NSC2: The Next Generation
March 24 2019 01:25
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2.2 Le Guin Update Has Rele...
Posted By: CaptainX3
Posted On: December 09 2018 06:56
Official Addon: Extra Ships...
Posted By: CaptainX3
Posted On: July 13 2018 02:22
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» Special Announcement

Over the next few weeks, the NSC2 website will be undergoing major changes as we update it for Season 3 and add a lot more information on the mod. Please be patient with us as we make these changes, and be aware that not everything on the site is completely accurate for the Season 3 update. We will announce here when the update is complete and the site is completely accurate. Thanks!

» 2.2 Le Guin Update Has Released!
December 9, 2018 - Season 2, Finale: The Le Guin Update (Update 1 - Mod Version 2.5.0)

New Save Game Is Not Required (However, DO NOT load any NSC2 save games from pre-2.2!)

  • The mod code has been updated for the Le Guin 2.2 patch. We attempted to do this as quickly as possible to give everyone a playable version of the mod ASAP. However, it is important to note that there may be some bugs and errors still present. These will be fixed in small updates in the near future.
  • Updated all ship classes with new alloy resource requirements. The new alloy requirement is exactly half of the minerals that were required before 2.2.
  • Updated all ship sections with new alloy resource requirements. The new alloy requirement is exactly half of the minerals that were required before 2.2.
  • Updated all starbases with new alloy requirements. The new alloy requirement is exactly half of the minerals that were required before 2.2.
  • Removed the T weapon from the Solar Stronghold to help get rid of the No Engagement bug.
  • Added a new T weapon starbase defense station. This station can equip 1 T weapon and uses up 32 defense capacity.
  • Added appropriate Piracy Suppression numbers for the NSC2 ship classes.
  • Removed all changes that NSC2 made to Strike Craft. They will now be exactly as they are in vanilla, allowing players to choose whatever strike craft mods they wish without worrying about NSC2 overwriting.
  • Removed the Industrial Complex megastructure until we have a chance to rewrite the code. It will be re-introduced in Season 3 along with other possible megastructures.
  • HQ Annex - Removed old modifiers that no longer exist. Added - Admiral Energy Upkeep -25%, Admiral Energy Cost -25%, +100% Ship Experience, Trade Protection +5, +5 Soldier/Warrior Drone Jobs in the system for all colonies.
  • Starbase Admin (Normal Empire): +2 Trade Protection, +2 Trade Collection Range, Starbase Shields +100%, Max Influence +100, System Trade Value +10%.
  • Starbase Admin (Machine Empire): System wide Robot Output +5%, Starbase Shields +100%, Max Influence +100.
  • Starbase Admin (Hive Mind): System wide growth speed of +10%, Starbase Shields +100%, Max Influence +100.
  • Mining Base: +2500 Max Minerals, +5 Miner Jobs system wide, not restricted to 5 anymore.
  • Power Station: +2500 Max Energy, +5 Technician Jobs system wide, not restricted to 5 anymore.
  • Customs Office: -25% Crime, 20% Ethics Attraction, -15% Migration. System Wide.
  • Customs Office (Gestalt): Stability +10, Livestock Production +5%, Purging Production +5%. System Wide.
  • Customs Office (Rogue Servitor): Bio Trophy Unity +10%, Robot Output +5%.
  • Solar Panels: Energy increased to 3 for all Solar Panels, removed the bonus provided by the Power Station. Solar Panels also have no build time so it is easier to queue them up.
» CaptainX3 on December 09 2018 06:56 · In NSC2 · 0 Comments · 2084 Reads ·Print
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May 27 2018 03:01:53
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