Stellaris

Stellaris

((( NSC3 - Season 1 )))
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Opdatering: 5. apr. 2019 kl. 13:40

2.2.7 Version Update

Opdatering: 2. apr. 2019 kl. 14:43

Hope everyone got a laugh out of the April Fools joke. I've put the mod back the way it should be now :-)

Opdatering: 31. mar. 2019 kl. 17:44

H. A. F.

Opdatering: 30. mar. 2019 kl. 12:17

March 30, 2019 - Season 3, Episode 2: Behavioral Therapy
Update 4 - Mod Version 3.2.3 - New Save Game is Not Required
  • The NSC2 Official Wiki has finally been updated with all of the current mod features and information, I'm sorry it took so long. Hopefully this will help everyone better learn how the mod works. You can read the wiki here: https://www.nscmod.com/
  • We have finally tracked down the reason why Titans would cause a game crash when auto-designs were enabled and the player tried to edit them. The bug has now been fixed and Titan auto-designs have been re-enabled.
  • Changed the bonuses on the Galaxy General Hospital to scale properly with each of the 3 stages (5%, 10%, 15%).
  • Fixed an issue with one of the bonuses on the Starbase Admin building for Gestalt empires.
  • Adjusted the placement position of the Strategic Resource Factory so it's a little further away from the star.
  • Fixed the Nanite Dispensary showing up as a component instead of a Starbase Aura.
  • Added fluff text for the Nanite Field and Aura.
  • Fixed one of the modifiers for the Mars Weapon System being in the wrong modifier group.
  • Fixed some incorrect miscellaneous tooltips.
  • Applied 2.2.6 change to the Tech AP to make it give the same effect to all of NSC2s Rare Techs.

Opdatering: 22. mar. 2019 kl. 14:43

Minor Bugfix Update

Opdatering: 20. mar. 2019 kl. 16:04

Version Update to 2.2.6

Opdatering: 20. mar. 2019 kl. 16:04

March 20, 2019 - Season 3, Episode 2: Behavioral Therapy
Update 3 - Mod Version 3.2.2 - New Save Game is Not Required
  • Updated the mod files for Stellaris 2.2.6.
  • Based on community feedback, changed the Fleet Support Ship back to a normal military ship.
  • Added a new Advanced Behavior: Standoff (Range 200) - This computer will force the ships using it to stand off outside of normal weapon range, protecting them from most enemy fire but also preventing them from firing at the enemy themselves. Ideal for ships you want to stay out of combat as much as possible, such as the Fleet Support Ship. (NOTE: T class weapons may still be able to target ships at 200 range or higher, so be careful!)
  • Added in a System Modifier swap for the normal empire Starbase Admin building which will grant +2 Executives instead of +2 Administrators if you are a Megacorp
  • Buffed all FE/Crisis Ships to be more of a challenge for NSC2 Users. The changes are listed below.

Fallen Empires
FE Titan - Hull 80k, Shields +100%, Armor +100%, Upkeep -25%, Armor and Hull Regen +5%, +200% Damage, +100% Fire Rate
FE Battlecruiser - Hull 40k, Shields +100%, Armor +100%, Upkeep -25%, Weapon Damage +100%, Fire Rate +100%
FE Escort - Hull 10k Evasion +50 from +35, Shields +100%, Armor +100%, Upkeep -25%, Weapon Damage +100%, Fire Rate +100%
FE Defense Platform - Hull 15k, Shield +100%, Armor +100%, Upkeep -50%, Weapon Range +50%, Fire Rate +100%

The Scourge
Warrior - 10k Hull, Armor +15k, Tracking +25, Fire Rate +150%
Brood Mother - 15k Hull, Armor +15k, Tracking +25, Fire Rate +150%
Small Ship - Hull 5k, Armor +5k, Tracking +25, Fire Rate +150%
Swarm Queen - Hull 50k, Armor +50k, Tracking + 25, Fire Rate +150%
Scourge Starbase - 90k Hull, +90k Armor, Tracking +25, Accuracy +25, Weapons Range +50%
Sentinel Starbase - 100k Hull, +25k Armor, +25k Shields

The Unbidden
Battleship - 15k Hull, +15k Shields, Tracking +25
Cruiser - 10k Hull, +10k Shields, Tracking +25
Escort - 5k Hull, +5k Shields, Tracking +25
Portal - 500k Hull, Armor +25k
Dimensional Anchors - 40k Hull, +120k Shields, Tracking +25, Accuracy +25, Weapons Range +50%

Contingency
Warform - 8k Hull, +25k Shields, +25k Armor, Tracking +25
Seekers - 4k Hull, +10k Shields, +10k armor, Tracking +25
Nexus - 50k Hull, +25k Shields, +25k Armor, Tracking +25, Accuracy +25, Weapons Range +100%, Weapon Damage +100%
Platform - Hull 25k, Weapons Range +100%, Tracking +25, Accuracy +25
Core - 250k Hull, +100k Shields, +100k Armor, Weapons Range +100%, Tracking +25, Accuracy +25
Final Core - 500k Hull, +250k Shields, +250k Armor, Weapons Range +100%, Tracking +25, Accuracy +25

Cybrex Core - 250k Hull, +100k Shields, +100k Armor, Weapons Range +100%, Tracking +25, Accuracy +25
Heavy Station - 50k Hull, +25k Shields, +25k Armor, Weapons Range +100%, Weapons Damage +100%, Tracking +25, Accuracy +25
Light Station - 25k Hull, Weapons Range +100%, Tracking +25, Accuracy +25

Opdatering: 10. mar. 2019 kl. 11:56

Minor Bugfix Update

Opdatering: 10. mar. 2019 kl. 11:54

March 2, 2019 - Season 3, Episode 2: Behavioral Therapy
Update 1 - Mod Version 3.2.0 - New Save Game is Not Required
  • We have been given full permission to integrate the retired Advanced Ship Behavior Modules mod (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=790455347) directly into NSC2, and we have done so with this update. Each ship class now has a new slot option for the behavior computer.

  • How To Use The New Behaviors: To use a custom ship behavior, first select one of the "NO AI" combat computer variants. This will still give your ships the selected bonus, but not set a fixed behavior like in vanilla. After this, select the behavior of your choice from the behavior list in the module slot below the combat computers. This is it, you're done. Now you can have multiple ship variants that follow different tactical approaches in combat. If you wish to use the vanilla behaviors, use the vanilla computers and the "Default" behavior from the list.

  • SPECIAL NOTE: This update can be used on saved games without any issues, but your existing ship designs will still be using the default vanilla computers and behavior until you refit their designs and upgrade the ships themselves.

Opdatering: 2. mar. 2019 kl. 14:55

Minor Update