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STNC uses 12 tech tiers versus vanilla's 5. As a result it's a lot more difficult to ensure that every country in every circumstance has enough techs to progress to the next tech tier in every research area. To prevent this, a number of low-cost / low-benefit efficiency techs were added.
 
Patchnotes for STNC-2201e:

Events: New Iconian event outcome added to Khazan Exploration Cluster surveys.
Events/Setup: Chimerium Crystals trade good added to Trading Station inventory random lists.
Events/Setup: Fixed several Temporal Benefactor missions from not fully completing.
Graphics: Yridian Civilian ship added.
Graphics: Yridian Mining Station added.
Graphics: Yridian Research Station added.
Graphics: Yridian Small and Large Defence Stations added.
Graphics: Yridian Starbase added, Outpost to Citadel progression.
Graphics/Setup: Yridian Scrutiniser class Command Cruiser added.
Graphics/Setup: Yridian Snooper class Light Cruiser added.
Localisation: Various fixes.
Setup: Chimerium Crystals planetary deposit added; boosts intel encryption.
Setup: Fixed Militarism Finisher tradition bonus from applying to every empire regardless of having finished the tradition tree.
Setup: Military Alliance type now unlocked if player has finished Militarism or Unyielding traditions.
Setup: Research Alliance type now unlocked if player has finished Discovery traditions.
Setup: Trade Alliance type now unlocked if player has finished Mercantile traditions.

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Patchnotes for STNC-2201f:

Events: 'Ancient Facility' Temporal dig site added.
Events: 'Solar Observatory' Temporal dig site added.
Events: 'Starship Wreck' Temporal dig site added.
Events: Fixed various instances of hidden leader types not being prevented from taking faction jobs.
Events: The 'Steal Technology' Temporal Operation should complete properly.
Events/Setup: New "dig site" mission type added to Temporal Benefactor system.
Graphics: Cardassians should have their military stations again.
Graphics/Setup: Kamarag class Battlecruiser added for Klingons.
Graphics/Setup: Walcott class Heavy Cruiser added for Starfleet. Terran empire variant added.
Setup: Added station variant of Manufactury World.
Setup: Added Undine 'Productivity' tradition tree, replacing the 'Prosperity' tree. Existing games where players have selected Prosperity should not be affected.
Setup: Fixed various instances where colony type selection wasn't changing Industry district jobs.
Setup: Garidians should have access to cloaks. Further changes to cloak access to come.

Walcott.png
Kamarag.png
 
Today marks the launch of another standalone shipset mod using STNC content - Cardassian Shipset

Graphics: Cardassian Entek-Al class added to Science sections.
Graphics: Cardassian Hideki class added to Corvette sections.
Graphics: Cardassian Entek class added to Destroyer sections.
Graphics: Cardassian Goram class added to Cruiser sections.
Graphics: Cardassian Galor class added to Battleship sections.
Graphics: Cardassian Keldon class added to Titan sections.
Graphics: Cardassian Hutet class added to Juggernaut and Colossus sections.
Graphics: Cardassian Tuffli class civilian ships added.
Graphics: Cardassian military, civilian and Nor class starbases added.
 
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Patchnotes for STNC-2201h:

Graphics/Setup: Romulan Narada type Dreadnought added, available through Temporal Benefactor system.
Setup: Augmentation tradition tree added.
Setup: Borg Modification tradition tree added.
Setup: Gene modding is now unlocked through the appropriate Augmentation/Modification tradition trees.
Setup: Minor Colony Type fixes.
Setup: Multiple new Borg implant traits added, including Cohesion Nodes, Environmental Compensators, Frame Reductors, Manipulators, Math Co-Processors and many more.
Setup: Undine Bio-Manipulation tradition tree added.
Setup: Undine tinkerers are now in correct economic category.
 
Patchnotes for STNC-2201i:

Graphics/Setup: Starfleet 'Kelvin' timeline Saladin class Frigate added, available through Temporal Benefactor system.
Graphics/Setup: Elachi S'golth class Heavy Escort added, available for purchase through Trading Stations' rare inventory.
Graphics: Tweaked textures for Wadi Chance, Wager and Chula clases.
Graphics: Tweaked textures for Bajoran Pagh class.
Setup: Fixed several terraforming planet options.
Setup: Fixed layout of the Borg's "Collective" tradition tree.
Setup: Several adjustments to "Command" tradition tree.
Setup: Minor adjustments to "Destiny" tradition tree.
Events: Updated 'Silent Enemy' anomaly.
Events: Added new exploration cluster outcome relating to Elachi.
Graphics: Added Elachi flag.
Saladin.png
 
Patchnotes for STNC-2201j:
Events: Terra Nova events overhauled, variations for Terran Empire, Augment Khanate, Borg Temporal Incursion etc.
Events: New minor dig site added for Terra Nova.
Setup: Undine Transgression tradition tree added.
Setup: Unding Purification tradition tree updated.
 
Patchnotes for STNC-2202:

Graphics: Dominion Goliathus updated.
Graphics: Dominion Tomarus updated.
Graphics: Vidiian Quarantine updated.
Localisation: Various fixes.
Setup: Players start with access to automatic tech research.
Setup: Several Artefact Actions added.
Setup: Undine 'Bio-Fabrication' tradition tree added.

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Tomarus.png

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Patchnotes for STNC-2202a:
Events: Fixed issue with some empires not being able to close Galactic Community notifications.
Graphics: Nygean ship textures updated.
Graphics/Setup: Dominion Dialytes class updated - moved from Battlecruiser to Battleship
Graphics/Setup: Dominion Elateroi class Heavy Cruiser added.
Graphics/Setup: Nygean Keshen class Frigate added.
Localisation: Various fixes (thanks kennelly3!).
Setup: Borg and Undine specific variants of Global Production Strategy techs added.
Setup: Dominion Tomarus class moved from Battleship to Command Cruiser
Setup: Fixed issue with some Artefact planet decisions not working.
Setup: Undine 'Metabolic Accelerant Hub' added, functions similar to Prouuction Ministry building.

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Dialytes.png

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Today marks the launch of another standalone shipset mod using STNC content - Yridian Shipset

Graphics: Yridian Pryer class added to Corvette and Science sections.
Graphics: Yridian Prowler class added to Destroyer sections.
Graphics: Yridian Snooper class added to Cruiser sections.
Graphics: Yridian Inquirer class added to Battleship sections.
Graphics: Yridian Scrutiniser class added to Titan sections.
Graphics: Yridian Appraiser class added to Juggernaut and Colossus sections.
Graphics: Yridian civilian ships added.
Graphics: Yridian military, civilian and starbases added.
Graphics: Yridian habitats added.
 
Patchnotes for STNC-2202c:
Events: Gravitational Anomaly / Polywater anomalies added.
Graphics/Setup: (Non-Starfleet) Human Lir class Attack Wing added.
Graphics/Setup: Starfleet 'Kelvin' timeline Vengeance class Dreadnought added, available for purchase from the Temporal Benefactor.
Setup: Fixed issues terraforming from Sulphur to Demon class.
Setup: Ju'day class is now a Support Wing and no longer an Attack Wing.
Setup: Polywater event-created deposit added.
Setup: The Waters should no longer be a valid target for Artificial Continent decisions.

Lir.png
 
Patchnotes for STNC-2202d:
Graphics/Setup: Klingon Taj mInDu' class Support Wing added.
Graphics: Reman Yatagan class Attack Wing now has correct number of ships in refit.
Localisation: Various fixes.

Patchnotes for STNC-2202e:
Graphics/Setup: Bajoran Denorios class Frigate added.
Graphics/Setup: Second Vulcan uniforms should be applied correctly.
Localisation: Various fixes.

TajMindu.pngDenorios.png
 
I don't know if this is something that isn't in the mod for a reason, but I was just wondering if we'll ever be seeing pulse cannons for the other weapon types?

I'm playing a game as the Terran Empire where I went with Destiny and thus got the bonus for temporal weaponries, which buff my chronoplasma beams I learnt from the Na'kuhl, but I'm just now getting to the point where phase cannons are a thing and, even with the buff that I get to fire rate from the Destiny line, they still seem to be so strong a weapon as to basically force me to keep researching phasers despite them being outside my intended set up of weapons since chronoplasma just doesn't have one in the first place :p
 
Hmm, they're not intended to be that overwhelming. I do have plans for adding other weapon variants to different weapon types, but got waylaid with some models!
I actually checked in game the other day, and managed to put together this quick comparison image:


scYhQSu.png


Phaser pulse cannons are really good weapons - a MK IV medium cannon has the same average damage as a MK VI Chronoplasma beam, better damage on a shot for shot basis, is cheaper in components and one point less in power usage. It might be that they compare more favorably to the bolt line (which in my game is just being moody with me and not wanting to come out the tech deck - I'll report back on that later when they finally arrive and see what happens :p), but as it is, they seem to be some really strong weapons, as they basically match the performance of a weapon from two tech tiers ahead in everything but range, and that's nothing a few long range sensor consoles can't fix. They also scale off of phaser relays, which lets them grow in damage output in a way that Chronoplasma can't; Chronoplasma weapons need the Chroniton relay for a DPS buff, but after wondering why it wasn't unlocking in my game I checked the files...

tech_utility_chroniton_relay_3 = {
icon = tech_utility_chroniton_relay
area = physics
category = { particles }
tier = 3
modifier = { }
cost = @SNWtier3cost2
weight = @SNWtier3weight2
weight_modifier = {
modifier = { factor = 0.0 has_any_chroniton_weapons = no }
modifier = { factor = 0.0 has_weapon_tech_focus = yes NOT = { has_country_flag = "tech_focus_weapon_chroniton" } }
}
ai_update_type = all
}
utility_component_template = {
key = "UTILITY_TACTICAL_CHRONITON_RELAY_3"
size = medium
icon = "GFX_ship_part_utility_tactical_chroniton_relay_3"
icon_frame = 1
power = @utility_tactical_3_power_cost
resources = {
category = ship_components
cost = { components = @components_tactical_3_cost }
upkeep = { energy = @energy_tactical_3_upkeep components = @components_tactical_3_upkeep }
}
prerequisites = { "tech_utility_chroniton_relay_3" }
component_set = "utility_tactical_chroniton_relay_3_set"
upgrades_to = "UTILITY_TACTICAL_CHRONITON_RELAY_6"
modifier = {
ship_armor_add = @utility_dummy_armour
}
ship_modifier = {
weapon_type_chroniton_weapon_damage_mult = @utility_tactical_damagetype_relay_3_weapon_damage
weapon_type_chronoplasma_weapon_damage_mult = @utility_tactical_damagetype_relay_2_weapon_damage
}
ai_weight = {
weight = 30
modifier = { factor = 0.5 uses_chronitons = no }
modifier = { factor = 1.5 uses_chronitons = yes }
}
}

...and it turns out you can't actually get the Chroniton Relay tech if you're using Chronoplasma, as it seems you need a Chroniton weapon focus to get the Chroniton Relay to pop out of the tech deck. If you're like me and you're on the Mirror Universe AQ map and got the Chronoplasma weapon tech line from the Na'kuhl, it pretty much means you can't ever get the relay tech as I don't think anyone on the map actually has Chroniton weapons and you thus can't get the focus to unlock the relay, so you're stuck with the buff from EPS relays instead. That might need a little tweak to add Chronoplasma to the list of things that allow you to get Chroniton relays and keep the tech moving forward, and maybe something to allow a civ that finishes the Destiny line to unlock the Chroniton weapon group? I'll admit, that last part is just a spitball :p
 
Okay it should be easy to fix that issue with them not getting chroniton relays.

With range, I guess my view is that it negates a lot of the power of pulse cannons. Yes it can be boosted, but then so can every weapon's range.

That said, I'll do some more mock fleet engagements to see if I need to tweak the values a tad. :)
 
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Okay it should be easy to fix that issue with them not getting chroniton relays.
I also noticed another slight problem, this time with the ascension perks - the one with Singularity engines is great stuff, but there's a slight problem with it in that singularity drives aren't listed as one of the potential requirements for Post Warp FTL, so if you go for the singularity ones you've actually got to keep researching regular warp for a while if you want to unlock transwarp. I'm not sure if that's potentially by design, but it did strike me as a bit odd :p
 
Patchnotes for STNC-2202g:

Events/Setup: Andromedan Refugees crisis chain added, available on all maps so long Kelvan Empire start is not selected.
Graphics: Kelvan portraits and clothing added.
Graphics: Minor tweaks to several Tellarite ships.
Graphics: Starfleet-grey variants added to several Tellarite ships, when built by Starfleet empires.
Graphics/Setup: Kelvan Annihilator class Battleship added.
Graphics/Setup: Kelvan Detector class Scout added.
Graphics/Setup: Kelvan Incinerator class Cruiser added.
Graphics/Setup: Tellarite Gral class updated, refits added.
Setup: Chroniton and Plasma relays now available to empires with Chronoplasma weapons.
Setup: Kelvan clothing added to Iconography system.
Setup: Kelvan Empire alternative reality start added.
Setup: Phaser and Disruptor relays now available to empires with Spiral Wave weapons.
Setup: Fixed 0 build times for several ships.

Tel1.pngTel2.png1.png2.png3.png
 
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