Stellaris

Stellaris

((( NSC3 - Season 1 )))
18,868 Comments
Ongo Gablogian 21 hours ago 
Man, this is such a kickass mod. There's one weird thing happening where I can't upgrade starbases past a Headquarters, iirc. I remember there being a mention of a grand citadel/solar stronghold. Using this collection - https://steamproxy.net/sharedfiles/filedetails/?id=2473560875 so wondering if there's a conflict in there.
Rax 15 Dec @ 1:30pm 
Frigate class ships not showing up in both the empire creator nor ship designer, there are no sections available
Baka Racker 15 Dec @ 12:02pm 
@CompleteTrash Try the autocomplete [or whatever it's called] option in the ship designer, I've had that fix missing components for me before.
CompleteTrash 13 Dec @ 6:30pm 
Have an issue where there's an empty component with the crusier specfically that's preventing me from saving a template. Not happening with any other ship classes
Virus 12 Dec @ 9:35am 
Any issues with the Flagship ship not being buildable? Am I missing a step? Not seeing the option in the Grand Shipyard in the shipyard section, or any shipyard. I've disabled any mods that deal with ships being altered or added
phoenix3716 11 Dec @ 3:54pm 
Oops, missed that channel. Thank you.
Fenrisúlfr 11 Dec @ 3:11pm 
@Sergeant Stacker, I think you are thinking of Darkspace
CaptainX3  [author] 11 Dec @ 3:01pm 
Skaeren - We’ve tested a lot of possible ways to implement designable starbases, and none of them work very well. The mod you refer to was abandoned because it caused major bugs and performance issues. Designable starbases will have to come from Paradox, if they ever choose to do so.

Sergeant Slacker - We don’t have Halo Rings in NSC. I think we considered them once but never made them.

Phoenix3716 - Go into the Welcome channel and click on the button to join the NSC community, that should give you the proper role.
phoenix3716 11 Dec @ 11:51am 
I joined the discord channel a few weeks ago, but it's still saying I don't have permission to send messages in any of the channels. I've been wanting to make a suggestion regarding Strike Cruisers and their over-the-top speed. I already read and confirmed the rules (as far as I know). Am I missing a step for permission to comment in the discord?
Sergeant Stacker 10 Dec @ 4:26pm 
How do I build a Halo Ring?
Skaeren 7 Dec @ 4:19pm 
Are there any plans to implement designable starbases? There is a mod from '23 that does this by adding a ship template for each starbase level, and an event that executes each month to swap out a normal starbase for this template - if I am understanding it correctly.

The idea is crude, but feasible, I think.
CaptainX3  [author] 6 Dec @ 10:48am 
Zau - You can use the mod without UIOD, but you won't be able to outfit the big ships like the Dreadnought and Flagship manually, and the starbase window won't look right. But the mod will run fine without it. It's not possible to make a version that does not use UIOD because that's the only way we can get the extra screen space needed for the larger stuff. The vanilla UI would not allow us to have ships with more sections and larger numbers of starbase modules & buildings.
Zau 6 Dec @ 10:25am 
Is it possible to make a version without UIOD? UIOD ♥♥♥♥♥♥♥ SUCKS!!!!!!!!!!!!!!
Please update the Ash Cruiser and Ash Battleship ships from the latest Crisis DLC. The number of available slots doesn’t match the NSC standard, and it’s impossible to equip Rectors above level 1.
CaptainX3  [author] 4 Dec @ 9:05pm 
Uledrith - You have a mod conflict somewhere, or Steam did not download NSC properly. Follow the steps under the yellow banner above to test whether NSC works by itself and then check through your mod list for a bad load order or other conflicts.
Uledrith 4 Dec @ 1:57pm 
Cruiser doesn't work in this latest update. Once you research it, it doesn't show up as a ship to build. Go to ship builder see Cruiser is invisible. You can click on it, configure, and it appears, but doesn't let you save.
黑手党神鹰 4 Dec @ 5:18am 
Hello, author. Why does NSC3 crash when it conflicts with the Great Khan event? What is the correct sequence? The sequence my AI provided is incorrect and also leads to a crash.Thank you
The Rundle 3 Dec @ 10:53am 
What yellow banner? All I'm seeing is "Content not available in your region"
CaptainX3  [author] 3 Dec @ 9:43am 
The Rundle - Please read and follow the steps under the yellow banner above, which will help track down the problem.
The Rundle 3 Dec @ 6:27am 
I cannot seem to see dreadnaughts or other ships from the mod in my game. Any idea what could be causing that, or get them to show?
CaptainX3  [author] 3 Dec @ 4:55am 
Timrath - We haven’t changed the building/module count on starbases in years… if you’re not seeing the right numbers, you gave a mod conflict somewhere.

Lyven Ka Vinsxy - Those 4 mods shouldn’t interfere with each other, you can use them in any order you want. The only exception is the Ships in Scaling addon for Real Space - it’s not compatible with NSC in any load order.
Lyven Ka Vinsxy 2 Dec @ 12:33pm 
Can someone post a current working collection and load order with NSC3, Giga, Realspace, and planet diversity.
Timrath 2 Dec @ 9:17am 
OK, I got a new tech that lets me upgrade Grand Citadels to Grand Citadels, giving me a bunch of module slots (but no building slots).
Timrath 2 Dec @ 2:11am 
Is it intended that starbases now have much fewer module and building slots than before? My Grand Citadels only have 6 module slots and 4 building slots. Are there perhaps further upgrades that I still need to research?
CaptainX3  [author] 29 Nov @ 3:50pm 
Broodje Rookworst - I encountered that twice yesterday while making them compatible with NSC - I had to delete the save game I was testing on and start a new game both times. No idea what the heck was going on there, seems to be a random vanilla bug.
Broodje Rookworst 29 Nov @ 11:53am 
Does anyone else have an issue with the infernal shipset not being loaded in properly?
crippencollin 29 Nov @ 3:27am 
any one else have ethics and civics causing compatability with NSC3?
CaptainX3  [author] 28 Nov @ 4:00pm 
MOD UPDATED!
CaptainX3  [author] 28 Nov @ 3:03pm 
Gameer4life - I'm working on the Infernals now, they're trickier due to the fancy animations.

The extra ship types are what the mod is based around... NSC stands for "New Ship Classes". I am always getting complaints that the extra weapons are unbalanced and the megastructures and starbase stuff is fluff that we shouldn't have - you're the only person who has ever complained about the new ship classes LOL.
Gameer4life 28 Nov @ 2:27pm 
I like all the added weapons from the mod, I like all extra weapons the ships get, I like the galactic mall, hospital and fleet headquarter. I love the expanded starbases but the extra ships types just seem like a hat on a hat. that's all. Also right now you have placeholder ships for the infernals and until that fix I wanted to turn off the ships types.
CaptainX3  [author] 28 Nov @ 9:46am 
Gameer4life - You can't just delete a single folder to remove the ships, you'd have to go through most of the mod's files and remove all references to each ship class to completely remove them from the game. Alternatively, you could edit the technology files to block the techs required to unlock the new classes, but you'd also have to make edits to other techs to make sure that you don't block yourself from getting the higher vanilla ships. For example, if you blocked the Battlecruiser tech, you couldn't get Battleships without also editing that tech in the files. Everything in Stellaris mods is tied together through multiple files in multiple folders, it's never easy to just simply delete something.

If you're not wanting to use the new ship classes, this might not be the mod you want, since that is its primary focus. But we have no one on the dev team with the knowledge and skills to create a new menu, so there's not much we can do about that.
CaptainX3  [author] 28 Nov @ 9:45am 
Wyccc - We're working on it, I'm hoping to have it done today.
Gameer4life 28 Nov @ 1:09am 
What folder do I delete to keep from using the ships in this mod? I miss the menu.
Wyccc 27 Nov @ 7:45pm 
Update please! without this mod, I don't want to open the game:steamfacepalm:
crippencollin 27 Nov @ 4:34pm 
@the unknown Goddess, im running a 135 mod playset, strange thing happened game didnt crash but hyperlanes no show, i diasbled all mods, hyperlanes shows, i thought okay so its mod conflicts some how, every single mod i checked, nothing, hyperlanes show as instructed, confused and happy i am thats it wasnt a conflict so i can play with all my 135 mods:steamthumbsup:
SirBlack 26 Nov @ 2:09pm 
update due to planetary diversity updating with a few mods i can't play my current playthrough no matter which version of the game i play so i am stuck waiting for this mod and the others to update or planetary diversity to make old versions of the mods (highly unlikely)
crippencollin 26 Nov @ 10:17am 
@CaptainX3 Thanksgiving, the time of year where the food will be leftovers for about a week, depending on how much food you make. LOL:steamthumbsup:
crippencollin 26 Nov @ 10:14am 
@CACTUS JACK unfortunatley thats common with updates, one little thing can cause a big crippling headache
UNC 26 Nov @ 9:21am 
Haven't seen anything wrong with the mod so far with 4.2, except for the fact that you can't add cloaking generators to explorer class ships anymore.
Akashugo 25 Nov @ 10:47pm 
true, ui overhaul dynamic bugged a lot on the empire creation screen. i cant chose any planet but some of the vanilla ones (all cold vanilla planets are gone too) XD but that is not nsc thingy just wanted to comment.
Akashugo 25 Nov @ 10:46pm 
all my ships power just increaced like a lot, from 300 to 9k for no reason and every weapon does 1 damage. if recall that is a ncs bug that happens with some mods order. i had my modpack all working so i didnt added anything just updated for infernals, i supose it will be fixed on 4.2 update when the update comes, right?
TheUnknownGoddess 25 Nov @ 10:29pm 
Oh yeah your all good, just trying to help note down possible issues plus incase anyone else might be having unexplained crashes.

Anyway did the testing NCS appears to crash the game on generation.

also to add, UI overhaul is broken a bit on species creation and Giga engineering crashes after generation.

Thank you for all your work tho, take your time to update and hope you have a wonderful thanksgiving.
CaptainX3  [author] 25 Nov @ 10:25pm 
We have not updated for 4.2 yet, so I cannot say what is or isn't caused by NSC at the moment. We will update when we have a chance, most of the dev team has real life issues to attend to and we're coming up on a major holiday here in the US in 24 hours.
TheUnknownGoddess 25 Nov @ 10:02pm 
So far im running a 39 mod playset with some heavy hitters but i have crash on galaxy creation, unsure if NSC3 is the exact cause but it is on consideration.
Doing some testing rn.
Kangarus 25 Nov @ 9:41pm 
@SirBlack Not sure, haven't tried this mod with 4.2 yet - am waiting until its developers update it for 4.2, which I am looking forward to BTW.
SirBlack 25 Nov @ 7:45pm 
not sure if its this mod but my pc locks up and the loading screen stays at 5% and the audio loops constantly is anyone else experiencing the same issues?
also what version of stellaris was yesterday was it 4.1.7?
CaptainX3  [author] 25 Nov @ 2:22pm 
LOL It's okay guys, he's just being a smartass, I'll smack some sense into him when I have a free moment :-P
crippencollin 25 Nov @ 2:20pm 
@tilarium gotcha, makessince cuase he said its been 6 years since 4.2, and 4.2 litterally if im not mistaken just dropped today with infernals
tilarium 25 Nov @ 11:05am 
It's probably a troll thinking it's being clever or something. Best to just ignore it
crippencollin 25 Nov @ 10:49am 
@ryker what?