Stellaris

Stellaris

Extra Ship Components NEXT
1,168 条留言
NHunter  [作者] 11 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] 11 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 13 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yeah it seems that the scripted trigger for ESC_TRIGGER_may_research_psionic_weapons_advanced is outdated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
Battlespark 9 月 23 日 下午 8:56 
this ..shouldnt mess with Gigastructures at all, far s i know.
ellenweorc 9 月 23 日 下午 5:50 
Does this work with gigastructures?
NHunter  [作者] 9 月 22 日 上午 8:58 
MOD UPDATE:

- Update for the new version of Stellaris.
- Update building icons.
FenFenScreeScree 9 月 21 日 上午 1:05 
honestly this is WAY better than gigastructures
just a person ? 9 月 18 日 下午 8:49 
Sometime I wonder why no one in 4.0 do the stack x5 repeatable tech to any mod like this??
NHunter  [作者] 9 月 10 日 上午 8:18 
MOD UPDATE:

- Fix for Korean localisation
NHunter  [作者] 9 月 7 日 上午 3:11 
MOD UPDATE:

- Try-fix bioship AI budgeting issues.


Thanks to @LikeNoOthers and @Rage000 for their help in hunting the cause of the problem down.
Rage000 9 月 6 日 下午 7:02 
i have run multiple test and it appears that this solves the issue for the AI. Bio empires are creating fleets again.
LikeNoOthers 9 月 6 日 下午 12:45 
Yes. That will allow bio ship empires to build the combat ships again. Verified with no other mods than this, at 1-2 years in the empire expanded their fleet. Any food expenditure logic in the original files, might exclude the ai from building any ships using food components from your mod if the empire is not using living ships, if i read it correctly. But this is definitely still the better alternative for now.
NHunter  [作者] 9 月 6 日 下午 12:40 
So that fixes the issue?
LikeNoOthers 9 月 6 日 下午 12:21 
Deleting the ai_budget folder will make them create combat ships.
NHunter  [作者] 9 月 6 日 上午 11:14 
Can you go to mod folder

<steam dir>\steamapps\workshop\content\281990\2648658105

and remove the ai_budget folder with all of its contents in the /common? based on my limited understanding of AI budgeting Stellaris uses, this is the most likely cause for the AI not working properly with bioships
Rage000 9 月 6 日 上午 11:05 
@NHunter I do not mind helping. Any testing today would have to be done later in the day.
LikeNoOthers 9 月 6 日 上午 11:01 
Also did some testing to figure out why the Bio ship empires never build combat ships, running only this mod, will stop ai empires from building any combat ships
NHunter  [作者] 9 月 6 日 上午 10:43 
@Rage000, may I use you for experimenting on ai budgeting?
NHunter  [作者] 9 月 3 日 下午 12:29 
Hm... that's interesting.

I'll take a look at the economic stuff on weekend then
Rage000 9 月 3 日 上午 11:24 
I think that ESC Next might be causing Bio empires to not build a fleet. I have tested with and without the ESC Next mods. I observed a game out to 20 years each time.

I have been testing the following ESC mods the last couple of days (No other mods involved)
ESC Next
ESC NEXT: Overwrites: Component Progression
ESC NEXT: Overwrites: Global Ship Designs
ESC NEXT: Overwrites: Special Weapon Types Patch

I have tested using ESC Next with each overwrite mod on and then turning off the overwrites mods one at a time.

I also turned off all three overwrites mods and only used ESC Next.

Then switched off all 4 mods.

When I switch off all 4 mods the BIO empires are building ships as expected.
NHunter  [作者] 8 月 31 日 下午 2:18 
MOD UPDATE:

- Cosmogenesis battlecruiser nanite thought matrix fix.
- Add Korean localisation by @The Engineer Pop
NHunter  [作者] 8 月 31 日 上午 9:00 
Got it, thank you.
The Engineer Pop 8 月 31 日 上午 8:53 
Please see if Pull Request is done successfully.
NHunter  [作者] 8 月 31 日 上午 4:35 
MOD UPDATE:

- Update cruiser/battleship/titan reactors to allow different output depending on presence of active NSC3 mod.
- Retire dedicated NSC3 cruiser/battleship/titan reactors (legacy support).
- Allow more freedom with M-slot bioship swarmer missiles.
- Fix a bug with a few thruster costs being missing.
- Fix certain bug with FE-specific starbase combat computers and adjust their modifiers.

Unfortunately, I'm still unable to figure out what's going on with platform reactors, so the upgrade link remains broken.

---------

@The Engineer Pop, would it be too much to ask you to do a merge request on git? The repository link should be up there in the description
The Engineer Pop 8 月 26 日 上午 5:18 
Shall I know your E-mail address or something?
I just translated this mod to Korean now.
harvin_s_dhillon 8 月 24 日 下午 1:32 
@NHunter sorry my mistake, i looked into it and it turns out ACOT changes the Harbinger to have M-slots instead of G-slots
NHunter  [作者] 8 月 24 日 上午 11:10 
@harvin_s_dhillon, Harbingers do not have M slots in vanilla. only H, G and P. They can equip swarmer missile and energy launcher weapons in G slot.

@The Engineer Pop, it's a bug but I don't currently know what is causing it.
harvin_s_dhillon 8 月 24 日 上午 2:43 
Harbinger missiles and Neutron Torps have been classed as Gslot weapons when in the base game for Harbingers can be equipped as M slot. meaning Harbinger artillery hull essentially locked out of most of the missile and torpedo techs when its supposed to use those while the stinger can use missiles
Dr. Garikun 8 月 23 日 上午 6:56 
Thank you! This mod is a must for making late game more fun with high-tech lasers, artillery, rockets etc. As always, amazing work!
The Engineer Pop 8 月 22 日 下午 10:54 
Is the bug that auto-fitting defense platforms don't equip Lv.6 or higher reactors intended?
NHunter  [作者] 8 月 22 日 下午 3:32 
@Dr. Garikun, injected_modifier were significantly changed in the code in order to fix the bioship exploit where you could get enemy attack speed and range down to zero by stacking debuffs of the same kind but different tiers.

Since ESC special component use injected_modifiers, they needed to be updated too so that the game recognizes them as valid again.
NHunter  [作者] 8 月 22 日 下午 3:10 
Sorry for the delay.

MOD UPDATE:

- Update for the new version of the base game.
- Update aux reactors to give percentage-based boost rather than flat amount of power.
- Housekeeping with technologies.
- Remove dummy ship_sizes since they are no longer needed.
- Replace remaining size_restriction blocks with potential blocks.
- Fixed a bug that prevented hive FE starbases from equipping their modded combat computers.
Dr. Garikun 8 月 21 日 下午 11:44 
It seems update broke something since most of ESC componets no longer show up
Martok 8 月 16 日 上午 2:05 
Thank you for the 3.14 legacy version! I really appreciate it!
The Engineer Pop 8 月 14 日 下午 10:57 
As I checked once more Defense Platforms normally equip level 6 or more advanced shields. I confirmed that the only problem is that thet don't equip level 6 or more generators.
The Engineer Pop 8 月 14 日 上午 3:08 
I found a bug. When I auto-upgrade my defense platform they won't equip more than 5 level shields and generators.
The Engineer Pop 8 月 13 日 下午 8:02 
And adding carrier-enhancing utilities will be nice.
The Engineer Pop 8 月 13 日 上午 3:50 
Hello. Would you make energy counterpart of Kinetic Artillery? An example is it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2976893943
shalon29 8 月 13 日 上午 3:18 
"Space-Time Continuum Manipulation" and "Quantum Computation Node" have disappeared. "Quantum Computation Node" also appears to be impossible to build.
The Engineer Pop 8 月 13 日 上午 1:38 
Hello. Link to 4th picture is broken.
harvin_s_dhillon 8 月 12 日 下午 2:00 
Theres a problem with the Harbinger BioShip where you cannot equip missiles which it can with Vanilla, they are classed as G slot weapons however for the Harbinger they are supposed to be M class exclusively, this is only happened with ESC Next as far as i can tell.
Aphyxia 8 月 1 日 下午 3:21 
The hive building Cerebral Node gives maintenance drone jobs but in 4.0 all leftover drones become maintenance drones anyway.