Stellaris

Stellaris

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Additional Vanilla Components Revived
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5.617 MB
2024 年 3 月 4 日 上午 11:53
12 月 4 日 上午 5:50
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Additional Vanilla Components Revived

描述
Welcome to the revival of the ever popular Additional Vanilla Components! Originally created by the great Sam_, it has been kept alive by the community since Sam_'s disappearance. This overhaul was started from the 3.10 files uploaded by Anarchy.


What is this mod? What does it do? Sam_ would say....
引用自 Sam_
This mod adds 57 new components to extend the vanilla component tree, with the aim of doubling the number of components and technologies in a way that is vanilla friendly. Simply the same components in the base game, times two. It adds additional tiers beyond what the base game has, now with 10 tiers of shields, reactors and armor.

About
Most component sets have been doubled, except Jump Drives which have 5 tiers. The tech cost for each technology in this mod increases exponentially, instead of linearly as the base game does, making the final 10th tier a significant task to research even during end game.

If you play Stellaris like me, you always go for a technological ascendancy, producing as much research as possible. That means by the start of mid-game you have reached the final tier of reactors or shields and you will spend the rest of the game watching the more primitive empires catch up to you. In reality a highly advanced society focused on technology would continue to advance without limits.

With this mod you can continue to advance until end game, way beyond the capabilities of even the Fallen Empires.


Changes
  • Adds 157 new components. (outdated, bioships added A LOT of components. Need coffee and time to count.)
  • Adds 141 new technologies.


Balance
  • This mod follows vanilla scaling. Mostly a 1.3x increase per tier, with a few "pretty" changes here and there.
  • FTL drives are now three different paths: Hyperdrives for focused lane travel and increased disengagement chance, Jumpdrives for the utility jump, and Psi for a bit of both with some extra disengagement attempts. NPCs, Science, and Construction ships will follow Hyperdrive line.


Compatibility
This mod changes vanilla icons.
This mod overwrites some vanilla files.
This mod is NOT achievement compatible.


Notes
  • Mods that add additional ship sizes/types require a patch. Conflicts are: new Reactor, Thruster, and Computer "potential" check corrections.
  • Mods that add technology tiers have to either: add Tier 6 society techs, or will likely need a patch. May break Precog and Psi 3 research options. Conflict is "previously_unlocked = 3" for Tier 7 technology. ...\common\technology\tier\(whatever the modder named the tier file).txt
  • There is 11 overwrite warnings in the error.log file. They are to make mutations upgrade into AVC's new items.


Patches


Known Issues
  • Ship Auto Upgrading does not work correctly with some components. Dark Matter, Dragon Scale, Jump and Psi Jump drives are their own lines. You will need to change to them manually if you wish to use them.
  • Mods adding additional ship types cannot use many of these items. It REQUIRES adding their potential checks to those components, and in some cases, the creation of additional ones. A Patch is absolutely required.
  • New components are missing Russian localisation in included translation file.


Localisation
  • Русский перевод - Russian Localization by Holo (Included, Outdated)
I believe that is who provided the translation. The files were already included, all I did was correct syntax, add the missing code, and "Торпедо". Hopefully, it's a proper translation for you!


Don't forget to check out the companion mod:
Additional Vanilla Weapons Revived!
169 条留言
Hellshiver  [作者] 12 月 4 日 上午 5:52 
Very minor update. Added is_militarist for precog tech AI weights.
Hellshiver  [作者] 12 月 3 日 下午 12:41 
No worries! Glad we were able to find a solution!
Nancho The Supreme 12 月 3 日 下午 12:28 
Howdy, I'm back again.

I resolved the issue by unsubscribing and nuking the AVW file from my workshop folder. The new download seems to be working as intended now. I'm still not sure what went wrong to cause the issue though but my best guess now is that the workshop auto-update went wrong and corrupted the mod. Thanks for your patience regarding this issue. :steamthumbsup:
crippencollin 12 月 3 日 上午 4:59 
rest assured when the patch gets updated, wich patience will play a facture, the componets will infact work for those 3 ships:steamthumbsup:
crippencollin 12 月 3 日 上午 4:56 
if your planning on asking why the strike cruiser and the carrier works yes i know that, the reason being is becasue the way nsc filed them, the strike cruiser were filed to have the same componets as a cruiser, the carrier were filed to have the same componets as a battleship, but the way the battlecruiser, the dreadnought and the flagship were filed makes it that thy have there own componets slots if that makes since.:steamthumbsup:
crippencollin 12 月 3 日 上午 4:53 
@qq ah i see what your saying, yes this mod with NSC alone is not comaptiibe with thrusters and power cores for battlecruiers, dreadnoughts and flagships, but there is a patch, by Rio_Mizuhoshi, its outdated but he is planning on updating it, every other componet given by this mod will work on those 3 ships exept for the thrusters and power cores.:steamthumbsup:
qq 12 月 3 日 上午 2:30 
there was such a problem, the engines were not installed on the corbali type Dreadnought battlecruiser and flagship (with the NSC mod), although I can supply the rest of the components.
Hellshiver  [作者] 12 月 2 日 下午 1:44 
Could be a simple corrupted download as well. Things were wonky prior, which is why I did that November 30th push. Perhaps an Unsub/resub cycle will fix it?
crippencollin 12 月 2 日 下午 1:16 
i hope you find a fix for this issue nacho, very confusing why your getting this complication, but if you are using the test branches like hesllhiver said that might be the cause, if not that i dont really know bud cause i got 135 mods in my game and it works for me, so if its mod conflict couldnt really tell you.
Hellshiver  [作者] 12 月 2 日 下午 12:37 
That's fair, and no offence taken.

Not sure why you are having the issue at this point. I tested with both loaded, and everything pops up. Not saying you are not having the issue, just confused as to what it could be.

To confirm, you're not using the Test branches, issue exists across new games, and both AVCR and AVWR are updated to the current versions?