Stellaris

Stellaris

((( NSC3 - Season 1 )))
17,709 Comments
CaptainX3  [author] 26 May @ 7:18pm 
Soup - You need the mega engineering tech for megastructures and then the hyperlane generator/remover tech.
Soup 26 May @ 6:07pm 
Ill probably unlock it by the time this is answered, if it is unlocked, but how can I get the hyperlane generators/removers?
CaptainX3  [author] 23 May @ 1:22pm 
Shadowstone315 - The NSC classes are present in that screenshot, the only things missing are the Carrier, Dreadnought and Flagship, and I assume you just hadn't researched those yet. As for automatically creating new designs, the only reason I know of that can cause that is if one of the equipment/component slots is blank when you try to design one of the NSC ships (Such as the Battlecruiser). If that happens, then it is a mod conflict, regardless of load order. If you can click on something like the Battlecruiser and fully design and save it, then I have no idea why your game isn't auto generating a design, but that's not something that modders have control of. I would assume that bug is being caused by another mod as well.
Shadowstone315 23 May @ 9:04am 
@CaptainX3 I mean this: https://prnt.sc/JxdfEEiriLoh

i researched a few new ship classes, nothing appears in this particular window, nor are ANY new ship designs autogenerated with new classes, with the sole exception being the Explorer.

Load order: not an issue, NSC is on the very bottom, as i used load order which is described right here, on this page.
CaptainX3  [author] 23 May @ 7:23am 
TruMarine - There’s not one that I’m aware of, it’s been quite a long time since anyone did a downscaled patch for NSC.

Alpha - As I said to Shadowstone, you have a mod conflict. It’s most likely a mod that is below NSC in your load order. This isn’t an issue that is happening with only NSC and the UI mod, so something else is interfering.
Alpha 23 May @ 6:45am 
I have a similar problem as @Shadowstone315 but it's the Explorer the one that I canno't build, it dont autogenerate and if I try to desing one says some component is missing and dont let me save the dessing nor build it.
TruMarine 22 May @ 8:22pm 
love the mod. I like using downscaled but I can't find a patch for the newest version of NSC. Any idea if there is one and if so where I could find it?
CaptainX3  [author] 22 May @ 1:54pm 
Shadowstone - If you try creating a new design of an NSC ship class, are you able to save it, or does it not let you because one of the slots is empty and has no options? If this is the case, it is a mod conflict somewhere, most likely an outdated compatibility patch or some mod below NSC interfering.
Shadowstone315 22 May @ 10:50am 
I´m not sure if this is a bug or not, but i encountered an issue. New ship classes, except Explorer, are not showing up in Ship Designer. everything else works like it´s supposed to, but even if i research a new ship class, a design is not automatically generated and it´s not showing up in ship class selection. I don´t have any ship mods except NSC, or any mods that would modify NSC if this information helps... how could i solve this? I tried every troubleshooting step, the result is the same, issue persists.
CaptainX3  [author] 22 May @ 5:28am 
Gameer4Life - I don’t quite understand what you’re asking…?

Dorfs - NSC does not change the starting fleet or boost fleets by that much. In fact, we cut the FP numbers in half to prevent overflow.

MajorityOfTheInternet - That does sound like an oversight, I’ll look into it, we’re working on the big Season 2 release at the moment.
MajorityOfTheInternet 21 May @ 11:53pm 
I noticed that the Galactic General Hospital megastructure gives this diagnostician job that claims to boost both organic and synthetic pop growth/assembly, yet I only see them giving 2% pop growth (no assembly, so doesn't work on synths). Is this an oversight?
Dorfs 20 May @ 11:51am 
After the latest stellaris patch all ship fleets seem to have 10x the strenght. And it seems like fights do not resolve correctly since they take ages ( literally infinite because the enemies outregen themself)

I still try to pinpoint what the issues are and I wonder if anyone is experiencing the same issue.
My empire starts with a 2k fleet now.
Gameer4life 19 May @ 11:01pm 
How do you make a folder for the extra ships this mod add?
Jdnsheix 19 May @ 11:26am 
alr, thanks for the help CaptainX3
CaptainX3  [author] 19 May @ 9:21am 
Jdnsheix - All ships in NSC are balanced against the original vanilla ships. Corvettes and Destroyers didn’t change much at all, since they were the starting point for balance. Cruisers got some modifications but mostly minor, other than the Strike Cruiser upgrade. Battleships received bigger change in order to accommodate Battlecruisers.

All ships have access to the NSC advanced tactics. If you’re not seeing that slot, you have a mod conflict somewhere.
Jdnsheix 19 May @ 9:07am 
is it just me or are vanilla ships (corvettes, destroyers, cruisers, etc.) not getting extra weapon slots and ship tactics like flank or hit and run
zghlwigi 17 May @ 5:30pm 
After using this mod Ai started using 100+ corvet fleet at the begining of the game. Dunno how the fuck they had resources.
CaptainX3  [author] 17 May @ 1:31pm 
If you’d like community help to troubleshoot the problem, feel free to join the NSC discord, we’ve got a lot of people there that might be able to help you track down the problem (I’m betting is an issue with the launcher).
Olio di palma 17 May @ 1:29pm 
Ok, thanks for the clarification :steamthumbsup:
CaptainX3  [author] 17 May @ 1:19pm 
Ghost - In your Corvette screenshot, that section called “Spinal” is not part of NSC and never has been. It’s not part of vanilla either. You’ve got other mods active somehow.
Olio di palma 17 May @ 1:15pm 
I took screenshots with a new game, default race and UI/NSC only.

https://steamproxy.net/sharedfiles/filedetails/?id=3248587665

If I select the defensive platform, everything is normal

https://steamproxy.net/sharedfiles/filedetails/?id=3248587625

This is what I see when I create a new corvette model

https://steamproxy.net/sharedfiles/filedetails/?id=3248587605

I didn't understand this, in the selection he gave me two corvettes, the classic one and this one
CaptainX3  [author] 17 May @ 11:26am 
Drugs - I’ll check into this when I can, I have not tried anything related to the new crisis (although NSC does not do anything with crises).

Ruste35 - Broken how? I’d need more detail in order to help.

goldenking2005 - Are you using any compatibility patches that are out of date? Try a test using only NSC and the UI mod, if it works, then you’ve got a mod conflict somewhere.

Ghost - I’ve seen a few random people report this same bug, but I cannot recreate it and neither can any of the other NSC devs. Some have speculated it is actually a vanilla bug related to the DLC, but I can’t say for sure, But I cannot fix a bug that doesn’t exist on my end, my only advice would be to verify Steam files and redownload your mods.
Olio di palma 17 May @ 2:45am 
I have a problem with the ship designer that only affects new shipsets. The initial models and those created automatically by the techs are normally seen but if I go to create a new design the cofigurator turns black and doesn't let me see anything anymore, although I can still change the various modules and slots.

I've tried with only NSC and UI Overhaul active but the problem remains.
goldenking2005 17 May @ 2:20am 
I built the grand shipyard but I don't see the option to build a Flagship
Ruste359 16 May @ 4:20pm 
I'm not sure if it's just this mod, or one of its interactions with my other mods, but Frigates are entirely broken for me.
Drugs 16 May @ 1:23pm 
Got crash (always) with new crysis. Something like:
dmm_register_mod at file: events/nsc_modmenu_events_DMM_support.txt line: 17
But the full error log is much more bigger.
JP 16 May @ 1:16pm 
Does this mod work in multiplayer? Me and a friend tried to play but couldn't as the checksums were different, after disabling this mod it was back working again.
CaptainX3  [author] 16 May @ 9:35am 
Vacation - Yep, was added with the 3.12 update.
Valarion 16 May @ 12:19am 
updated for the machine and cybernetic shipsets yet?
CaptainX3  [author] 15 May @ 3:06pm 
Netrum - We don’t do anything with orbital rings right now. We’re planning some possible stuff for Season 2, but right now we don’t do anything with them.
Netrum 15 May @ 2:48pm 
I meant orbital ring and not starbase, my bad.
Netrum 15 May @ 2:47pm 
I am playing with the new machine shipset and in the ship designer it is showing me the default shipset for humanoids.
Also in the starbases section in the overview, my starbases are missing their icon after i did the first starbase upgrade. Cant remember the tech name. I am playing with UI overhaul dynamic and tradition tree mod from the same dev. Hope you can help :D
@RuJohnny Ultimate Technologies mod and submods no longer have "baked in" compatibility with NSC3.0 as per that mod developer's notes during a previous Stellaris update, likely 3.11

While that set of mods *can* be used with NSC3.0, the reactors will no longer show up as available for the NSC ship types(exploration cruiser/explorer, battle-cruiser, fleet carrier, dreadnought, and flagship),

As stated by CaptainX3, ESC Next and its submods can be used without issue, and I also recommend the Star Wars Weapons & Ship Components mod by Superior General Delvardus, which can work as standalone or with the aforementioned ESC Next due to baked in compatibility.
RuJohnny 14 May @ 5:51pm 
NSC3 works just fine on it's own, it just it's strange that those mods were all well and compatible, but they stopped for reasons unknown to me. Anyway, thanks for your time. I'll try out ESC Next.
CaptainX3  [author] 14 May @ 5:13pm 
RuJohnny - Try running only NSC and the UI mod. If it works, then both of those component mods are incompatible. The main component mod we work with is ESC Next.
RuJohnny 14 May @ 5:05pm 
I tried both of them separately and together, and in both ways it doesn't seem to work. Sorry if i'm bothering you, i just can't figure out why does it not work.
CaptainX3  [author] 14 May @ 4:47pm 
RuJohnny - It’s probably the Additional mod, because NSC has to overwrite the vanilla files to add our ship classes to the components, so if that mod doesn’t, then that could block NSC’s changes.
RuJohnny 14 May @ 4:00pm 
I tried Ultimate Weaponry (Lite) and Additional Vanilla Components Revived.
CaptainX3  [author] 14 May @ 3:13pm 
RuJohnny - What components mod are you talking about? I just started a new test game and everything is working properly in NSC.
RuJohnny 14 May @ 2:54pm 
So i triet troubleshooting steps and it didn't work. I've made a separate playlist with just UI Overhaul Dynamics, NSC3 and components mod, with NSC3 being at the bottom of the load order, and still, reactors, thrusters and combat computers were unavailable on NSC3 ships.
Ros[É] 13 May @ 6:25pm 
I can confirm that the cybernetic flagship as well as the dreadnought both have a noticeable gap between the 3rd and 4th sections. Both ships show gaps in-game, in the empire creation preview, and in the ship designer.
CaptainX3  [author] 13 May @ 6:24pm 
alastardevilsin666 - Thanks for letting me know!

Vumpalouska - I'll double check this when I can, thanks for the report.

RuJohnny - You have a mod conflict, please follow the troubleshooting steps under the blue banner above.
Dark Lord of History 13 May @ 4:17pm 
@CaptainX3 Thanks for the answer.
RuJohnny 13 May @ 3:24pm 
Not sure why, but i seem to be unable to put any modules (like thrusters, reactors and combat computers) from mods on ships added by NSC3, like Battlecruiser and up to Flagmanship, but all vanilla ships work just fine.
Vumpalouska 13 May @ 12:36pm 
At least in the empire cration preview, the cybernetic flagship has a noticeable void-filled gap in the middle.
alastardevilsin666 13 May @ 4:34am 
Just to let you know CaptainX3 I found what was making it not work. It was a Ai improvement mod that I installed. I have no idea why but I wanted to tell you to let you know if its something you don't know.
CaptainX3  [author] 13 May @ 4:03am 
Dark Lord of History - All empires.

harozuken - Not sure if we’re doing anything with the nanite stuff yet. You’re welcome to join our Discord and post suggestions for Season 2 to be voted on.

123 - The AI will research and build ships and sections from NSC, but it won’t do it intelligently. It uses the same auto design system that’s available to the player in the ship designer.
123 13 May @ 2:42am 
Does the AI use the new sections also....as in will it research and use strike cruiser or instance. I made 1 that is as tough/tougher than a Battle ship, and i am just wondering if the AI can or will try to do the same.
harozuken 12 May @ 9:12pm 
Nice, also not sure if it is already a thing but Nantite Mothership? (my thought is a titan esque ship that gives ships in the fleet base armor/shields to compliment the nanites)
Dark Lord of History 12 May @ 7:24pm 
For the mod menu, I can adjust the cost for ships. Does that affect all empires or just mine?