Stellaris

Stellaris

(-New Ship Classes & More: Streamlined-)
339 Comments
CaptainX3  [author] May 28, 2021 @ 5:19pm 
Astro13 - No. Please see the black box at the top of the page.
Astro13 May 28, 2021 @ 4:27pm 
Will this mode get an update?
CaptainX3  [author] Nov 7, 2020 @ 5:57pm 
None that I know of. The models belong to someone who created them for a Sins of a Solar Empire mod. I don’t know that he’s given permission to anyone else to use them.
Mutton Nov 7, 2020 @ 4:55pm 
Do you know of any standing mod with the original ship sets or anyone else making them?
CaptainX3  [author] Nov 7, 2020 @ 4:50pm 
Medium Guy - I was forced to do so after some people decided to steal parts of the mod and repost them, thereby leading to trouble with the original owner of the ship models. It’s not worth risking my steam account to repost it.
Mutton Nov 7, 2020 @ 4:28pm 
@CaptainX3 How come you pulled your Mass Effect NSC Shipset mod? It made myself and many others very sad.
SeeyalaterSTINKY Jan 31, 2020 @ 7:03pm 
I know its been a minute since this forum has been active but I'm really trying to get just the carrier ship type in the game (mostly the punic class carrier from halo as I use the Sins of the prophets mod along with this one). That's all I want is the carrier. If theres not a mod could someone point me in the direction of a good tutorial to add it in myself? thanks in advance
CaptainX3  [author] May 20, 2019 @ 1:50pm 
mrcoolize - You can make more if you have the Unlimited Supercapitals addon. However, if you're using this version of NSC, it's out of date and no longer supported (see the black and red boxes at the top of the page).

If you're using the regular NSC2, the Unlimited Supercapitals addon will let you build all ship classes without limits.

No, we do not plan to bring back the Superdreadnought, that's permanently retired.
mrcoolize May 20, 2019 @ 11:29am 
Hi i wanted to know if by empire size you could create more than 1 flagship and more titans? Also i wanted to know if you planned on making back the superdreadnought i feel like the titan are more 'meh' than these bad boy were
LiptonDI Jan 9, 2019 @ 12:06am 
I understand, just in case if you have time one day
CaptainX3  [author] Jan 8, 2019 @ 4:12am 
Lipton - The NSC2 development team has gotten much smaller since 2.0 came out, we really don't have enough people to maintain multiple versions of the mod at this point. I know we add a lot of stuff in the main mod but nowadays it's all intertwined and designed to work together and isn't just a bunch of random features like it used to be.
LiptonDI Jan 8, 2019 @ 3:32am 
What would be cool is if you guys did a new version of this mod, only new ship classes and ship models and none of the rest that you put in your mod, only this.
CaptainX3  [author] Nov 6, 2018 @ 3:30am 
Did you see the text and the link right below the black MOD RETIRED box?
Th3Griffin66 Nov 5, 2018 @ 7:59pm 
I miss this mod. This was my main mod before the update
MasterGamer May 24, 2018 @ 7:53am 
Strike cruiser should just be a component for a cruiser.

I think it makes more sense having:
-----------------
Light Cruiser
Medium Cruiser
Heavy Cruiser
-----------------
Followed by
Battlecruiser (Light Battleship)
Battleship
Dreadnought (Heavy Battleship)

With components and modules to allow variation. You want a carrier. Add a hanger one of the prior existing ship types. You want a strike cruiser or a strike battleship, add a strike module to one of those ships.

The above would require reconfiguring ship designs a bit so that a battleship is quite a bit above the size difference with various cruiser types so it has a natural flow of ship capacity in constructing fleets.
The Imperial House Feb 23, 2018 @ 7:11am 
sounds good, cant wait to see the finished product!
CaptainX3  [author] Feb 23, 2018 @ 7:09am 
That's the page where it will be, we're still working on it.
The Imperial House Feb 23, 2018 @ 7:05am 
where is this : NSC2 ?
CaptainX3  [author] Feb 22, 2018 @ 12:13pm 
This version of NSC will not be updated any further. NSC2 will consist of the base mod with only ship classes and the stuff required for them, with extra features released as add on mods. ETA to NSC2 release is 7 to 14 days.
TheEventHorizon Feb 22, 2018 @ 10:49am 
2.0?
CaptainX3  [author] Feb 19, 2018 @ 7:09pm 
Lord Elrond - Yes it does, with the compatibility patch we have linked above :)|

NSC-Sins of the Prophets: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=840482374
Atari Feb 19, 2018 @ 5:27pm 
hey guys stupid question< but your mod doesnt work with this other mod by chance? "Sins of the Prophets: Stellaris"
timjohnb5 Feb 19, 2018 @ 10:59am 
Thanks CaptainX3...answered my question and makes sense
CaptainX3  [author] Feb 19, 2018 @ 7:00am 
Jagz - Yes.

timjohnb5 - Check the FAQ page linked under the yellow banner above. It explains this and lots of other important issues.
timjohnb5 Feb 19, 2018 @ 1:05am 
I don't know if this has already been mentioned but I noticed that when adding armour to my ships the VI armour is the best stats, then the more you progress VII, VIII, IX, X the armour stats get weaker. Is this just me or is it a bug?
Jagz Feb 16, 2018 @ 2:36pm 
Does this mod add the ships to the Humanoid ship set?
CaptainX3  [author] Feb 15, 2018 @ 9:39am 
Mikado - Thanks for the info, but with 2.0 around the corner, I'm redesigning the mod anyway LOL
Mikado Feb 15, 2018 @ 4:54am 
@CaptainX3. FYI (Not a big issue ^^)
Files captainx3_technology_l_XXXXX.yml have some errors : "TECH_UNLOCK_DESTROYER_CONSTRUCTION_TITLE: "§HUnlocks Ship Type:§! Cruiser"
Cava Feb 7, 2018 @ 4:15am 
Oh, I must have missed that. Apologies.
CaptainX3  [author] Feb 6, 2018 @ 9:00am 
TumbleKy - No, since stations are being removed in 2.0 and that’s only 15 days away, no further changes are being made to either mod.

Cava - Read the FAQ page linked above under the yellow banner. It addresses that issue and other important stuff.
Cava Feb 6, 2018 @ 5:20am 
I just realised that most of the high level ship Armors actually give lower armor value than the earlier ones (but with a bonus to ship Hull points). Is that intentional? It doesn't seem like it is enough to warrant the much lower values...
TumbleKy Jan 27, 2018 @ 7:39pm 
Alternatively, is there a way to play with the new ship classes, but remove the new station classes, thus sparing my OCD? I enjoy this mod.
TumbleKy Jan 27, 2018 @ 7:38pm 
Are there any plans to make the added stations look more similar to the vanilla ship/station sets?
They stick out like sore thumbs right now.
Cpt. Rogers Jan 25, 2018 @ 3:48am 
Is it also possible to introduce a mod that can work alongside this one that alters the costs of Tech?
Or doubles research speed?
DisturbingLackOfFaith Jan 22, 2018 @ 11:56am 
Just noticed in comment below that you make the Automated Dreadnought Protocols. Could you make version with the AI disabled, for those who also use Advanced Ship Behaviour(sic) Modules? Or instructions on how to make one ourselves, for those who have only a modicum of modding knowledge?
DisturbingLackOfFaith Jan 22, 2018 @ 11:50am 
Hello, I want to say this is an awesome mod.

Also would like to point out a small problem: the addon mod for custom fleet formations from your site is out of date with the main mod; if one tries to use it, the module slots in the ship designer are out of whack. It's not a big problem, since the fix is simple to make personally. As I understand it, the addon mod just has the exact same files from the main mod, just taken out for ease of editing. But you should fix it if you can.
Crusader Vanguard  [author] Jan 21, 2018 @ 5:35pm 
@Cpt. Rogers - Because in order to "fix" vanilla we would have to overwrite vanilla files, which other mods already do. We just decided to go ahead and fix vanilla balancing issues on our end.
Cpt. Rogers Jan 21, 2018 @ 5:25pm 
I was checking the components over and I was wondering. Why is it the maintenance costs for a Antimatter Reactor (Tier V)[less power, and more maintenance?] and a Graviton Reactor (tier VI) are more for less?
Crusader Vanguard  [author] Jan 20, 2018 @ 5:29pm 
@mutaco - If you would like to take NSC localisation files and incorporate them into a translation or make a translation for us to use, please feel free.

However, I don't need to give you the files myself for any mod. You can go to:

Steam/Steamapps/workshop/content/281990/932869910 and find the zip file for this mod, take the files out yourself and translate. You just need to reupload something for me to take if you want your translation in this mod versus an individual one.

If you put a / in front of a link, it will show up in one of these Steam comment posts and I can just delete it to find your download if that's how you want to do this.
Mutaco Jan 20, 2018 @ 2:31pm 
Hello my friend, first of all I would like to thank you for the excellent work.
I would love to be able to translate your mod to PT-BR, you could send me the files so I can translate, then I would send it back and the next update you would release together.
Awaiting :).
Realhollow Jan 18, 2018 @ 3:33pm 
Ah thanks Crusader it was that i was running the vannila version
CaptainX3  [author] Jan 18, 2018 @ 3:28pm 
y4wgmoth - Yes, I believe that's ours, every ship class has it's own combat computer.
y4wgmoth Jan 17, 2018 @ 2:26pm 
Does this mod add a combat computer called Automated Dreadnought Protocols by any chance? (Trying to figure out where it comes from)
Crusader Vanguard  [author] Jan 9, 2018 @ 1:02pm 
@nelliel - If you have Doomwarrior's Combat Balancing Mod, you need to find his "ship class compatible" version in order for it to work with NSC. For his "main mod" he makes ship class specific versions of the FTL, thruster, aux components for balance, but that's only the vanilla 4 and not NSC's additional 7. The compatibility version removes these changes so it works with any ship class mod (NSC, ISB, RS, SCX). If that's not it, I'm not sure what to tell you other than to reset some mods.
Realhollow Jan 9, 2018 @ 12:28pm 
Hey hope you can help iv got a strange issues iv followed your tips on the help ingame but i still get the ship-save bug as i cant give your ships ftls drives i thought it was due to me running someone elses cmponets but even after turning it off and starting agian im still haveing it looking at my mod list iv got nothing that adds componets other than your mod (i have ship texture mods but still have issue with them off)
JayWalkin Jan 4, 2018 @ 9:58am 
I miss the frigates, but at least their designs are in Destroyers
Crusader Vanguard  [author] Jan 2, 2018 @ 6:43am 
@Uncle B - The HQ Station is a Rare, Tier 4 technology. It's already very very hard to find, never mind you have to research 10 Tier 3 technologies to unlock the fourth tier (not sure if that is solely in Engineering or overall). It also requires you have the Battle Fortress and at least the Carrier in the Ship Class unlock chain to find. It is nearly impossible to get in the first 45 years and difficult for the first 70. The longer you go, the more bonuses we gave the tech to show up, so if you don't have it by Year 150 you should very soon or something is off. We made it much easier to find the HQ Station tech if you have the Flagship technology already.
Uncle B Jan 2, 2018 @ 3:20am 
Hi, have been using the mod for a while and personally think this is the best mod for changing up how the space combat works without moving away from the fleet tactics (i.e. no one super powerful ship). Just one problem I have currently is the HQ tech doesn't seem to be showing up. It was working fine in the last game I ran about 2 days ago, but doesn't seem to be showing up in this one (only thing that has changed is I decided to run with a Hive Mind civ this time). Is this a known issue or have I accidently stumbled across a possible bug? (Note the only mod I am aware that has updated since the last game was MEM).
SonofDworkin Dec 26, 2017 @ 1:43pm 
Ahh - my mistake then. Just to be sure - what should I be seing for the NSC combat computers?