NSC2: The Next Generation
October 18 2018 10:26
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Official Addon: Extra Ships...
Posted By: CaptainX3
Posted On: July 13 2018 02:22
S2, E1 - Bugfix Update #1
Posted By: CaptainX3
Posted On: May 28 2018 20:22
Season 2 Releases!
Posted By: CaptainX3
Posted On: May 27 2018 21:11
New Website Online!
Posted By: CaptainX3
Posted On: May 26 2018 19:52
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» Season 2 Releases!
Season 2 Releases!
May 27, 2018 - Season 2, Episode 1: Balance of Power (Update 1 - Mod Version 2.1.0)

New Save Game is Absolutely Required (Save games will NOT work with this update!!)

  • Battleships, Dreadnoughts, Titans, and the Flagship have all been completely redesigned with new weapon layouts for better balance.
    • This change represents a major shift in how capital ships operate - their weapon loadouts are much smaller, but their defenses and stats are unchanged, which should lead to much longer and more intense battles. This will also make them much more affordable for both the player and the AI in terms of build cost and maintenance cost.

  • NEW WEAPON: Electro-Magnetic Flux Cannon - These specialized high speed turrets are designed for engaging nimble Corvettes. They have great precision at long range, but struggle against the thicker hulls of larger ships.
    • This new weapon is restricted to Battleships and Flagships only, and is a very strong direct counter to corvette spam. It is designed to be used on the Spitfire layout, and the weapon will not unlock until you've researched the Spitfire Battleship tech.

  • Flagships have been reverted to the models they used in 1.9, the Battleship hulls. This allows us to offer more options for the Flagship, visually and in terms of weapon options.
    • IMPORTANT NOTE FOR DEVELOPERS OF CUSTOM SHIPSETS: The Flagship asset files have been changed back to what they were in 1.9, so you'll need to change the Flagship asset file in your shipsets to match NSC2 - we are no longer using the Titan sections.

  • Fixed a typo on the Industrial Complex so that now you can only build one (It was never intended to allow you to build more than one).
  • Removed the building slot on Outposts, as it caused more trouble than it was worth with the way the AI was using it.
  • Removed the vanilla overwrite of the Crew Quarters and the Hyperlane Registrar, since they're not needed now with the removal of the Outpost building slot.
  • The Flagship technology moved from Tier 4 to Tier 5.
  • The Dreadnought technology moved from Tier 3 to Tier 4.
  • Fixed a bug with the Strike Cruiser Pinpoint Stern having a slot that can't be equipped.
  • Added the new Hyperlane Range modifier to the Science Ship
  • Added the new Hyperlane Range Modifier to the Sensor Station.
  • Fixed a bug with the Drydock Upkeep bonus.
  • Removed the nonworking border friction bonus for the Customs office.
  • Adjusted the Servitor specialized Customs office by removing the pop resource output and more focused on the organics.
  • Changed the upkeep on the Customs Office to 1 energy.
  • Changed the Customs office so that it is only buildable in a colonized system.
  • Fixed various typos in the Strike Cruiser thruster names.
  • Updated various parts of the mod code for the changes in Stellaris 2.1.
  • Fixed some errors that could cause the game to crash on certain events.
» CaptainX3 on May 27 2018 21:11 · In NSC2 · 2 Comments · 1824 Reads ·Print
» Comments
#1 | D_Money on June 16 2018 11:16
Where can I see previews of ship designs and such? I can't find any imagery regarding the mod.
#2 | CaptainX3 on June 24 2018 08:08
I could upload some of the random screenshots I have lying around, but I've never actually made any specific images of mod stuff for the website. I might do so at some point, but doing that just takes time away from making the mod itself LOL.
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May 27 2018 03:01:53
Testing testing 1, 2, 3...
   
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