Stellaris
((( NSC3 - Season 1 )))
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Actualización: 26 DIC 2020 a las 14:14

December 26, 2020 - Season 5, Episode 2: That's No Moon...
Update 2 - Mod Version 5.2.2
New Save Game is Not Required
  • The Starbase Extended buildings and modules have been rewritten and balanced, and have returned to the mod. Your save games from before their removal should work again, but be aware that a lot of the buildings and modules have been adjusted for balance, so they're not going to be anywhere near as powerful as they were before. In addition, some buildings were removed due to being too overpowered, unnecessary, or duplicates of buildings already present in NSC2.
  • Fixed a major bug in the Invasion Pods coding that was preventing them from working at all. They should work as intended now, deploying troops at 30% devastation.
  • Rewrote a lot of the localisation for the Starbase Extended material, making it clearer and bringing it in line with NSC2's other localisation and lore.
  • Added Escort Carriers to the Carrier upgrade techs, to give them a buff in late game.
  • Removed an extra strike craft from the Starbase Hangar Bay module. Each bay is supposed to have only one wing of strike craft.
  • XL and T starbase modules were already limited in number in the original version, but this was easily cheated by using the build queue. Now, if you use that cheat, the upkeep cost will seriously skyrocket when passing the limit of 6 XL batteries and 3 T batteries.
  • Hangar Bay modules are now limited to 10 per starbase. (This will prevent the FP from going so high that the AI will not attack the base at all.)
  • Adjusted the production facilities that can be equipped on the Exploration Cruiser so that they have a monthly cost for each resource they can produce.
  • Removed all localisation files from the mod except English. I'm sorry, but I am tired of having to update a large number of localisation files over and over whenever we change something. The mod is in English. You can make a personal mod, copy our localisation file, and change it to appear in your language if you'd like (there are guides out there how to do this or you can ask on the NSC2 Discord), but I will not be including other languages in the mod from now on, it's just too much trouble.

Actualización: 20 DIC 2020 a las 4:16

December 20, 2020 - Season 5, Episode 2: That's No Moon...
Update 1 - Mod Version 5.2.1
New Save Game is Highly Recommended
  • IMPORTANT: We have temporarily removed all Starbase Extended content from the mod until we have a chance to rewrite it and balance it. We suspect that outdated coding in the old mod is the cause of the AI not upgrading starbases and "stalling out." Starbase slot numbers will remain the same to preserve save games as much as possible, however we highly recommend starting a new game because if the AI is stalled out in your game, this change likely will not fix it. We will add all of the new content back when we can properly rewrite and balance it.
  • Removed the XL weapon options from the Defense Platform, which at max capacity, would allow for 132 XL weapons defending a starbase. This was horribly unbalanced and a bad idea LOL.
  • Adjusted the entire Starbase Defense Capacity system to be more balanced and easier to understand. Each level of defense station now takes up 5/15/30 slots. Annihilator Cannons will take 15 slots, and Ion Cannons will take 30. The new platform capacity for the 7 levels of starbases is 15/30/45/60/90/150/260. With all techs researched, you get an additional 40 capacity, meaning a max total of 300 slots. This would allow 60 Platforms, 30 Stations, 10 Fortresses, 20 Annihilator Cannons, or 10 Ion Cannons defending a fully upgraded starbase.
  • Edited the starbase window so that it now shows all 30 module and building slots without having to scroll.
  • Changed the Flagship's "Advanced Fleet Command Network" to be system wide, so now it will affect all ships that are in the same system as the Flagship.
  • Added a NSC2 compatible Lithoids name list.
  • Fixed a bug in the name list files that was causing a false name list to appear in the name list selection window.
  • Reordered the NSC2 name lists so they'd appear at the top of the name list selection window.
  • Fixed a bug where the Outpost starbase cost 100 alloys for all empires, when it should actually cost 150 for Machine empires due to their increased alloy production.

Actualización: 28 NOV 2020 a las 11:44

November 28, 2020 - Season 5, Episode 2: That's No Moon...
Update 0 - Mod Version 5.2.0 - New Save Game is Not Required
  • The abandoned Starbase Extended mod has now been fully integrated into NSC2. The starbase building and module slots have been increased to match what was available in the original mod. Link to the original mod for info & reference: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1440941890
  • Increased the hangar bay count for Escort Carriers from 4 to 6. (If you're running a save game, you'll need to retrofit your existing ships to fill the new slots.)
  • Increased the hangar bay count for the Carrier classes: Carriers now have 12 hangars, Heavy Carriers now have 16 hangars, and Supercarriers now have 20 hangars. (If you're running a save game, you'll need to retrofit your existing ships to fill the new slots.)
  • Increased the power on the Carrier-specifc series of reactors to account for the added Hangar bays and to allow more shielding to be equipped.
  • In accordance with popular vote on the NSC2 Discord, added Missile section options to the Destroyer.
  • Increased the Titan XL Bow section from 3 XL slots to 6 XL slots to bring it in line with the firepower of the other sections.
  • Added a new XL section option to Defense Platforms. Each Platform can hold 2 XL weapons, but keep in mind Platforms are very easily destroyed, meaning it would be a bad idea to have ONLY these defending your starbase!
  • In accordance with popular vote on the NSC2 Discord, removed the 2 Influence monthly upkeep cost from the Flagship.
  • Slightly increased the stats on the Tomahawk missile, giving it a bit more damage and health.
  • Added a smaller variant of the Tomahawk missile called the Harpoon. It trades off 50% of its range and 30% its damage for a 100% increase in speed and a 50% increase in evasion.
  • Added an energy weapon variant of the Electro-Magnetic Flux Cannon, the Atomic Photon Flux Cannon. This variant focuses more on armor and has attack ratings similar to other laser weapons.
  • Fixed a bug in the Steve name list.

Actualización: 26 NOV 2020 a las 11:10

Bugfix Update

Actualización: 8 NOV 2020 a las 18:03

Bugfix Update

Actualización: 8 NOV 2020 a las 4:47

Bugfix Update

Actualización: 8 NOV 2020 a las 4:05

Bugfix Update

Actualización: 8 NOV 2020 a las 3:43

Bugfix Update

Actualización: 7 NOV 2020 a las 12:04

November 7, 2020 - Season 5, Episode 1: Watch The Skies
Update 8 - Mod Version 5.1.8 - New Save Game is Not Required
  • Set the Prototype Exploration Cruiser event to fire 4 months into a new game rather than at game start, mainly for lore purposes and to reduce day 1 popup spam.
  • Changed the Prototype Exploration Cruiser event to give all AI empires the Prototype if the player chooses to get it. If the player does not take the ship, the AI will not receive it either.
  • Changed the Prototype Exploration Cruiser default name to "Prototype Exploration Cruiser" rather than Enterprise, which ened up being a bit weird when I realized that name was applied to ALL empires.
  • Set the Prototype Exploration Cruiser to a default Evasive stance when it is spawned. (Players can change this whenever they want, but it will now spawn with the same Evasive setting as a Science Ship.)
  • Attempted to fix the bug where only the host of a multiplayer game would get the Prototype event. I am not certain that this bug is fixed, as I wasn't 100% sure of the cause of it. I need you guys to let me know if it is fixed now or not.

Actualización: 5 NOV 2020 a las 3:33

Bugfix Update