Stellaris

Stellaris

((( NSC3 - Season 1 )))
18.795 kommentarer
CaptainX3  [ophavsmand] For 57 minutter siden 
crippencollin - I wasn't even aware that there was a new component mod, however I wouldn't be able to create a patch for it from our end, because the code that needs to be added to allow the Dreadnought, Battlecruiser, and Flagship to use those components has to be added into the files of the components mod. The reason why some classes don't work is because for the Strike Cruiser and Carrier, we set them to simply use Cruiser and Battleship components, whereas the other classes have specific components that we had to add code for.

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.
Wairui For 4 timer siden 
I've also read & applied the excellent troubleshooting image content - thanks! Quick question since I won't read through the ~18,800 comments: does the AI also use this mod's huge list of features (I want to avoid the dreaded ship blob lag) or are features only for the players' use?
crippencollin For 16 timer siden 
@captainx3 just confused on how 2 ships will allow the mods thrusters and power cores to work, but the battlecruiser, dreadnought, and flagship will not allow them to be equipped, again sorry if im bringing up a already answered question:steamthumbsup:
crippencollin For 22 timer siden 
@CaptainX3 is there any plans to make a compatability mod with the new additional ship componets mod made by hellshiver? the strike cruiser and the carrier can equip the componets on the mod but the battlecruiser and dreadnought cant, at lkeast for me? sorry if you already answerd a question regarding this but just wanted to get some info.:steamthumbsup:
CaptainX3  [ophavsmand] 11. nov. kl. 7:20 
Amaragance - You're welcome, although you might have been the first person to ever actually read it :-)
Amaragance 10. nov. kl. 20:38 
Just wanted to say great job on the troubleshooting page, really descriptive and helped me a lot to make my modpack work :)
CaptainX3  [ophavsmand] 2. nov. kl. 10:40 
PVersusNP - I'm not really familiar with either of those mods, so I can't say for sure, but the first thing I'd do is test which one is the problem - try to start a game with only NSC and ECC, and if that works, then try a game with NSC and the fixes mod. If both of those work, then the problem is between ECC and the fixes mod. Otherwise you'll know which two mods are incompatible pretty quickly.
CaptainX3  [ophavsmand] 2. nov. kl. 10:40 
Crytek - The reason we added much more powerful reactors is because a lot of people came onto the NSC Discord and complained that they didn't have enough power to completely equip the larger NSC ships. I didn't test it myself, but I am guessing that those people who had trouble are either using all shield setups, or more likely, are using mods that add new weapons that use a lot more power. So we added the higher tier reactors so it would solve the power issue. There shouldn't be any problems caused in the game by having extra power left over, other than some slight ship bonuses that get applied by the game engine.
PVersusNP 2. nov. kl. 9:45 
Question: I am trying to play NSC + Ethics and Civics Classic on top of the 4.1.x fixes mod, and I CTD to the desktop every time I try to start a new game. Is NSC compatible with ECC, or do I need a patch mod to make the two interoperate peacefully?
Crytek 31. okt. kl. 1:39 
I never really got the balance behind the power energines NSC adds, they generate so much power I never needed the higher tiers even for endgame ships like dreadnoughts etc. Feels more like a ress waste and a trap if you use auto upgrade.
CaptainX3  [ophavsmand] 26. okt. kl. 10:28 
son-goku - Yeah, we've verified it is not working correctly, and I've triple checked the coding and everything looks fine, so I have to assume the game just doesn't like it. Whenever we do our next update, I'll remove that feature since we can't get it to work properly.
son-goku 26. okt. kl. 10:25 
@CaptainX3 - "The Eternal Vigilance policy, unlocked by the perk of the same name, will now allow the player to choose what type of defense will be randomly built at their starbases - vanilla Platforms, NSC Stations, or NSC Fortresses."

It actually doesn't work. I set the policy to Half Spending - Defense Fortresses and it keeps building Defense Platforms. Is it possible that the game can't make Fortresses if there are two different designs?

@hexosecurity319, once you take the perk, the game will put stations around EVERY one of your stations because by default it's set to "Full Spending". You need to set it to half spending to limit the construction to your bastions
n8 25. okt. kl. 3:46 
to clarify the star base does not spawn as costing 10,000 alloys, not food, alloys
n8 25. okt. kl. 3:35 
bio starbases are broken

did not try solo
CaptainX3  [ophavsmand] 22. okt. kl. 7:45 
hexosexurity319 - This function is actually a vanilla thing, all we did was add on the NSC stations and platforms as an option. If you don’t want the game to build anything automatically, go into the policies screen and choose the No Spending option and your starbases won’t spawn anything by themselves anymore.
hexosecurity319 22. okt. kl. 2:07 
@CaptainX3 I understand. Thanks for the info. I've missed the update.
It's just that ruins every my gameplay.

I basically get this automatic construction of defensive platforms without costing me any alloys to make them...
But it cost on the production of alloys. As result... I can't stop going bankrupt and I end up losing my fleets, most of my buildings etc etc...

It's nerving and annoying because I would have the chance to select which station to fortify without wasting resources to presidiate my whole empire, every single station.

No offense eh? I'm not criticizing. No hate, I really appreciate and love your work.
It's just that this thing really ruins my gameplay and that makes me a bit sad.
Just that. But it's fine. No problem. Now that I know, I will avoid using Eternal Vigilance.
CaptainX3  [ophavsmand] 22. okt. kl. 0:01 
Piamond Dickaxe - You are very welcome :-)
CaptainX3  [ophavsmand] 22. okt. kl. 0:01 
hexosecurity319 - This is intentional, please see the previous update notes:

The Eternal Vigilance policy, unlocked by the perk of the same name, will now allow the player to choose what type of defense will be randomly built at their starbases - vanilla Platforms, NSC Stations, or NSC Fortresses.

The Eternal Vigilance policy will now automatically build paltforms up to the starbase's full defense capacity, rather than only 50% (this basically reverts a change vanilla recently made, as this feature originally did build up to 100%)
Piamond Dickaxe 21. okt. kl. 23:04 
I appreciate the hell out of you for maintaining this mod bro, honest to god dont know if I could go back to stellaris without it.
hexosecurity319 21. okt. kl. 11:53 
Sorry to have to put this here but seems that mod makes my stations, all of them, not just those upgraded, spawn defense platforms to their max numbers.
CaptainX3  [ophavsmand] 19. okt. kl. 6:03 
dmxy66666 - I don't actually make money doing this mod, and the last donation received for it was well over a year ago, and total donations weren't even close to the amount required to report it as income. I honestly don't play the game much anymore, I still maintain the mod mainly because of the community and popularity.

I appreciate the offer, but I'm not planning to spend money on stuff for a mod that I can't charge anything for LOL.

Even when we do get around to adding more classes to the bioships, there is a limit to how many slots the UI can hold before the player can't equip them due to them overlapping or running off the screen, so we're not going to be able to make the bioships match the NSC classes unless Paradox changes how they work to allow them to have multiple sections per growth stage.
dmxy66666 18. okt. kl. 22:56 
If you need, perhaps I can help you contact some modelers with reasonable charges?
CaptainX3  [ophavsmand] 18. okt. kl. 10:48 
CAK6155 - Most likely a conflict with another mod.
CAK6155 17. okt. kl. 13:51 
what reason could be stopping me from building some of the NSC ships all of a sudden? I have researched and designed battlecruisers, carriers and dreadnoughts, but am unable to build them
CaptainX3  [ophavsmand] 17. okt. kl. 12:52 
dmxy66666 - You are correct, we have no modelers on the NSC team. I wouldn't even know which program to use to get started LOL. As for the state of the biological ships, most of the major modders communicate with Paradox regularly, and they are generally satisfied with how the Bio ships are implemented and aren't planning any major changes that they're willing to share with us.
dmxy66666 17. okt. kl. 8:17 
May I ask why it is impossible to add a model to the new bio-ship? Is it because there are no modelers available?
Regarding the issue of the biological ships, have you considered seeking help from paradox? As far as I know, a mod development team for CK3 received assistance from paradox.
Grubbs008 16. okt. kl. 14:54 
Pretty sure he means the Star Wars: New Dawn, which is a ridiculous question seeing as the mod has it's own everything and is a complete overhaul.
CaptainX3  [ophavsmand] 15. okt. kl. 6:52 
Redeye - I’m afraid I don’t know what New Dawn is, so I don’t know.

THealy22 - did you build the Grand Shipyard megastructure? That’s where you have to build it. If you did and can’t build it there, you have a mod conflict somewhere.

Broodje - I can’t say for sure yet, because we discovered that the bio ships cannot have more than 1 section per growth stage, so if we added new classes, they’d either have to have only 1 growth stage or we’d be pretty limited on how many slots they could have. On top of that, we cannot create new models for the new classes, so they’d have to use existing models, which I know some people won’t like.
Broodje Rookworst 15. okt. kl. 5:40 
Will biological shipsets also get new ship classes, or will they be stuck with the 12 ship classes compared to mechanical's 19?
THealy22 12. okt. kl. 11:41 
When I research the flagship tech, it doesn't let me build it. It says my capacity is 0. Is there any way to fix this?
Redeye 10. okt. kl. 18:33 
Is it compatible with New Dawn?
Xx_Ang3l0fD3@th_xX 10. okt. kl. 12:40 
upgraded starbases above citadel do not have a power slot and cannot equip any weapons.
hexosecurity319 10. okt. kl. 11:19 
@CaptainX3 thanks for the answer. I'll do that.
CaptainX3  [ophavsmand] 10. okt. kl. 6:26 
hexosecurity319 - You'll have to ask the authors of that shipset to take a look, I can't do anything from my end, they'd have to update their files to match NSC3's current version.

jimmy cooks - You either have a mod conflict somewhere or Steam did not download all of your mod files properly. Please follow the troubleshooting guide under the yellow banner above.
jimmy cooks 9. okt. kl. 19:53 
I cant seem to build battlecruisers and carriers
hexosecurity319 9. okt. kl. 19:29 
Can you check out the Sin of the Prophets shipset?
Somehow seems that the Frigate's sections doesn't show up.
Thanks for the courtesy.
TrueXenith 4. okt. kl. 20:11 
Tiny Kiryu - The glorious Machine Shipset Mod (not to be confused with the Machine Age DLC Machine Shipset)
Tiny Kiryu 4. okt. kl. 8:07 
Might be a dumb question but what's the shipset in the third screenshot? I think it looks neat.
majna 4. okt. kl. 6:40 
Does the mod still crash if you try running it with ACOT ?
Angelica 1. okt. kl. 20:38 
MOD will render some MODs that increase the fleet ceiling ineffective. Is there any way to solve this?:income:
eeuusi 28. sep. kl. 11:53 
Amazing mod, keep up the amazing work :steamhappy: Also, are there many plans for even larger ships or more destructive weapons? My fleets need to be feared across the universe ;)
Firelor AoD 28. sep. kl. 11:39 
thank you for the heads up. sucks that the game code does not let you have such a good feature.
CaptainX3  [ophavsmand] 28. sep. kl. 10:57 
Firelor AoD - We're aware of this bug, and it's an issue within the game engine itself. I will be releasing an update a bit later today reverting our changes to the bioships, since there is nothing we can do to fix this bug, it'll have to be done by PDX themselves.
Firelor AoD 28. sep. kl. 9:15 
Ok third times the charm. New issue is that when i go to modify my ships from a saved game if no section selection is chosen. once you atempt to pick one the game crashes. i worked around this by checking the box for the game to auto generate the ships. after that however you cant modify any of the Mature sections and if you try to modify the elder sections then the first section cant be touched but if you modify the middle section it changes the first section. im not sure if its my resolution or just something finiky with this new patch but im on a 1920 x 1200 screen and cant go any larger. this issue it happen both on a new game and my saved game
Firelor AoD 27. sep. kl. 18:38 
Wait nvm i need to remember to read the patch notes first before i post ♥♥♥♥. did not relise that was a feature for the new update. pls ignore my prior post
Firelor AoD 27. sep. kl. 18:35 
Had to Do some testing to make sure but i think the issue with the Bioships is that the ship designer window has more sections then it should. At first i thought it might have been something for UI overhual But after testing i started disableing my mods one by one and after Disableing NSC3 the multiple sections was no longer present. i only Run NSC3 Gigastructure and Darkspace for content mod all other are either UI overHual or more traditions. hope this points to something you cna look into
CaptainX3  [ophavsmand] 26. sep. kl. 11:44 
Ei'Kuni - Yes, although I can't say when at this point.

Cybertryx - Are you using a save game from before the update? If so, you might have to make a new design from scratch. If it's a new game, you might need to follow the troubleshooting steps on this page because Steam Workshop is notorious for not downloading all files properly after an update.

yogurt - I would need more detail on what exactly is happening to be of any help.

Leonmitchelli - I just ran the game as a test and I was able to start a bioship empire fine, and I used the console to research all techs and everything came up as it should. Are you using any outdated mods? Also, I have been told (but have not verified) that ACOT also edits the bioships and is now incompatible with NSC, so if you have ACOT, try turning it off to see if that is the cause.
Leonmitchelli 26. sep. kl. 10:24 
Bioships completely broken with new addon.
yogurt 26. sep. kl. 9:05 
Thanks for update. But it dosen't work on my 4.0.23 save game and the previous version run on Stellaris 3.x
Cybertryx 26. sep. kl. 8:41 
Anyone elese having the issue of the Mindwarden Frigate not showing up / crashing when you try to make one?