The NSC2 FAQ
This is a list of generally asked questions about NSC2 that should help with general unknowns and minor issues.
1. Do you guys beta test your releases?
Yes, every release is extensively tested by over 160,000 beta testers. We’re very thorough.
2. Is NSC Ironman compatible? Is NSC achievement compatible?
The question of if “NSC is Ironman compatible” is a false/trick question. All mods are Ironman compatible. Iroman mode simply means that the console is disabled and thus achievements can be earned. So the real question everyone wants to know: “Is NSC2 achievement compatible?” The short answer: No.
This is because the game will only allow achievements if the game’s “checksum” remains unchanged. If you don’t know what a checksum is, that’s okay, just understand that any mod that does alterations to gameplay mechanics for Stellaris will change the checksum, making achievements impossible. NSC2 changes a LOT of core gameplay features, and thus is not achievement compatible. Mods that change “visual” things (like UI mods) are achievement compatible because they only affect ONE player, not the entire game.
3. Does the AI utilize the new ship classes?
Yes, the AI will use all the new ship classes introduced by New Ship Classes & More.
4. Are the new ship classes only for Mammalians? Do all cultures get the new ship classes?
All cultures will utilize the new ship/station classes added by NSC2: all 6 vanilla shipsets, the Plantoid DLC shipset, and the Humanoid DLC shipset.
5. How do I acquire a non-Steam version of the mod?
You don’t: There is no official or supported version of NSC2 outside of the mods on the Steam Workshop hosted by CaptainX3. The NSC2 development team doesn’t have the time to maintain more than one given copy of NSC2. ANY non-Steam version of ANY NSC mod is non-official and is not authorized by the original mod authors. These 3rd party versions are often out of date, unreliable in content (often corrupted), are not supported by the original mod authors (no help for fixing something wrong in these versions), and most importantly can come with any number of viruses that can harm your PC. Please purchase Stellaris through Steam (or if there is another proper retailer, they will sell you a Steam key) and use the official supported NSC2 version on the Steam Workshop.
7. Where did the Superdreadnought go?
8. My Battleships don’t have XL weapons, is this a bug?
XL guns are intended to be used by the biggest, toughest ships around. In vanilla, that’s the Battleship, considering that you can only build three Titans. But in NSC2, Battleships are just the earliest, smallest capital ships available to the player, beneath Dreadnoughts, which have no build limit, Titans, which have a cap of 1 per 100 Naval Capacity, and the unique Flagship (Carriers are also capital ships, but not in the same style). This makes Dreadnoughts, not Battleships, the largest “normal” ship. Therefore, the XL weaponry is limited to Dreadnoughts, which get two XL guns, Titans, which can get 4 (at the cost of not having a Titan weapon), and the Flagship, which can have a 3T /0XL bow, a 2T/3XL bow, a 1T/6XL bow, and a 10XL bow at the cost of having no Titan weapons. Titan weapons are valued as equivalent to 3XLs, rounded up to the nearest massive space cannon. There are a bunch of reasons for this. One, as already mentioned, was to keep the XL weapons special. Another was balance, as 2.0 really cranked up the damage on the KA and new Energy Launchers, as well as the XL guns; the KA can do almost 600 damage a shot, the Neutron Launcher can go up to 1,000, and the Tachyon Lance can reach all the way up to 2,000. With this kind of power, giving Battleships XL guns would negate any incentive to build Dreadnoughts, and to a lesser extent the other capital ships, as well. At the same time, Battleships now have the dedicated role of amassing a lot of very powerful large guns, and being able to take damage, as well. Battlecruisers can have a similar armament, but are very much glass cannons. So taking away the Battleship XL guns was necessary both to keep the bigger capital ships relevant, and to give the Battleship itself a dedicated role.
9. I have this weird glitch no one else seems to have. I cannot play multiplayer with my friends because it says our NSC versions are different.
This has become a common issue with Steam and is the most common “bug” the NSC2 development team is asked to address. Problem is 98% of the time, these issues are not caused by NSC2. They are caused by faulty Steam downloads of the NSC2 zip file. Therefore, we ask before you submit any error reports for NSC that you follow these instructions below (also found in the NSC mod description under “Other Info”) to “reset” your local NSC2 copy to hopefully refresh any corrupt download from Steam. If you still have the error after this, then report the bug to us. Thank you. The “how to reset NSC instructions” can be found here.
10. Why is NSC out-of-date in the mod launcher? Are you going to update it?
There are only 3 reasons NSC2 should be out-to-date on your PC.
- You have a VERY old version that hasn’t been properly updated by Steam in a long time (perhaps because you haven’t played the game in a while), therefore you need to use the “Reset NSC” method described on this page.
- You have subscribed to an available beta via Steam. NSC2 only supports the latest public version of Stellaris, therefore, any betas would say “out-of-date” because NSC is supporting the public version one number behind. Some betas are compatible, others are not. If you have a beta that doesn’t work with NSC2, please wait until it is released publicly.
- A new patch was just released publicly and the development team is working to update NSC2 to function within the new patch. Please be patient as we determine what exactly has been changed in the patch, as we get no more of a head start than any of you.
11. Why does the ship designer say “shipdesigner_savefail_wrong_required_components?” What does this mean?
This happens when the auto-designer gives a ship class design either a component it shouldn’t have access to yet or incorrectly sets a component that requires a mod that isn’t active. We cannot fix this on our end as the auto-designer is part of the hard coding, however, we can tell you how to fix this error yourself.
First thing is to look at the component section (the right side of the ship designer with the FTL, engines, sensors, etc). At the bottom is a component slot for Folk’s Power Stations mod and it may not have been properly set with the needed “empty slot,” whether or not you have Folk’s Power Stations mod. There are also NSC Special Slot components that can be placed in auto-design that are still locked behind techs, thus they are invalid at the moment. Please check each of the component slots (again, right side of the designer, starting at the bottom) and make sure the option currently selected is available from all your options. If it isn’t, replace it. Test again to see if you can save your design.
If you still cannot save your design, check the A-slots in the utility section (the bottom of the ship designer). Some NSC components go there that are locked behind techs you might not have yet, therefore, clear out your A-slots and refill them yourself then check to see if you can save.
If all else fails: create a new design for the ship class you are having so much trouble with from scratch from the new design menu, doing everything yourself manually. This should always work and you can then delete the troublesome design.