016 @ 11:54pm

November 13, 2016 - v3.0.1 - New Save Game is Not Required

This update should work with your existing save game. However, due to a coding issue, you may run into AI systems that have been spammed with defense stations. We recommend starting a new game, but it shouldn't be absolutely required.
  • Due to major coding issues with the HQ and Flagship events, they have been changed back to the way they were in v2.7. Building more than one will result in the Furious Population modifier like before.
  • We have temporarily removed the "jump drive" and auto defense fleet coding from the HQ station until we can get it stabilized. It's causing the AI to go a little nuts right now.
  • The HQ has been made temporarily unavailable to the AI to build, until we can stabilize the coding. This should change in the near future.
  • Changed Destroyers from 3 fleet capacity to 2, and reduced Frigate's hullpoints from 600 to 500, for balance.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the new text.

Update: Nov 12, 2016 @ 8:15am

Minor Bugfix Update

Update: Nov 12, 2016 @ 5:22am

  • NEW CLASSES: Superdreadnought, Construction Cruiser, Drydock
  • REMOVED CLASS: Fleet Support Ship
  • Frontier Outposts are now designable in the Ship Designer. There are 4 tiers that the station can be upgraded to.
  • All ships are now fitted with at least one "special ship slot" that can equip a module that provides a bonus to that specific ship. There are 9 modules available.
  • The HQ Station has been changed back to a standard military station, built with a construction ship.
  • The HQ station now spawns its own automated defense fleet. This fleet is not controllable by the player but will automatically defend the system it is in.
  • The HQ station is now equipped with its own jump drive, which allows it to be moved to any player colonized system. This is done via a Planet Edict in the system the player wants to move the station to.
  • Building more than one Flagship or HQ Station no longer results in a happiness debuff. Instead, the second unit cannot be built due to the insanely high cost.
  • EWAR Sensor Array has been moved to the normal sensor slot instead of its own slot. It also unlocks automatically when you unlock a class that can use it.
  • EWAR Sensor Array is now available on 5 classes: Superdreadnought, Flagship, Sensor Station, Battle Fortress, and Headquarters Station.
  • Fleet formations have been completely reworked in order to make combat fleets more effective.
  • Added new combat computers for every NSC ship class.
  • Added new 3D models for the Power Station, Mining Base, and Drydock
  • Flak guns have been tweaked and moved back to Large slots for balance.
  • Torpedoes and missiles have been tweaked to make them more effecive.
  • Completely redesigned all of the stats, weapons, and utilities for all ship classes (including vanilla) to give every ship a specified role.
  • Completely redesigned all of the icons in the mod.
  • Targeting priorites have been added for all weapons and ship classes.
  • AND MUCH MORE - Visit www.nscmod.com for more information on the mod's new features.
NOTE: The localisation file has been changed in this update. Language translations will need to be updated to include the new text.

Update: Nov 3, 2016 @ 11:30am

November 3, 2016 - v2.7.10 - New Save Game is Not Required
  • Added compatibility for the Ship Power Stations mod.

Update: Nov 2, 2016 @ 9:59am

November 2, 2016 - v2.7.9 - New Save Game is Not Required
  • Added compatibility for the Advanced Ship Behaviour Modules mod (which is HIGHLY recommended for best gameplay experience).