Stellaris

Stellaris

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((( NSC3 - Season 1 )))
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85.004 MB
May 12, 2016 @ 7:05pm
Jul 2 @ 6:03pm
372 Change Notes ( view )

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((( NSC3 - Season 1 )))

Description


July 2, 2025 - Season 1 - Update 20 (Mod Version 1.0.20)
New Save Game is Not Required
  • Per community request, removed the restriction that forced you to use one of the two vanilla Bio shipsets when playing a Biological empire. You can now select any shipset you want.

  • Added appropriate Strike Cruiser modifiers to the Fleet Composition policy.

  • Removed a very outdated starbase point defense weapon that stopped much better weapons from being equipped by starbases.

  • Fixed a bug where the Starbase Primary Reactor was not being equipped on starbases properly.

  • Fixed a bug where the Strike Cruiser sections were not using the proper entity names, which could cause errors/problems with shipsets (This bug fix might also cause some shipset errors temporarily until the patches are updated with this change.)

  • Fixed a bug where the Bioship Defense Station & Fortress did not have models for the stations.

  • Fixed a bug where the increased power levels for vanilla Reactors were not being used by the game.

  • Fixed several bugs where some of the Progenitor Offspring versions of the Bioships were missing their hull models.




If you don't wish to use the Steam workshop for NSC3, you can download it directly from the NSC3 Github here: https://github.com/CaptainX3/NSC3-Mod/releases
Manual installation instructions are on the download page. You can also find all previous releases of the mod there (Starting from the first release of NSC2 Season 8).



We have uploaded the previous version of NSC to the workshop for those who wish to continue their save games before upgrading to this new version. Please note that this is only updated when a major update is released for NSC (that requires a new save game). To subscribe to the Previous Version, click here: https://steamcommunity.com/sharedfiles/filedetails/?id=2386308448






You can join our server and chat directly with the NSC devs and many other players and modders, or post ideas and suggestions for us! Over 90% of the new content added to the mod comes directly from our Discord users! Simply head to the link below to join.

Join the Official NSC Discord: https://discord.gg/8yTv5MR9H3





If the above steps don't work to solve your issue, the best way to get assistance is to open a Support Ticket on the NSC Discord: https://discord.gg/8yTv5MR9H3



To report a bug with the mod, you can file a new Bug Report on the NSC Discord: https://discord.gg/8yTv5MR9H3



If you'd like to make a donation for all of the hard work on this mod, you can click here to make a one-time or monthly donation via Paypal.[www.paypal.com]

We also have 3 monthly subscriptions on the NSC Discord that come with various benefits for those who would like to offer long term support.


Copyright 2025 T. Graham. This item is not authorized for posting on Steam except under the Steam account named CaptainX3. It is also not authorized to be posted on any other website EXCEPT the official NSC3 Github page. Copies of this mod found other than on this exact page or on the NSC3 Github page are stolen and unauthorized. All Rights Reserved.
Popular Discussions View All (9)
6
Sep 15 @ 5:52am
There is no menu with mod settings
che-u-pin
5
Sep 15 @ 10:45pm
Any way to play NSC late game without other mods to lower fleet power?
Terran
10
Dec 26, 2024 @ 10:14pm
Flagships still spawned en-mass for other empires.
Xeonzs
18,693 Comments
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.