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
1,194 条留言
Sceleus 11 月 16 日 上午 8:18 
Making "Compact Armadas" compatible with ESC seems like a big task, but "Priceless Stellar Ships" uses a much more compatible method.

Is it possible to make ESC compatible with "Priceless Stellar Ships" more easily, or is it possible that it is already compatible?
malsala23 11 月 11 日 下午 9:08 
Alright, tried what you suggested, sadly a lot of the values didn't translate properly. ESC Armor components cost way more in special resources than they should(and the opposite with ESC weapons), the regen on all the the ESC shields is weaker than vanilla ones, and a lot of the other costs and upkeeps are too much too. Plus I got a bug in the ship designer menu when viewing ships with large armor component slots where it also shows the starbase versions of each armor component. Sounds like this might take a lot more work than I hoped :(
NHunter  [作者] 11 月 9 日 下午 2:08 
Probably.

Do note that I have both base costs and multipliers for components and thus you should edit only one of the two.
malsala23 11 月 9 日 上午 9:28 
Oh, and it should be a simple 10x for everything like it says in compact armada's description right?
malsala23 11 月 9 日 上午 9:05 
Thanks NHunter, I'll try that.
NHunter  [作者] 11 月 9 日 上午 7:44 
Whoever wants to try their hand at Compact Armada's compatibility patch, I would suggest taking a look at ESC scripted variables files. Specifically, esc_component_costs.txt, esc_scripted_variables.txt, esc_strikecraft_variables.txt and esc_weapon_damage_multipliers.txt

The first one should allow easy cost/upkeep scaling via the first 9 variables. The second one has values for armor/shield/hull flat modifiers. You'll have to update pretty much all of them. For the last two, you should be able to just jack up the damage multipliers (e.g. laser vs hull from vanilla 1.25 to 12.5 or whatever) and since only ESC uses those, it shouldn't affect other weapons.
malsala23 11 月 8 日 下午 12:12 
I also agree with @Soilborn !!!!
Hebrux 11 月 8 日 上午 8:07 
Love this mod but is there any way to add it to the auto retrofit functionality of the game?
When I try to autoretrofit my ships it doesn't take into account the new power cells
PreD 10 月 28 日 下午 6:25 
same as @Soilborn :)
Soilborn 10 月 28 日 上午 5:19 
If someone out there could make a compat mod for this and Compact Armadas, I will be very very happy.