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Stellaris 09.05.2016

Stellaris "NSC2 Season 1 - Episode 2 - v1.1"

Модификация добавляет новые классы кораблей к существующим, а так же много дополнительных возможностей, которые дает будут использованы как игроками, так и игровым ИИ.

Мод включает в себя:

  • Новые классы кораблей (Strike Cruiser, Battlecruiser, Carrier, Dreadnought, Titan (Upgraded From Vanilla), Flagship)
  • Новая функция улучшения классов кораблей (PD Destroyer, Light Carrier, Spitfire Battleship, Heavy Carrier, and Supercarrier)
  • Лимит титанов увеличен, потому что 3 штуки - недостаточно.
  • Базовая цитадель была переделана в боевой форт с улучшенными характеристиками.
  • Новые модули и сооружения звёздной станции.
  • Новые компоненты для каждого класса кораблей.
  • Перехватчики и бомберы считаются отдельными классами, как и раньше.
  • Станции и форты теперь строятся как дополнительная защита в виде улучшения станции.
  • Более сотни нововведений.

Модификация была полностью переписана с нуля. Снова.
Список изменений по сравнению с прошлой версией на английском:

Спойлер

March 12, 2018 - Episode 2: Let's Try This Again -Update 2 - Version 1.1.1

  • NEW STARBASE BUILDING: Mining Station - +25% System Mineral Production, +2500 Max Minerals. Upkeep: 5 Energy, 0.1 Influence. Limit of 5 per empire.
  • NEW STARBASE BUILDING: Power Station - +25% System Energy Production, +2500 Max Energy. Upkeep: 5 Minerals, 0.1 Influence. Limit of 5 per empire.
  • NEW STARBASE BUILDING: Solar Panel Network - Was removed from vanilla, we added it back. Generates 2 energy.
  • NEW STARBASE BUILDING: Starbase Customs Office - -25% Unrest, +20% Governing Ethics Attraction, -15% Alien Migration Attraction.
  • Added built-in compatibility for Advanced Ship Behavior Modules (ASBM):  NOTE: If you're loading a saved game, you'll have to go into the ship designer and retrofit all of your ships to add the ASBM computers.)
  • Starbase Admin Buildings have been limited to colonized systems to stop the AI from building them in random systems.
  • Added Enhanced Reactors for Defense Station and Defense Fortress.
  • Added NSC Reactors for Defense Station and Defense Fortress.
  • Drydock building now requires Starbase 2 Tech.
  • Fixed Reactor tech in the Research window to hide all the components and simply list the reactor tech it unlocks.
  • Added Upgrade Tech for the Stronghold Starbase.
  • Changed Naval HQ bonus to Admiral Skill Level +1 instead of all leaders, increased ship upkeep bonus to 15%
  • Outpost Starbases now have one building slot but you're very limited on what you can place.
  • Hyperlane Registrar modified to be able to be installed on any starbase (including Outposts)
  • Fixed an error with one of the Flagship PD sections appearing on the wrong ship segment.
  • Fixed the missing Solar Stronghold tech icon.
  • Fixed the Headquarters starbase type to always take priority no matter what other modules you equip on the base.
  • Fixed the Flagship tech so it will appear after Dreadnoughts for non-DLC users and appear after Titans for those who have the DLC.
  • Added an upkeep override to the Solar Stronghold starbase like the other vanilla levels. It now costs 9 energy to maintain.
  • Fixed the stern PD section of the Flagship to have 12 aux slots instead of 12 L utility slots.

March 11, 2018 - Season 1, Episode 2: Let's Try This Again - Version 1.1.0

New Save Game is REQUIRED.

  • The mod has been rewritten to hopefully wipe out a majority of the crazy bugs we had in Episode 1.
  • NEW STARBASE LEVEL: Level 6 starbase, called the Solar Stronghold, is the next upgrade above Citadel for the ultimate command and defense base.
  • NEW STARBASE TYPE: You can choose one Solar Stronghold starbase on which to build the Naval Headquarters building, which will then designate that base as your Headquarters.
  • The changes to Strike Craft from Episode 1 have been reverted back to vanilla. (See next item for new changes)
  • We have changed the default behavior of the vanilla Strike Craft to fighters, and have added our own series of Bombers. This ensures that AI and global ship designs use the fighter craft that can shoot at everything (bombers, missiles, and ships) while players can choose to equip bombers that specialize in attacking ships.
  • Added NSC compatible ship namelists for all 8 of the vanilla races.
  • All NSC2 reactors have been rebalanced. You should no longer run out of power while designing NSC2 ships.
  • Added Point Defense stern options to the Battlecruiser and Battleship.
  • Flagship tech changed to appear after Dreadnoughts, because locking it behind Titan tech was causing it to not be researchable by non-DLC users. So it is possible for Flagship tech to appear before Titan tech for DLC users. This can't be avoided.
  • Fixed all of the "empty" weapon slot errors we could find. Let us know if we missed any.
  • Fixed every localisation error we could find. Let us know if we missed any.
  • ALL NSC2 asset files have been redone to be made compatible with custom shipsets. The asset files we have now are identical to those that were in NSC Legacy.

Для корректной работы мода рекомендуется UI Overhaul 1080 Plus
Требуется новая игра! Сохранения старой версии мода не поддерживаются!
Модификация от 12 марта 2018 года для версии 2.0.1

Как устанавливать моды в Stellaris

Спойлер

Создаете путь:
C:\Users\%USERNAME%\Documents\Paradox Interactive\Stellaris\workshop\content\281990
C:\Users\%USERNAME%\Documents\Paradox Interactive\Stellaris\mod
Запускаете скачанный архив. Папку из архива заносите в созданную "281990", а файл с расширением "mod", естественно, в папку mod.
Если у вас лицензионная игра - модификации устанавливаются по-другому, прямиком через Steam Workshop и, соответственно, находятся в папке Steam.

Комментарии: 6
Ваш комментарий

на версии 2.0.2 не работает

0

Portemos И как это проявляется?

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Spillik Почему этот мод весит 14мб,а Episode 3 весит всего 5мб ? Или это разные вещи,я что-то запутался?!

0

T6000 Наверное, потому что там архив лучше сжимает.

0