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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.
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.
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.
Doing some testing rn.
also what version of stellaris was yesterday was it 4.1.7?
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 - 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.
[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
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.