Stellaris

Stellaris

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Extra Ship Components NEXT
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46.041 MB
2021 年 11 月 7 日 上午 9:04
10 月 4 日 上午 4:20
96 项改动说明 ( 查看 )

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Extra Ship Components NEXT

描述
Extra Ship Components: NEXT

WARNING: this mod is NOT compatible with existing ESC 3.0 saves. You need to start a new game.

Other mod versions:
Stellaris 3.3 -- Stellaris 3.4 -- Stellaris 3.6 -- Stellaris 3.7
Stellaris 3.9 -- Stellaris 3.10 -- Stellaris 3.11 -- Stellaris 3.14

"Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. Highlights include:
- Psionic weapons.
- Nanite weapons and armors.
- Gravitic weapons.
- Biological weapons and armors.
- Crystalline weapons.
- Leviathan rewards.
- Medium to Titanic autocannons.
- Advanced weapons derived from space creatures.
- And much, much more...

GitHub: ESC NEXT git repository[github.com]
Images: 1 - 2 - 3 - 4 - 5

In-built Compatibility

* Dynamic Mod Menu
* Ancient Cache of Technologies: Extra Defines and Changes
* New Ship Classes 3. This mod must be loaded before NSC3
* Space Combat Expanded
* Core Game Mechanics: Debris
* Core Game Mechanics: Buildings
* The Zenith of Fallen Empires 2.0 (hopefully)
* UltraJuggernaut
* Realsitic Ships
* At War: Starbase Improvements
* Ancient Dreadnought and Improved Titan 2.5
* !Expanded Starbases
* A Deadly Tempest
* Unofficial Hive DLC: Forgotten Queens
* Machines & Robot Expansion
* Wiirlak Additional Civics and Origins
* Defense Fortress ( needs test )

Addons

* ESC NEXT: Overwrites: Component Progression - allows for smooth upgrading progression from the most basic vanilla components to their ultimate forms in ESC NEXT.
* ESC NEXT: Overwrites: Global Ship Designs - upgrades Fallen Empire ships, Curator stations, Crises ships and some Leviathans to utilize new ESC NEXT components.
* ESC NEXT: Overwrites: Special Weapon Types Patch - updates turret definitions with assignment of entities for biological, nanite and psionic weapons and removes no-longer-needed secondary weapon types from those weapons (which were used to avoid issues with turrets).
* ESC NEXT: Overwrites: 6x System Scale - reduces ranges of weapons by the factor of 6. Use this addon only if you play with system scaling mods.

Language Patches
* Russian 1 | Russian 2
* German
* French

FAQ

- Does this mod have any DLC dependencies?
- Extra Ship Components NEXT does not explicitly require you to have any of DLCs, but some content (primarily, leviathan rewards) will not be available unless you have a specific DLC active.

- Does this mod require a new game?
- No, Extra Ship Components NEXT does not require a new game, though, depending on the game state (particularly, leviathans), some technologies might remain unavailable.

- Can AI use new components?
- Yes. The only thing that might prevent AI from researching Extra Ship Components NEXT technologies is its own stupidity.

- What about mod compatibility?
- Extra Ship Components NEXT overwrites several vanilla icons to ensure that all components and technologies are distinct. No other vanilla files are changed. And as long vanilla technologies are known to the game, Extra Ship Components NEXT should work.
热门讨论 查看全部(5)
4
5 月 18 日 下午 9:01
Error: Invalid context switch [from] from [ship_growth_stage]
Mr.Hishprung
3
5 月 29 日 下午 2:08
Artillery weapons (Bug?)
Amadeus
0
8 月 9 日 下午 9:55
Nanite Though Matrix Catagory swap Cosmogenesis
harozuken
1,168 条留言
NHunter  [作者] 6 小时以前 
@Craghorn,

it will require at least two separate mods (which I don't really want to support in addition to the main set -- as the situation with psionic weapons just below demonstrates, I can't quite do it already at this point)

I do have a variables file for component costs (and use inline scripts to generate costs based on component type and tier), which you can reasonably easy to overwrite. Then you need to overwrite weapon's damage output. I think the fastest way to do it would probably be to write a small app that would just go through all files and multiply the damage values.

Alternatively, have you thought about applying a multiplier over vanilla settings instead of straight-up overwriting them? That would've been a more scalable (in terms of mod compatibility) solution, though I'm not quite sure how well that would last into endgame where you can get huge multipliers from technologies.
NHunter  [作者] 6 小时以前 
MOD UPDATE:

- Try-fix advanced psionic weapons research-permission trigger.


Yeah, it seems that the update to psionics has indeed messed up with the trigger for advanced psionic research. This should fix it.
Craghorn 8 小时以前 
Ekmah [FR] 10 月 3 日 上午 8:57 
note that right now you can by pass the problem using the "effect set_country_flag = ESC_COUNTRY_FLAG_mod_allow_advanced_psionic_weapons"
Ekmah [FR] 10 月 3 日 上午 8:56 
yeah it seems that the scripted trigger for ESC_TRIGGER_may_research_psionic_weapons_advanced is outdated
FalseDead 10 月 2 日 上午 12:31 
I think the new Update may have broken the advanced shroud techs in this mod, haven't recieved any of them as research options in my most recent playthroughs
JPPlayer2000 9 月 29 日 上午 4:38 
You should make nanite weapons only available to nanotech ascended empires
Ekmah [FR] 9 月 28 日 上午 9:38 
Here's a working link for the 4th image obtained from dev console on browser: https://images.steamusercontent.com/ugc/10231626098734340211/973BE348F65FE6C6E77F2B748000FE84F5CDCEA4/
Ekmah [FR] 9 月 28 日 上午 9:37 
hey, the link to the 4th image return me with a 404 error :D