Stellaris

Stellaris

((( NSC3 - Season 1 )))
18,580 Comments
Tendertail (Synge) 1 hour ago 
Does the organic shipset get an explorer with this mod? I can't seem to build one despite the game saying I got the tech
thecrimsonxkid Jun 26 @ 11:05pm 
does anyone know who i can commission to make a ship-set?
BTGbullseye Jun 26 @ 2:13pm 
All the NSC added reactors don't have any power generation right now.
son-goku Jun 25 @ 11:27pm 
@o0mpALoompA , it's definitely compatible with Giga and ACOT, but I don't know what ASB is, so I can't say there.
o0mpALoompA Jun 25 @ 11:06am 
Does anyone know if this is compatible with ACOT, Gigastructures, or ASB? I was experiencing crashes on a specific day, disabled half the mod list before I got to this mod and it was the culprit.
Xefanro Jun 25 @ 10:16am 
@CaptainX3 Love your mod, wondering if there are any plans to modify Cosmogenesis ships to have advanced features...?
daskolonel Jun 22 @ 7:48am 
Hello, I'm having problems with reactors. Cant power up some ships and defense platforms. Have tried changing the lord order and reinstalling mods also but that hasnt worked. Didnt know what else to do, was wondering if its a known bug? Thanks
ᴷʰᵉˢʰⁱᵍ Jun 22 @ 2:54am 
:shcfire:
Dog Jun 21 @ 8:38pm 
Hello Team im not sure if you have realized but the + Food in system per Farmer Module is not limited to one per starbase and also listed in the Top slots where Shipyards are is this intended because this gives bio Empires insane advantages in sutaining a war effort on the cheap
DoggieStyla Jun 21 @ 5:28pm 
ok i found out that it was overwritten by Special Ships : Shipbuilding Focus. THX for your hint.
Captain Bart Jun 21 @ 1:32pm 
@DoggieStyla Move some mods around above and bellow this, I had similar problem and it was just with how the mod load order was set.
DoggieStyla Jun 21 @ 1:13pm 
Frigate has no Model
hanchanman99 Jun 21 @ 12:47am 
i think the entity of strike cruiser section is mistake.
Felinar Jun 19 @ 6:45pm 
Is anyone else having an issue where this mod causes a CTD on the 5th in game day if starting as an empire that is using a biological shipset? I did the troubleshooting steps above and started a new game with one of the mechanical shipsets and everything started just fine. However, I did disable the mod, start a new game with a biological shipset, wait an in-game month, then exit the game and reactivate this mod without causing issues with the save. I did run the troubleshooting steps above as well. The main mods I am using are NSC 3, Gigastructures, ACOT, and the UI Overhaul Dynamic.
Captain Bart Jun 19 @ 11:33am 
@CaptainX3 Could you add a 40 unit artillery setting? Because there is 30 and 50 but no 40 and I would like to have my laser ships be unmoving.
son-goku Jun 19 @ 11:14am 
@CaptainX3, I checked your mod's files to see and it still lists prerequisites = { "tech_space_defense_station_2" } and 3 respectively.

Though I don't know if these entries are even used, since they also still list the defense station capacity necessary for a fortress as 3 ^^
CaptainX3  [author] Jun 19 @ 4:35am 
Everyone who is having issues - please follow all of the troubleshooting steps under the yellow banner above. All of the issues posted recently are going to be caused either by mod conflicts or incomplete file downloads by Steam, both of which can be solved using the steps above.

son-goku - I honestly can’t remember if we intended to remove the station/fortress techs and just have them unlock with starbase levels or if that’s a bug, but I will look into it for the next update.
AdmiralAdderall Jun 19 @ 3:45am 
Some ship-sections appear to be designed without components fitted, took over AI empire and they had the same problems. Manually fitting and saving designs works without problem, though. May just be my plethora of mods, but problem has been persistent across multiple mod-combinations/load orders.
aloe vera Jun 17 @ 11:13pm 
hi- having an issue building solar capacitors. i’ve got a star base with only solar panels but it appears to be saying i don’t have any. i’m not really sure if i’m missing smth or not
That Cute Dragon Jun 17 @ 5:20pm 
NCS: We've implemented a system to minimize the work we need to do when changes and new shipsets are released

Paradox: Yo check this out! *Biogenesis*

The DLC is pretty cool imo, but I still wish your team condolences
EternalKnight Jun 17 @ 3:47pm 
im having an issue where i can't design any cruisers, but i can make destroyers, frigates and corvettes just fine, also can't build explorers like bane
Bane Jun 17 @ 2:01pm 
I'm having an issue with the explorer were it will not allow me to build it. I'm able to modify it in the ship designer but it shows up grey out in the shipyards.
son-goku Jun 17 @ 10:22am 
@CaptainX3, did you fix the issue that the Defense Fortress and Defense Station can be build before the specific tech is researched?

I just noticed it again. I finished researching Citadel tech and the Defense Fortress became available to design and build.

So it seems that they become available as soon as the necessary space station tech is researched
wha-tisthis4 Jun 16 @ 10:01am 
is anyone having an issue where you cant install a drive system in their explorers? its telling me its a civil slot and im not understanding what to do with that. all my other ship get their basic hyper drive systems from the start but the explorers arnt
CaptainX3  [author] Jun 15 @ 5:35pm 
D Swinging - The UI Overhaul Dynamic mod is required for NSC, it’s linked on this page.
D Swinging Jun 15 @ 10:03am 
Is there a way to make it so ship component slots don't overlap like installing a UI mod? I sometimes have trouble making ship variants due to not being able to click some slots that I can see.
aslanarwen14 Jun 14 @ 11:27pm 
in the component below shiip's computer, I don't see all the available components, they extend beyond the window
tjimagineer Jun 14 @ 6:23pm 
When I use just NSC and I am playing a progenitor hive with a biological shipset. The offspring Mauler ship has no graphics models it is blank. Any incite into this would be helpful.
CaptainX3  [author] Jun 14 @ 6:38am 
kyle - Yes, the Explorers are just advanced science ships, the game will treat them the same.
kyle.krigest Jun 14 @ 5:51am 
I am playing the treasure hunter origin that gives the ruler a trait that says "Whenever a Science ship surveys a system there is a 15% chance of doubling the resources" I'm just wondering if the Explorer ships are considered science ships in this regard and would be able to get that bonus?
Scruffy Jun 13 @ 4:21pm 
I MEANT SEASON 2
I mixed up the 2 and 9 reading the comment beforehand lol
CaptainX3  [author] Jun 13 @ 1:58pm 
Scruffy - That sounds fine, since we’re only on Season 2, I won’t have to worry about it for several years LOL
Scruffy Jun 13 @ 12:50pm 
I'm gonna try to manifest a return of the Drop Pods in Season 9.
I know it's not likely but All Things Are Possible After Snorting Enough Zro.
CaptainX3  [author] Jun 13 @ 7:09am 
Ethan - We’re shooting for the second half of July, but I can’t set that in stone. Season 2 will be the largest update in the 9 year history of NSC, with a very long list of new features and changes.
Ethan Jun 13 @ 6:50am 
Is there an estimated time frame of the expected release of Season 2?
GE0 Jun 13 @ 6:05am 
Thanks for the info, appreciate your work!
CaptainX3  [author] Jun 13 @ 6:04am 
GE0 - Yes, you’d need a patch to resize the NSC ships to the proper scale. I have no idea if there is one up to date though.

Ethan - We have not added any new Bioships, those will be coming in Season 2. All we’ve done so far is add more slots to the existing ships to help them compete a bit better.
Ethan Jun 13 @ 5:56am 
Is there supposed to be BioShips in this mod? Followed the instructions 3 separate times but there is still only 12 different ships on the ship selection menu for the BioShips,
I've done all the fixes that were suggested, and still none of this "Overlord Bioship" that is referenced to.
GE0 Jun 13 @ 5:20am 
Hi, do this mod require a patch for those using Real Space - System Scaled?
CaptainX3  [author] Jun 12 @ 11:34am 
L0NEW0LF - Ha, I figured it out. I put the link in parenthesis for correct grammar, but apparently Steam thought those were extra characters that made the link dangerous. I removed them.
L0NEW0LF Jun 12 @ 9:23am 
i just searched it up, idk what happened to it considering it's the exact same as the mod. Just pretty confusing.
CaptainX3  [author] Jun 12 @ 9:17am 
L0NEW0LF - Who knows why Steam does that with some links, especially since the link is a STEAM WORKSHOP link. I have personally subscribed to that addon and copied its files to NSC directly (the author had been asking us to do this and I kept forgetting.) There is nothing malicious in the files of that mod or of NSC.
L0NEW0LF Jun 12 @ 8:08am 
potentially malicious, i mean it doesn't open but it doesn't necessarily leave a good look for this mod to keep that link on.
L0NEW0LF Jun 12 @ 8:07am 
why is that nsc orbital outliners mod link deemed malicious by steam?
Xefanro Jun 10 @ 10:45am 
Ever seen mercenary fleets build Explorer Ships?
CaptainX3  [author] Jun 10 @ 1:58am 
For those of you having trouble with the mod, please follow the troubleshooting steps on this page under the yellow banner above. I can confirm as of the time of this message, all parts of NSC are working properly, so if you’re seeing issues then you either have a mod conflict or Steam is not downloading your files properly.
jordygody13 Jun 9 @ 9:40pm 
for some reason the science explorer is not FTL capable, when i try to do the special project to make it FTL capable, nothing happens, the special project this disables my ability to expand as i cant build regular science ships and i can't upgrade the explorer to be FTL capable
1Dan Jun 9 @ 2:43pm 
Hello, for some reason I cannot design any carriers whatsoever. I can put carrier section to destroyers but that's it. The mod works perfectly, I have access to every feature and they work, I've read somewhere that it might do something with the shipsets and I use a shipset from the base game, is that the problem?
Another question, is there a ''lite'' version out there for naval capacity or me editing the numbers on my own is safe for the functionality of the mod?
butcherbrood2 Jun 9 @ 10:54am 
ok thank you
CaptainX3  [author] Jun 9 @ 10:35am 
No, it will not work on 3.14. Scroll up to find a link to the Previous Version that you can use on 3.14.