Stellaris

Stellaris

((( NSC3 - Season 1 )))
18,718 Comments
CaptainX3  [author] 53 minutes ago 
Almost done, I have some special surprises for everyone that caused a bit of delay, but I think you guys will find them worth the wait ;-)
mcm0319 55 minutes ago 
Release the kraken! I wanna play now! :)
Deontales 14 hours ago 
Thank you! Havent been playing without it since... well a very long Time
Z 17 hours ago 
Thank you CaptainX3, you're a pillar of the community
joshua.hs.kim 19 hours ago 
Thank you for your service
CaptainX3  [author] 20 hours ago 
We should be able to release the 4.1 update tomorrow. The main delay right now is I'm doing a quick overhaul of the Bioships to give them more sections and make them more competitive with NSC ship classes.
190cm 84kg 9cm Sep 23 @ 4:16am 
Man you guys have to chill all, they will update it sooner or later but the update is not even 2 days old. Give the devs some time.
Kangarus Sep 23 @ 12:13am 
Looking forward to seeing the update. Having fun with my mod list as is without it, but it'll be even better when 4.1 of this drops. Do what you folks gotta; I'll be patient :-)
CaptainX3  [author] Sep 22 @ 8:16pm 
NSC is not updated for 4.1, it is not safe to use at this time. We will get an update out as soon as we can.
Darwin11021 Sep 22 @ 7:42pm 
is it normal for no auto generated ships to appear for the added ships i fixed an load issue where i couldn't see em but now i have to one by one and ensure they work.
also the battle cruisers G-slot has nothing available is there something i have to resurch before it will appear or is that a bug
Nom__Anor Sep 22 @ 6:12pm 
I havent played the game and probably wont until this mod updates. However, you do need to add support for the new shipsets.
Luna Sep 22 @ 5:36pm 
Came to add that NSC is indeed causing the game to crash with the 4.1 release. Only hypothetical reason is due to the new shipsets that were added is somehow conflicting with NSC3 shipsets as it loads initially in the game.
mcm0319 Sep 22 @ 5:11pm 
update please. crashing in v4.1
EJR Sep 22 @ 9:30am 
@butcherbrood2
4.1 has just released along with the new DLC, and NSC has yet to be updated so of course there will be inconsistencies
Road66 Sep 22 @ 9:01am 
me too , impossible to launch a new game. crash . now is new version 4.1.0 , i hate paradox
butcherbrood2 Sep 22 @ 8:10am 
so: I have not seen anything from the mod in game, even after deactivating and removing all non-NSC related mods, it is activated in the launcher, and i have followed all troubleshooting steps above. including deleting the folder and redownloading, resetting both the launcher and the stellaris folder, and reinstalling the entire game.
CaptainX3  [author] Sep 21 @ 7:35pm 
butcherbrood2 - I need more information other than "not working." Are you seeing anything from the mod in the game? Are you running other mods as well? Have you activated it in the Paradox launcher? Have you followed all of the troubleshooting steps on this page under the yellow banner above?
butcherbrood2 Sep 21 @ 5:22pm 
no, my game is up to date. i have used the 3.14 version before just fine but 4.0 is not working.
Boriken Coffee Sep 21 @ 10:50am 
How's this work for biological shipsets?
Schishne Sep 21 @ 4:58am 
Alr, good to know that this is up to date
CaptainX3  [author] Sep 21 @ 1:07am 
We’ve got close to 8,000 people on the NSC Discord and not a single one has reported any issues, and I was able to start a new game with the mod a few minutes ago just fine.

Are you guys using any beta branches? We don’t support those, the mod is for the currently released game version only.
Oldhip Sep 20 @ 5:39pm 
Yep is now broken
butcherbrood2 Sep 20 @ 4:11pm 
so i am incapable of using this mod for some reason? did it break with 4.0 or something because i have done all the description has told me on how to potentially fix it but even after doing all that and downloading the github version it still refuses to work.
Schishne Sep 20 @ 7:36am 
Did this get smacked by the 4.0 update?
The Badger Sep 20 @ 12:48am 
Would it be possible to give the bio shipsets the special combat computers like all the other sets or is that too much of a hassle to make work?
JPPlayer2000 Sep 18 @ 8:19am 
How does this mod affect nanite ships?
NSC4 when?
Yellow Sep 15 @ 11:37pm 
Sorry I confused you. I was making a specific request for you to make it so that defense platforms do not get destroyed from battle and will heal from 0 afterwards. The mod that originally did this (linked below) is no longer in development and is dated.

What I intended to convey was that the vanilla ascension perk, eternal vigilance, does not support your mod. One of the things that this perk does is automatically build vanilla defense platforms 1 per 6 months on all stations up to half of it's capacity. It only allows base game defense platforms and not defense stations or fortresses.

So I guess I was informing you of one thing and made a suggestion in the other. I've also linked the original mod that allowed persistent defense platforms that showed what I was suggesting as a feature.

Sorry for the confusion and thank you for the response.
RPGHealer99 Sep 15 @ 8:38am 
CaptainX3: Thanks for the confirmation & the great mod! I look forward to checking out the new Battleship options. FWIW only minor quibble I have so far is the Explorer. Love the concept, it just feels weird to me having a Cruiser sized Science ship when my Navy is still in their tiny Corvettes. Easy "fix" for this for me is to just hold off on building Explorers until I unlock the Cruiser hulls, but I'd really like to also see a Frigate or Destroyer sized armed Science ship too, that could be used for all the early game exploration. Maybe in NSC4! Thanks again & cheers.
CaptainX3  [author] Sep 15 @ 5:57am 
Yellow - I actually did not realize that the eternal vigilance perk stopped platforms from being destroyed, I’ll take a look and see if we can give that ability to our platforms. I don’t know when it’ll happen though, we’re on a development break for awhile due to real life issues the dev team is dealing with.
CaptainX3  [author] Sep 15 @ 5:56am 
RPGHealer - Confirmed. In NSC, each ship class has a specific role (otherwise there’d be no point in having additional ship classes) and Battleships are designed as tanks for enemy fire in the early game, and in the late game they can be refitted to become very powerful ships against small craft like corvettes and frigates. XL weapons were moved to Dreadnoughts as the primary siege and long range artillery ships.
Yellow Sep 14 @ 9:25pm 
Probably not a good spot for suggestions.

Could you consider adding in a feature or a sub mod that prevents stations like the defense fortress from being destroyed? As in they get deactivated from battle but start repairing once it's over.
Your custom defense platforms added by the mod are not supported by eternal vigilence, plus it's not to not have to manually rebuild and queue them up after battles.
https://steamcommunity.com/sharedfiles/filedetails/?id=2501114149&searchtext=defense+platform
RPGHealer99 Sep 14 @ 11:11am 
As a followup to my last post I just unsubscribed from all my mods, resubscribed to just NSC3 and UI Overhaul Dynamic, started a new game and used the Console to research_all_technologies. All the NSC3 ships seemed to pop up in the Ship Designer, with the Dreadnaught and Flagship in particular having options for 4 and 12 X class weapons respectively. But the vanilla Battleship still no longer had the option for a single X class, with the Bow Section options changing to Salvo, Artillery, Fullisade (sic) and Spitfire. Turning off NSC3 once again restored the Spinal Mount option for 1X. So at this point, barring someone saying otherwise, I have to assume that NSC3 is running fine and deliberately editing vanilla Battleships so that they can no longer field a single Spinal Mount weapon. Can anyone confirm this was the intent of this mod's authors? Thanks!
MooMoo Sep 14 @ 4:35am 
I can't for the life of me figure out why carrier or strike cruisers aren't showing up even though the tech is unlocked. It works on a test by itself with research_all_technologies. Am I missing an additional tech required before they will show up for fleet design?
RPGHealer99 Sep 13 @ 3:06pm 
Does NSC3-Season 1 remove X class Spinal Mount weapons from vanilla Battleships? I just researched Arc Emitters and the X class bow section isn't showing up on them. FWIW when I turn off NSC3 the X class bow reappears. I do have a few other mods loaded (all up to date) but they don't seem to be the culprit, since the X class *does* show up normally with them all running and just NSC3 off. I've already tried unsubscribing and resubscribing which didn't help. NSC3 seems to have been running fine up to this point too (at the top of my load order,) with all the new options popping up as advertised.
strider7711 Sep 12 @ 9:41pm 
not spending another penny on stellaris till they give me way overpriced battlestars limited to one per colony
dmxy66666 Sep 12 @ 9:36am 
Is there any plans to update the biological starship ?
Fenrisúlfr Sep 11 @ 4:28am 
unsub and resub
gundampheonix Sep 11 @ 2:08am 
My mod says it has no descriptor file and can't be enabled
OatmealYeti Sep 9 @ 6:30pm 
my ship expense's had some kind of leak... i was paying 5K a months for ship upkeep with a single 45k power fleet. I disbanded all my ships, but still it remained.
Blagden Sep 8 @ 9:05pm 
Thanks CaptainX3, I usually have that issue due to load order and ACOT but I was pretty sure I had it right.
CaptainX3  [author] Sep 7 @ 10:33pm 
NSC works fine on the current game version, however it is not compatible with the 2025 Modjam mod, you will have several ship classes whose reactor slots are missing.
bloodline ending event Sep 7 @ 8:09pm 
I only have like 10 mods, but this seems to work fine for me on latest
memorymeme Sep 7 @ 3:19am 
Still incompatible?
Alistair DragonHeart Sep 6 @ 1:09am 
Explorers and Carriers don't have reactor slots?
Der deutsche Kaiser Sep 5 @ 12:12pm 
@captainx3 Can I also produce more alloy through mods?
I'm never sure how to make so much alloy for ship maintenance.
Umpalumpa Aug 30 @ 4:01am 
Is this mod compatible with ships in scale?
stevenbart12 Aug 28 @ 8:07pm 
I'm 99% sure this isn't a bug, but when I use the Eager Explorers civic, I don't get the first Explorer tech automatically. Does anyone know what the prerequisites are, and if you get Explorers automatically after that, or do you have to actually research them?
tilarium Aug 28 @ 5:55am 
Won't argue with you there. The original intent for adding patrol routes was so you could set your fleets to follow your trade lanes to ward off pirates. Trade lanes were removed when they changed how trade works in the game and figured there was no longer a need for the patrol routes feature and removed it too. I fully disagree with their discussion. I used patrol routes to guard my borders and keep my fleets on the move instead of just sitting in one spot for years until a need to use them comes along. So far, I haven't found any mod that puts them back in.
FenFenScreeScree Aug 27 @ 7:32pm 
well that's just dumb