Stellaris

Stellaris

((( NSC3 - Season 1 )))
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Update: Oct 12, 2023 @ 7:51am

October 12, 2023 - Season 1 - Update 3 (Mod Version 1.0.3)
New Save Game is Not Required
  • Fixed a bug that was causing 5 extra M slots to appear on the Battleship Fullisade Bow.

  • Fixed a bug where the Escort Frigate sections were not appearing as an option even after researching the tech.

  • Fixed a localisation error that still identified the Light Carrier as a Cruisear upgrade (it is now an upgrade for Destroyers).

  • Fixed a localisation error that still identified the Support auras as Cruiser level (they are a Destroyer upgrade now).

  • Fixed a localisation error with the Crew Doctrine tradition.

  • Fixed a localisation error with the Battlecruiser Heavy Cloaking Device.

Update: Sep 24, 2023 @ 3:34pm

File Reupload due to Error

Update: Sep 24, 2023 @ 3:27pm

September 24, 2023 - Season 1 - Update 2 (Mod Version 1.0.2)
New Save Game is Not Required
  • Increased the power of Cruiser reactors to better equip the Strike Cruiser upgrade. Also reduced the power used by the interdictor aura from 150 to 50.

  • Fixed a bug where the Level 2 Strike Cruiser aura was being unlocked before the SC upgrade was even available. It will now unlock once you research Carriers.

  • Increased the damage and range stats on the Tomahawk Cruise Missile to make it more competitive.

  • Reduced the power used by the Frigate Harpoon Torpedo component to help with power issues.

  • Fixed a bug where the Light Carrier upgrade for the Destroyer was not properly unlocking both the bow and stern hangar sections.

  • Fixed a localisation error that said the Light Carrier upgrade was for the Crusier. It is a Destroyer upgrade in NSC3.

  • Fixed a bug where NSC3 starbase buildings and modules were avbailable on orbital rings (they weren't supposed to be).

Update: Sep 23, 2023 @ 8:54am

September 23, 2023 - Season 1 - Update 1 (Mod Version 1.0.1)
New Save Game is Not Required
  • Fixed a bug where multiple Frigate sections had the same weapon loadout. (Hooray for copy & paste at 3am LOL).

  • Increased the power for all levels of the Cruiser reactor by 100 to hopefully fix an issue where the Strike Cruiser sections were underpowered. (Please let me know if this wasn't enough.)

  • Fixed a localisation error for the Frigate PD upgrade tech.

  • Fixed some localisation errors for the NSC3 Doctrine tradition.

  • Changed the name of the PD Frigate Upgrade to the Escort Frigate Upgrade by community suggestion (It does sound better LOL)

  • Fixed an issue with the Doctrines tradition icons not being sized correctly.

  • Fixed a bug where the Tomahawk Cruise Missile was not displaying a turret model on the ship.

  • After an extensive discussion with the loading screens, they have finally decided to stop living in the past. (They now have the NSC3 logo on them and have also been updated a bit)

  • Adjusted the stats of the Harpoon Torpedo, Minuteman Torpedo, and Tomahawk Cruise Missile for balance.

  • Fixed some other minor bugs.

  • Added more bugs to fix later.

Update: Sep 22, 2023 @ 2:57pm

Minor Bugfix Update

Update: Sep 22, 2023 @ 2:34pm

Reupload due to file corruption

Update: Sep 22, 2023 @ 2:32pm

September 22, 2023 - Season 1 Release (Mod Version 1.0.0)
New Save Game is Absolutely Required

Welcome to the public release of NSC3! Because this is an overhaul of the mod, there is not really a change log this time. Instead, I will list out the major changes from NSC2 to NSC3 and important info that everyone needs to know.

Important Notes & Information
  • During the announcement of the NSC3 release date, it was mentioned that there would be an official NSC3 Wiki available to read. Due to time constraints, this is not yet complete, but I will work on it as I can. Most features of NSC3 are self-explanatory, but if you have any questions, feel free to join the NSC Official Discord and the community will be happy to help.

  • Some of the original plans I had for the initial release of NSC3 have had to be pushed back a bit, but are still planned. These include: the reduction of vanilla file overwrites, reducing tech bloat, and building in support for popular mods (such as ACOT and Gigas). All of these are still planned, they're just not in the mod yet.

  • The NSC Mod Menu is still in the mod, however, the main developer of that menu has not been available due to real life issues. There may be a few items missing from the menu, but they will be added in a future update when the developer has available time.

  • NSC3 will be available on the Steam workshop as it always has been, but for those who don't wish to use the workshop or are unable to, NSC3 is now available for download on the NSC3 Github page, complete with manual installation instructions. The Github is located here: https://github.com/CaptainX3/NSC3-Mod/releases

  • Although a lot of the mod has not changed from NSC2, some of the things that have changed are major. PLEASE take the time to read the major changes below, it will save you a lot of headache.


Major Changes From NSC2 to NSC3
  • The Fleet Doctrines from NSC2 have been locked behind a new tradition, "Doctrine". You can unlock each of the doctrines through this tradition tree and they will then appear in the Policies screen where they were before.

  • The Exploration Cruiser has been renamed to the Explorer class, but everything else about it remains as it was in NSC2.

  • The Strike Cruiser has been eliminated as a separate ship class and is now an upgrade to the Cruiser.

  • The Strike Cruiser bonuses (speed, hullpoints, evasion, etc. have been added directly to the Strike Cruiser sections and its interdiction aura. You MUST use ALL of the Strike Cruiser sections in order to get the full range of bonuses for the upgrade.

  • The Headquarters station has been removed, because the Juggernaut has the exact same weapon/defense loadout and has shipyards.

  • All ship classes now have specific roles to fill
  • you won't be able to survive using only Dreadnought fleets anymore :)

  • The Frigate has been changed to a 2 section ship using the Destroyer hulls. It has a special high level cloaking device (Level 6) and a special torpedo weapon for covert strikes.

  • The Point Defense upgrade has been moved to the Frigate.

  • The Support Ship upgrade has been moved to the Destroyer.

  • The Light Carrier upgrade is now a Cruiser upgrade with a smaller number of hangars to not outclass normal Carriers.

  • Carriers have VERY little offensive weaponry now, they are Carriers only, not combat ships.

  • The Battlecruiser has a heavy cloaking device that will help it serve as a late game heavy stealth ship.

  • Capital ships are no longer able to cloak at all. Only Corvettes, Destroyers, Frigates, Cruisers, and the Battlecruiser have cloaks. (This is a policy that will not change, so please don't ask.)

  • Orbital rings have been given building & modules slots closer to starbase numbers. A future update will add new buildings and modules for them to utilize.

  • Heavy balancing has been done across the board for most ship classes. Most have had overhauls of their weapon and defense loadouts. Some of the bigger ships have seen a minor reduction in weapon slots, and a few have much fewer available sections (The Carrier has lost a lot of options due to its specific role, for example).

Update: Jul 29, 2023 @ 12:02pm

Update: Jul 8, 2023 @ 9:10pm

July 8, 2023 - Season 8 Update 6 (Mod Version 8.6)
New Save Game is Not Required
  • Fixed a bug where the Headquarters station did not have access to a reactor, it will now have the Juggernaut reactors available to it.

  • Reduced the upkeep on Solar Panels from 5 alloys to 1 alloy, but each starbase is limited to a max of 6 panels. (Starbases that have more than 6 will keep them until they are removed, but new starbases won't be able to build more than 6.)

  • The Solar Capacitor building now increases Solar Panel energy output from 5 to 8 and increases upkeep from 1 to 2 alloys per panel.

  • Fixed a bug where Fleet Formation Priority was not being followed by the game (it was incorrect variables that caused it).

  • Added the 5 new starbase modules to the NSC2 Mod Menu so they can be enabled/disabled.

  • Removed the Public Plaza, Fleet Club, Nightclub, and Public Market from Hive & Machine empires, since these modules do not make sense for those empire types and the jobs they provide cause errors in the game. These modules will also automatically disappear from starbases taken over by Hive or Machine empires.

  • Fixed a bug where NSC2's lower tier reactor power levels weren't overwriting the vanilla numbers (Battleships should have enough power now).

  • Fixed a bug where upgrading Science Ships into Exploration Cruisers was causing the ships to simply disappear. (Special thanks to Steam user guttersnipehunt for finding the cause of this bug!)

Update: Jun 12, 2023 @ 8:23pm

Minor Localisation Bug Fix