Stellaris

Stellaris

((( NSC3 - Season 1 )))
18,844 Comments
CaptainX3  [author] 23 hours ago 
Broodje Rookworst - I encountered that twice yesterday while making them compatible with NSC - I had to delete the save game I was testing on and start a new game both times. No idea what the heck was going on there, seems to be a random vanilla bug.
Broodje Rookworst Nov 29 @ 11:53am 
Does anyone else have an issue with the infernal shipset not being loaded in properly?
crippencollin Nov 29 @ 3:27am 
any one else have ethics and civics causing compatability with NSC3?
CaptainX3  [author] Nov 28 @ 4:00pm 
MOD UPDATED!
CaptainX3  [author] Nov 28 @ 3:03pm 
Gameer4life - I'm working on the Infernals now, they're trickier due to the fancy animations.

The extra ship types are what the mod is based around... NSC stands for "New Ship Classes". I am always getting complaints that the extra weapons are unbalanced and the megastructures and starbase stuff is fluff that we shouldn't have - you're the only person who has ever complained about the new ship classes LOL.
Gameer4life Nov 28 @ 2:27pm 
I like all the added weapons from the mod, I like all extra weapons the ships get, I like the galactic mall, hospital and fleet headquarter. I love the expanded starbases but the extra ships types just seem like a hat on a hat. that's all. Also right now you have placeholder ships for the infernals and until that fix I wanted to turn off the ships types.
CaptainX3  [author] Nov 28 @ 9:46am 
Gameer4life - You can't just delete a single folder to remove the ships, you'd have to go through most of the mod's files and remove all references to each ship class to completely remove them from the game. Alternatively, you could edit the technology files to block the techs required to unlock the new classes, but you'd also have to make edits to other techs to make sure that you don't block yourself from getting the higher vanilla ships. For example, if you blocked the Battlecruiser tech, you couldn't get Battleships without also editing that tech in the files. Everything in Stellaris mods is tied together through multiple files in multiple folders, it's never easy to just simply delete something.

If you're not wanting to use the new ship classes, this might not be the mod you want, since that is its primary focus. But we have no one on the dev team with the knowledge and skills to create a new menu, so there's not much we can do about that.
CaptainX3  [author] Nov 28 @ 9:45am 
Wyccc - We're working on it, I'm hoping to have it done today.
Gameer4life Nov 28 @ 1:09am 
What folder do I delete to keep from using the ships in this mod? I miss the menu.
Wyccc Nov 27 @ 7:45pm 
Update please! without this mod, I don't want to open the game:steamfacepalm:
crippencollin Nov 27 @ 4:34pm 
@the unknown Goddess, im running a 135 mod playset, strange thing happened game didnt crash but hyperlanes no show, i diasbled all mods, hyperlanes shows, i thought okay so its mod conflicts some how, every single mod i checked, nothing, hyperlanes show as instructed, confused and happy i am thats it wasnt a conflict so i can play with all my 135 mods:steamthumbsup:
SirBlack Nov 26 @ 2:09pm 
update due to planetary diversity updating with a few mods i can't play my current playthrough no matter which version of the game i play so i am stuck waiting for this mod and the others to update or planetary diversity to make old versions of the mods (highly unlikely)
crippencollin Nov 26 @ 10:17am 
@CaptainX3 Thanksgiving, the time of year where the food will be leftovers for about a week, depending on how much food you make. LOL:steamthumbsup:
crippencollin Nov 26 @ 10:14am 
@CACTUS JACK unfortunatley thats common with updates, one little thing can cause a big crippling headache
CACTUS JACK Nov 26 @ 9:21am 
Haven't seen anything wrong with the mod so far with 4.2, except for the fact that you can't add cloaking generators to explorer class ships anymore.
Akashugo Nov 25 @ 10:47pm 
true, ui overhaul dynamic bugged a lot on the empire creation screen. i cant chose any planet but some of the vanilla ones (all cold vanilla planets are gone too) XD but that is not nsc thingy just wanted to comment.
Akashugo Nov 25 @ 10:46pm 
all my ships power just increaced like a lot, from 300 to 9k for no reason and every weapon does 1 damage. if recall that is a ncs bug that happens with some mods order. i had my modpack all working so i didnt added anything just updated for infernals, i supose it will be fixed on 4.2 update when the update comes, right?
TheUnknownGoddess Nov 25 @ 10:29pm 
Oh yeah your all good, just trying to help note down possible issues plus incase anyone else might be having unexplained crashes.

Anyway did the testing NCS appears to crash the game on generation.

also to add, UI overhaul is broken a bit on species creation and Giga engineering crashes after generation.

Thank you for all your work tho, take your time to update and hope you have a wonderful thanksgiving.
CaptainX3  [author] Nov 25 @ 10:25pm 
We have not updated for 4.2 yet, so I cannot say what is or isn't caused by NSC at the moment. We will update when we have a chance, most of the dev team has real life issues to attend to and we're coming up on a major holiday here in the US in 24 hours.
TheUnknownGoddess Nov 25 @ 10:02pm 
So far im running a 39 mod playset with some heavy hitters but i have crash on galaxy creation, unsure if NSC3 is the exact cause but it is on consideration.
Doing some testing rn.
Kangarus Nov 25 @ 9:41pm 
@SirBlack Not sure, haven't tried this mod with 4.2 yet - am waiting until its developers update it for 4.2, which I am looking forward to BTW.
SirBlack Nov 25 @ 7:45pm 
not sure if its this mod but my pc locks up and the loading screen stays at 5% and the audio loops constantly is anyone else experiencing the same issues?
also what version of stellaris was yesterday was it 4.1.7?
CaptainX3  [author] Nov 25 @ 2:22pm 
LOL It's okay guys, he's just being a smartass, I'll smack some sense into him when I have a free moment :-P
crippencollin Nov 25 @ 2:20pm 
@tilarium gotcha, makessince cuase he said its been 6 years since 4.2, and 4.2 litterally if im not mistaken just dropped today with infernals
tilarium Nov 25 @ 11:05am 
It's probably a troll thinking it's being clever or something. Best to just ignore it
crippencollin Nov 25 @ 10:49am 
@ryker what?
Ryker Nov 25 @ 8:52am 
4.2 when, its been six years
crippencollin Nov 25 @ 4:02am 
@captainx3, i found that someone already made a patch for your mod and hellshivers but its an out of date one, i tected the modder and asked if he planned to upddate it, if he says yes then i have no reason to make one. just waiting for his text back.
crippencollin Nov 24 @ 10:08am 
ill be honest bud i have no idea what im doing:steamfacepalm::steamthumbsup:
crippencollin Nov 24 @ 9:43am 
did i do it correctly?
CaptainX3  [author] Nov 23 @ 12:37pm 
crippencollin - Just go into the main lounge channel and type @CaptainX3 and then a message and that will tag me.

Just in case you didn't see it, make sure to go to the Welcome channel and click the green button to make sure you have the proper roles to access all of the channels.
crippencollin Nov 23 @ 12:25pm 
okay i created a discord... i think at least and i think i joined your discord, how do i tag you?
crippencollin Nov 23 @ 12:16pm 
actually no i never used discord so its a learning experience, thats why i asked how to join and tag.:steamthumbsup:
CaptainX3  [author] Nov 22 @ 5:25pm 
minillaaaaaaaa - Due to the way that bioships are coded in the game, we will not be able to add NSC variants of them that also keep the growth mechanic, as ships that can grow are limited to only 1 section for each stage. We may consider adding NSC variants that do not have growth stages in the future, but we haven't decided yet.
minillaaaaaaaa Nov 22 @ 3:50pm 
are there any plans to add bioship varients?
CaptainX3  [author] Nov 22 @ 7:27am 
crippencollin - Have you never used Discord before? It's pretty complex software LOL. You can join the NSC Discord here: https://discord.gg/8yTv5MR9H3
crippencollin Nov 22 @ 6:11am 
oh cool, how do i join and tag?
CaptainX3  [author] Nov 22 @ 5:22am 
crippencollin - if you’ll join the NSC Discord and tag me once you’re in there, I can help with whatever you need.
crippencollin Nov 21 @ 8:18pm 
captainx3, could you give me a step by step to your mods files for components cause thats what im trying to work on
CaptainX3  [author] Nov 21 @ 1:49pm 
MightyShark - Looks like that's an old code line that used to reference something in vanilla that doesn't exist anymore. I'll add this to my list and remove it for the next update.
CaptainX3  [author] Nov 21 @ 12:27pm 
DirtyT - In all honesty, we never know totally for sure if the mod will work after a game update, but if I had to guess, I'd say it probably will after this next one, although crippencollin is correct, the new shipset won't work until we update.

crippencollin - I'm totally fine with anyone using the mod's files to create patches, as long as you're not re-uploading the entire mod LOL.
crippencollin Nov 21 @ 9:55am 
@dirtyt, it will work yes but the infernal ship set will not have strike cruisers, battlecruisers, dreadnoughts, and all the other nsc3 ships, not until they update it.:steamthumbsup:
crippencollin Nov 21 @ 8:55am 
hey captainx3, im thinking of making a compatability patch with your mod and hellshivers componets mod, do i have permission to work with your mods files to make the componets compatible if i do try it?
DirtyT Nov 21 @ 7:25am 
Will this work when the update drops next week or should we wait for an update from you?
MightyShark Nov 20 @ 4:57pm 
Is this inline_script meant to be provided by another mod and is here for compat reasons ?? ->

[10:26:41][inline_script_database.cpp:71]: Unknown inline_script "jobs/automodding_priority_amenities" in file: " file: common/pop_jobs/nsc_jobs.txt line: 139
Aweguy Nov 17 @ 8:52am 
Ah ok, great. Thanks for the quick answer :D
CaptainX3  [author] Nov 17 @ 8:40am 
Aweguy - You should be able to go into the policies screen and choose the No Spending option which will turn off the feature that automatically builds the platforms. Aside from that, you could definitely edit the files to turn off the feature, but it would be a bit involved, as I don’t think I added that code to a separate file, it’s within one of our other files.
Aweguy Nov 17 @ 7:55am 
Is it possible for us to disable the eternal vigilance feature ourselves? (commenting code or anything) I have a mod that adds an ascension perk line depending on eternal vigilance and cannot really pick it without collapsing my economy (also makes the AI very very strong defensively if they pick it) Other than that, your mod is one of my favs.
crippencollin Nov 14 @ 6:17pm 
@captainx3, that explains alot, thanks for your answer, love your mod by the way, makes the game more realistic:steamthumbsup:
CaptainX3  [author] Nov 14 @ 1:24pm 
crippencollin - I wasn't even aware that there was a new component mod, however I wouldn't be able to create a patch for it from our end, because the code that needs to be added to allow the Dreadnought, Battlecruiser, and Flagship to use those components has to be added into the files of the components mod. The reason why some classes don't work is because for the Strike Cruiser and Carrier, we set them to simply use Cruiser and Battleship components, whereas the other classes have specific components that we had to add code for.

Wairui - Some features that have to be used intelligently, such as the hyperlane generators/removers, are blocked from use by the AI since it could be disasterous to let them do so. But I'd guess that roughly 90% of the mod's features are usable by the AI, although we can't make the AI use them intelligently LOL.