Stellaris

Stellaris

((( NSC3 - Season 1 )))
18,634 Comments
Feng Huang 20 hours ago 
Is there a version of this that only provides additional ship classes?
GodEmperorFuze 25 Jul @ 2:09am 
Could this mod add on to the eternal vigilance ascension perk to work with the higher level defense stations? With the higher level starbases in this mod you can have starbases with over 200 defense platform capacity. On top of that in a defensive build you can easily have a starbase capacity of 50-150. The result is having thousands of defense platforms even with eternal vigilance only building on upgraded starbases. If you added a 2nd eternal vigilance policy to select which defense platform level it builds then you can build the level 3 platforms and the game has to load 1/3 the platforms which would help runtime a lot in the late game. Since the level 3 platforms take 3 slots and are much more than 3x as strong maybe make it take more than 3x as long to build the higher level platforms. Regardless, this mod makes defensive builds much less viable just because your game will run so much slower later on.
Evan 24 Jul @ 4:51pm 
Been using NSC for years and still enjoying it. Highly recommend this mod as working you way up from corvettes and fortresses to Dreadnoughts and Solar Strongholds is quite satisfying and has good progression.
Shikigami 24 Jul @ 3:21pm 
do i am doing something wrong? my explorer was grey out and my battlecruisers too now but i have the mats to build then
Renegadexv15 23 Jul @ 2:20pm 
welp, ig i gotta find a new collection of mods to use with since it seems Azur lane mods are the issue than
CaptainX3  [author] 23 Jul @ 11:50am 
DocHolliday - It’s basically a “follow the rest of the fleet at a specific distance” behavior.

Bloodknight166 - The dev who originally made the mod menu disappeared without warning and no one who looked at his code could figure out how it worked. We removed it with a plan of making a new one for Season 2, but that update was canceled due to major staffing and development problems.

Chestnut - No idea what’s going on there, I was unable to replicate this bug on my end.

Renegadexv15 - Try running with only NSC and the UI mod as a test to see what happens - this sounds like a mod conflict, as everything is working properly in my testing.
Renegadexv15 23 Jul @ 9:09am 
game keeps crashing whenever i try making a grand citadel, ik i can avoid it but the some part hidden in the Galaxy might have one built and crash the game
Chestnut 23 Jul @ 5:03am 
Supplementary: After demolishing and rebuilding the only dock in the beginning, the upgrade was successful
Chestnut 23 Jul @ 4:57am 
Due to unknown reasons, I am unable to upgrade my ship
Bloodknight166 22 Jul @ 10:53am 
why did yall remove the option to turn off some types of ships, it was a great feature
DocHolliday 20 Jul @ 4:17pm 
what does the escort compute module actually do out of curiosity?
CaptainX3  [author] 18 Jul @ 8:20am 
Stepover34 - We have not done anything with Bioships yet other than adding some extra weapon/utility slots to make them competitive with NSC ships.

At this time, the NSC dev team is on a break and is not actively working on the mod. Bioships are on our list when development resumes.
Stepover34 18 Jul @ 7:26am 
i think all the fallen empire bioships are broken, could you please look into this
Stepover34 18 Jul @ 7:22am 
the quandary weaver cannot select a power source
Stepover34 18 Jul @ 6:53am 
is it this mod or the shipset addon that changes what slots maulers have?

anyway Cipher Maulers are just worse than Elder Maulers with these mods

same weapon slots but edler has 2 medium 2 small instead of 4 small
elder has 9 small Utility slots and 2 A slots while cipher has 8 small slots and 2 A slots
John Aneurism 16 Jul @ 8:17pm 
This seems super cool, and maybe I can't read and it's stated somewhere but does this have compatibility with real space and space battles? O|
CaptainX3  [author] 13 Jul @ 11:51am 
hydra - Absolutely! If you need anything from me, feel free to join the NSC Discord and tag me in any channel or send me a PM on Discord, my username there is the same as on Steam.
hydra 13 Jul @ 8:46am 
@CaptainX3 would i be able to include this mod and its discord for a recommendation in a mod guide for 4.0 im creating?
CaptainX3  [author] 13 Jul @ 4:28am 
Nameless - The NSC dev team is currently taking a break from modding for awhile, but bioships are next on our list when we resume work on the mod.
Nameless 13 Jul @ 2:19am 
Any plans on adding more ship classes for meat ships?
Winter 12 Jul @ 7:27am 
NSC reminds me of aircraft company in africa
DocHolliday 12 Jul @ 4:41am 
its also caused by the United Fleet NSC patch, both of these are out of date unfortunately.
DocHolliday 11 Jul @ 2:47pm 
I found the culprit, for anyone else who may be curious, "Sins of the Prophets Updated" is causing this unfortunately.
DocHolliday 11 Jul @ 2:18pm 
Thanks, I'll do that!
CaptainX3  [author] 11 Jul @ 2:17pm 
DocHolliday - Run a test by turning off all mods except NSC and the UI mod, then start a new game (or load your save, just make sure you don’t save over it) and check to see if you can build the NSC ships. If not, then Steam didn’t download the mod properly, follow the reset instructions under the red banner above.

If everything is working, you have a mod conflict or load order issue, follow the steps under the blue banner above.
DocHolliday 11 Jul @ 2:13pm 
I have everything necessary including the unique station segments needed for ships like the dreadnought, but they are simply grayed out and cannot be constructed.
DocHolliday 11 Jul @ 2:09pm 
I am having a bug where I have met the requirements but I cannot build certain ship types. This includes explorers, battlecruisers, normal cruisers, carriers, dreadnoughts, and even the holy flagship................ Not sure why it's those specifically, but I am also not using any mods I didn't use before coming back to stellaris not too long ago, and it worked fine then, does anyone know what might cause something like this?
Escape 10 Jul @ 10:53pm 
Is the mod menu for customization up or still in dev?
ALiteralPenguin 9 Jul @ 7:19pm 
Never mind It fixed itself after I switched resolutions to a different one and back so ignore my other comment lol. Thanks for the help otherwise.
ALiteralPenguin 9 Jul @ 7:12pm 
I ended up testing a few things out along with the things you mention but nothing seems to fix it which is fine but once again was just wondering if NSC actually needs the UI mod for anything or if its just recommended.
CaptainX3  [author] 9 Jul @ 3:47pm 
ALiteralPenguin - That’s not the UI mod, you’ve got a mod conflict somewhere. The UI mod would not affect ship models or the weapon slots. Run through the steps on this page to troubleshoot, especially trying to run NSC and the UI mod only to make sure Steam downloaded it properly.
ALiteralPenguin 9 Jul @ 2:11pm 
When I go to the ship designer Tab all it shows is the space background but there isn't any buttons to design a new ship, any existing designs or anything else.
ALiteralPenguin 9 Jul @ 2:08pm 
No I mean I cant design any ships while the UI mod is active, corvettes, destroyers etc. I just wasn't sure if there was a fix for that somewhere or if that's something I f'd up on my end.
CaptainX3  [author] 9 Jul @ 1:22pm 
ALiteralPenguin - You won’t be able to manually design the Flagship or see all of the starbase slots without it. Make sure you’re using the right mod linked on this page.
ALiteralPenguin 9 Jul @ 11:27am 
I got a issue where the ship designer wont show with the UI Mod, it seems the mod works fine without it and I can still play it with no issue, I was just wondering whether or not the UI change is needed for anything important in the mod or if im ok to play with out it.
Joshua Grigartis 8 Jul @ 7:07pm 
Belay my last. I figured it out. Hopefully a lower resolution than UIOD recommends isn't an issue later, but for now, I want moar ships.
Joshua Grigartis 8 Jul @ 6:23pm 
Might be a dumb question, but I have to ask. I am on a monitor with a display that UI Overhaul Dynamic doesn't perform well with. Basically, I can't use it. Do I have to have UOD to use this NSC? Or is it just a QOL recommendation?
AmbitiousRam 6 Jul @ 3:26pm 
Ahh okay that makes sense! I'll leave it then cheers :)
CaptainX3  [author] 6 Jul @ 7:43am 
Tendertail (Synge) - Bioships have not been integrated into NSC yet, that'll happen in a future update. I'm not sure why the stations don't have models in the designer I've seen screenshots that show them working fine after our recent update.

AmbitiousRam - Yes it is, and you can remove it by editing a certain file. However, if you haven't used NSC before, you'll find that you will need that +20, as larger NSC classes take up a lot of fleet capacity. It's also necessary to make sure the AI will build larger ships as well.
CaptainX3  [author] 6 Jul @ 7:43am 
LungeVilkas - That shouldn't be possible, Explorers are science class ships and cannot join military fleets. If you have that happening, it sounds like another mod is changing the Explorer to a military class ship or something like that.

InvIzIble - We do not have any starbase reactors in NSC that give 5500 energy. That sounds like the level 5 vanilla reactor. We have a reactor in NSC that gives 100,000 power that should be automatically equipped by the designer, but we have no way to guarantee or force it to be used though.

Tacopowered - The Solar Panels are NSC components, the Solar Panel Networks are vanilla. However, we added our solar panels before vanilla added the network. We kept them in because if you build the Solar Capacitors building, then our panels generate more energy.
AmbitiousRam 6 Jul @ 5:42am 
Is it this mod that adds +20 to anchorages? Can I remove that? It's seriously OP
Tendertail (Synge) 5 Jul @ 10:26pm 
No bioship explorer it seems, can't get battleship tech as well, so all those wrecks in space go untouched, and some of the starbase stations still lack models, but seemingly only in the designer?
Tacopowered 5 Jul @ 5:35pm 
fantastic mod overall tho
Tacopowered 5 Jul @ 5:35pm 
i noticed theres solar panels and solar panel networks, seems kinda redundant.
InvIzIble 5 Jul @ 12:11pm 
Is starbase reactor supposed to only give 5500energy? any mod's 6th+ tier reactor gives more, and 5500 is definitely not enought to support upgraded starbases(
LungeVilkas 4 Jul @ 4:45am 
I'm having exploration cruisers only go to military fleets now.. Sadness.
Vortek Gamer 3 Jul @ 2:30pm 
I have re-enabled the mod and had to start a new world because It was not working mid-save adding and was showing the a class empty and trying to select to a section cause a crash. but when trying a new save, it keep on crashing after Day 5. I am using Kasako's mod and it happen a day after I set the settings. just want to ask is there any known compat issue with other mods I could have?
Willem 3 Jul @ 1:44pm 
@Cjwhite17 @lordav Thats because the shipsets are not updated to the latest version of NSC3.
lordav 3 Jul @ 12:14pm 
Yeah, seeing the same issue with the Star Wars Empire Ships 4.0 NSC3
Cjwhite17 3 Jul @ 10:43am 
getting kind of a weird issue im using the Star Wars Sith Empire Ships 4.0 NSC3 Edition and the strike cruiser is using a vanilla model but all the other ships are working perfectly