Stellaris

Stellaris

No Space Race 3
160 Comments
Pietrooperv 22 Jun @ 7:23am 
Why do the fleet command techs reduce naval cap? They add up to a whooping -75% naval cap.
Tritotamar 12 Jun @ 7:37am 
Currently crashes the game on startup on 4.0.19.
🆂🅷🅸🅾  [author] 8 May @ 9:11am 
When NSC for 4.0 is running smoothly I'll start working on NSR 4.
Kepos 8 May @ 8:43am 
@Dragon of Desire
It worked quite well without NSC for me. Just give it a try.

Anyone tested that it still works for 4.x?
Dragon of Desire 10 Apr @ 3:19pm 
Is there a version of this that doesn't require NSC?
Calou 23 Feb @ 5:14am 
Hello, what's the idea behind starting date 2150 ? Thanks
N E S S 14 Nov, 2024 @ 4:13pm 
Hi Shio, There is a problem. I am trying for the first time a Gravity snare but it appears is using the default initial STL drive instead of the better version I have available and is not possible to change it.
Hemcross 9 Jun, 2024 @ 9:57pm 
I think I may have found a bug. Playing as a Worker Cooperative Megacorp on Shattered Ring and only this mod active the energy upkeep of your main starbase scales with something. The more I build up and accumulate trade the more expensive it gets.

In my tests it starts with 14.90 ec instead of the 7.9 in vanilla, which is fine. But in 2190 it is up to 79 ec per month and it is still the only upgraded starbase in the empire at that point.
mikeboydus 21 May, 2024 @ 3:16am 
I think I managed to figure out what was causing the society tech bug, it seems to be the tier requirement. I managed a work around by taking the genetics ascension perk. As soon as the gene seed tech completed, all of the next tier society tech unlocked
mikeboydus 21 May, 2024 @ 1:14am 
I really enjoy this mod but I have encountered a bug, society tech ran out around 150 years into the game after researching tech society 3. Any ideas on what is causing this and what I could do on my end to fix it? Thank you.
HiddenPrior 12 Apr, 2024 @ 8:55am 
love this mod! Is there any chance you could update the "increased ship sizes" version when you have the chance?
Pietrooperv 15 Mar, 2024 @ 6:47am 
Also, I have another question. Are the naval cap penalties from fleet cap techs supposed to add up to a whopping -75%? That, plus the merc GC tree, basically makes supremacy a must pick for the +20% naval cap modifier. But even that doesn't actually get you much because I think the GC can impose something like -40% naval cap. If that happens, then you basically can't have any ships at all because you'll get a naval cap reduction greater than 100%.

The additional micro of trying to figure out whether or not you have enough spare naval cap to research the next fleet cap tech is also a bit annoying. I really like this mod, but there are couple things (like disruptors and *excessive* naval cap reductions) that, imo, really *break* the game's balance.
🆂🅷🅸🅾  [author] 14 Mar, 2024 @ 10:40am 
Yes, it is not updated. Let's see when I have time.
Pietrooperv 14 Mar, 2024 @ 10:19am 
Also, this mod seems to nerf disruptors into the ground with the high hull points of early game ships. Is that intentional?
Pietrooperv 14 Mar, 2024 @ 8:55am 
This mod seems to have a bug with the new 3.11 update. The old +20% society research from jobs techs are still in the game.
TKCPrime 16 Feb, 2024 @ 7:21am 
Hi there just checking back to this one after a long hiatus. Have the research running out bug been identified yet? Or is it still an elusive one. Does it still occur?
Kepos 12 Feb, 2024 @ 10:04am 
Great mod, thank you! it wasn't what I searched for, the slowing down of jumping time of the fleets, but it is quite good to outbalance the whole game to work on a much slower pace.
Using your submods to enhance the fun factor. :steamhappy:
HiddenPrior 14 Sep, 2023 @ 9:02pm 
Love the mod! Just a heads up that in the new 3.9 update, NSR3 seems to break the new Habitat system.
LegallyADwarf 23 Aug, 2023 @ 8:00am 
I really love this mod.

But recentely I have a problem with it. Some AI empires delete their science ship and stop to exapand (I'm playing with 9 AI Empire et that happens with 3 of them).

Do you know how to fix it ?
🆂🅷🅸🅾  [author] 8 Jul, 2023 @ 11:59am 
Should work but not at 100%
Crusaderjack 8 Jul, 2023 @ 9:45am 
I know you outsourced the Gigastructures patch, but do you know if it still works fine?
🆂🅷🅸🅾  [author] 8 Jul, 2023 @ 5:44am 
@kimok10 Sorry, but I don't have time to describe obvious or less important things in detail.
And it doesn't help anyone if I look up the formulas from the wiki and calculate it. The picture I drew is clear enough. If that doesn't help you, try the mod.

@forerunner398
I'll take a look when I get a chance.
forerunner398 29 Jun, 2023 @ 11:24am 
Recommend you patch the Eager Explorer ships too. They are still like 50 alloys and a much much faster day 1 travel now.
🆂🅷🅸🅾  [author] 8 Jun, 2023 @ 6:36am 
@Zarkos I have regularly increased the command limit, there are ships that exceed 160. Just fixed what was broken. Maybe I have to add a new picture. :)
Zarkosan 8 Jun, 2023 @ 6:29am 
AYE it fixed it! its not stuck at 60 with all tech, its 390 now.

Don't know if its part of the mod but, with no mods its only ment to be 160 command limit.

ANYWAY! its better with the buff so thank you!
🆂🅷🅸🅾  [author] 8 Jun, 2023 @ 4:01am 
@Zarkos Thanks for pointing that out. Should work again.
Zarkosan 7 Jun, 2023 @ 8:50pm 
love the mod and can't play this game without it, but at som point i started playing without NSC and now i have 1 or more mods that don't work with NSC in my mod list. but if i don't run NSC the fleet command limit tech don't add any to the... fleet command limit, with all tech you only get a total of 60.
I play alittle on and off but i'm sure something changed after the last dlc was added or something as it worked find before 3.8.
Don't have the last DLC Galactic Paragons, and did try to run it from a clean install with just No space raca and same thing only 60 command limit with all tech.
🆂🅷🅸🅾  [author] 18 May, 2023 @ 2:16pm 
@blueyedevil Should also work without an NSC. But some people don't get it and I'm tired of discussing it.
I'll take a look at Culture Special Ships when I get a chance.
HiddenPrior 9 May, 2023 @ 6:32pm 
Also, love the mod. The new "Culture Special Ships" mod seems like it would fit well! https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2967332308
HiddenPrior 9 May, 2023 @ 8:13am 
Is NSC required now? I thought it was optional?
🆂🅷🅸🅾  [author] 22 Apr, 2023 @ 8:43am 
The influence costs are already increased. There is no mod planned. If more people want a higher influence costs, I would rather book it under balancing and increase the values.
Perissos 22 Apr, 2023 @ 1:55am 
fantastic mod thank you for creating. May I ask if you plan to create a submode that has an even higher increased influence cost to create an outpost?
🆂🅷🅸🅾  [author] 2 Apr, 2023 @ 4:57am 
@ Snafoo I assume you don't use NSC2? So without NSC2 and without the last 3 DLC I also had a crash.
Snafoo 2 Apr, 2023 @ 4:33am 
Don't have the last DLC or the Overlord one, guess that could be the cause of it. It isn't an incompatibility with other mods (since I tested it with only this one). Guess I could get the DLC's just to support the game (have almost 0 interest in their content though).
🆂🅷🅸🅾  [author] 2 Apr, 2023 @ 4:09am 
It is quite possible that there are incompatible mods. But I can't tell you which ones.
Reddichpflanzer 2 Apr, 2023 @ 3:25am 
Sorry.. but it isn´t this mod. I also have this mod and have no crashes. I have all DLCs. So perhaps is that your problem? Do you have also all DLCs?
Snafoo 2 Apr, 2023 @ 1:45am 
Still not sure what exactly is causing it, but turned off all other mods, checked game files and so on; still I open the ship builder menu and navigate to the fortress (third) defense platform and after about a second or 2 game crashes.
Also upgrading a starbase to citadel grade removes all shields and weapons and it doesn't seem to automatically fill them.
🆂🅷🅸🅾  [author] 1 Apr, 2023 @ 4:50pm 
I don't know Starnet. I can't say it.
Crusaderjack 1 Apr, 2023 @ 12:46pm 
Im not sure if its between this mod or not, but is there by chance compatibility with Starnet?
🆂🅷🅸🅾  [author] 31 Mar, 2023 @ 7:38am 
@Snafoo I can't confirm.
Snafoo 31 Mar, 2023 @ 6:04am 
game seems to crash every time I open the ship-builder menu for the fortress defense platform, running barely any other mods atm so it seems to be this one. Will do some further testing
Crusaderjack 30 Mar, 2023 @ 9:45am 
I love this mod so much, really allows for the slower paced and methodical gameplay I'm trying to emulate in my modpack (Shooting for like, modded civ 6 on marathon mode gameplay).
🆂🅷🅸🅾  [author] 29 Mar, 2023 @ 1:24pm 
@Mahpell hmm i think that was an old problem. I had the problem with 1.9 or something like that. If this error is really there again, I don't think I can fix it. will be a hardcode thing.

@Hildo The Offspring Capacity is 10% of your total fleet capacity. Please check whether the values are correct for you.
Hildo 28 Mar, 2023 @ 3:23pm 
I'm playing as a progenitor hive, and I could only build one offspring corvette. I don't know the required fleet capacity for larger offspring ships. I also find the repeatable tech in my society research is gone, not even the ones for strike crafts. Are these supposed to be the correct behavior of this mod?
Reddichpflanzer 26 Mar, 2023 @ 12:33pm 
I have no problems. New game? Load order? Other mods?
Mahpell 26 Mar, 2023 @ 12:30pm 
There is a problem for the civilian stl drives - if they get upgrade in the middle of jump timer, they will get a negative value of days until jump. Don't know though if they actually will stuck forever or will eventually jump as intended (as I just manually restarted the jump) but it's strange.
🆂🅷🅸🅾  [author] 26 Mar, 2023 @ 12:05pm 
I'm not at home. I'll have to take a look next week.
Simbach Vazo 25 Mar, 2023 @ 1:58pm 
Further update, with both mods off, the ships still did not appear. So as far as that goes, I have no idea which mod is causing a fuss.
Simbach Vazo 25 Mar, 2023 @ 1:51pm 
Okay from some brief testing with the Eager Explorers civic, the options to build construction or science ships simply don't appear at all, while Corvettes do. The ships the civic adds do not spawn either way, but I assume that is due to NSC2, as even with it off, the options did not appear. Reversing, and toggling this mod off and NSC2 on, allowed for the build options to be present.
Simbach Vazo 25 Mar, 2023 @ 11:45am 
This sounds perfect for what I was looking for, many thanks.