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At this time, the NSC dev team is on a break and is not actively working on the mod. Bioships are on our list when development resumes.
anyway Cipher Maulers are just worse than Elder Maulers with these mods
same weapon slots but edler has 2 medium 2 small instead of 4 small
elder has 9 small Utility slots and 2 A slots while cipher has 8 small slots and 2 A slots
If everything is working, you have a mod conflict or load order issue, follow the steps under the blue banner above.
AmbitiousRam - Yes it is, and you can remove it by editing a certain file. However, if you haven't used NSC before, you'll find that you will need that +20, as larger NSC classes take up a lot of fleet capacity. It's also necessary to make sure the AI will build larger ships as well.
InvIzIble - We do not have any starbase reactors in NSC that give 5500 energy. That sounds like the level 5 vanilla reactor. We have a reactor in NSC that gives 100,000 power that should be automatically equipped by the designer, but we have no way to guarantee or force it to be used though.
Tacopowered - The Solar Panels are NSC components, the Solar Panel Networks are vanilla. However, we added our solar panels before vanilla added the network. We kept them in because if you build the Solar Capacitors building, then our panels generate more energy.
Since the mod page has comments disabled, i decided to post it here, in case someone else is running into the same issue.