Stellaris

Stellaris

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Extra Ship Components NEXT
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46.041 MB
7 nov 2021 om 9:04
4 okt om 4:20
96 wijzigingsnotities (weergeven)

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Extra Ship Components NEXT

Omschrijving
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.
Populaire discussies Alles weergeven (5)
4
18 mei om 21:01
Error: Invalid context switch [from] from [ship_growth_stage]
Mr.Hishprung
3
29 mei om 14:08
Artillery weapons (Bug?)
Amadeus
0
9 aug om 21:55
Nanite Though Matrix Catagory swap Cosmogenesis
harozuken
1.179 opmerkingen
ShinUon 19 okt om 14:16 
In the current version of this mod, how do we add computers to custom ship classes/sizes?

In the old v3.12 version of the mod, this was done by patching \common\component_templates\esc_components_computers.txt.txt and adding the custom ship class variable to the "size_restriction" list.

However, in v4 of this mod, the structure of this file changed completely and I don't see ship classes in this file anymore.
andrewmutsc 19 okt om 12:50 
is there a patch somewhere for Compact Armadas? ESC N is my favorite mod set but compact armadas allows me to play on 1000 world galaxies where i can only play 600 with just ESC N. Id love to be able to pair the 2 mods together but there is a severe stat imbalance between them.
OMNISCRONCHULON 16 okt om 8:19 
Oh, that's a requirement? I didn't know that, thanks.
NHunter  [auteur] 14 okt om 8:19 
@OMNISCRONCHULON, including reaching endgame start / year +250?
Specimen 7 13 okt om 14:06 
how well does this scale wtih acot and its respective sub mods? of course Omega Tech it doesn't scale with but thats because its literal god tech. but what about the other techs?
OMNISCRONCHULON 12 okt om 13:26 
It seems I can't roll Space-Time Continuum Manipulation. I am knee deep in repeatables and I think I have all the requirements.
n.pedrazalis 12 okt om 8:36 
thiis is not compatible with ACOT ?
NHunter  [auteur] 7 okt om 15:52 
@天仓颉, crystalline weapons require one of the following to be researchable:

- you've encountered crystalline space fauna and completed "first contact" with them.
- you're are lithoid empire
- you've access to the tier 2 crystal plants

Is any of those true for you?
holden 6 okt om 13:17 
I think the gigapredator instinct computer is glitched with space fauna and isn't available as a mutation.
天仓颉 5 okt om 5:01 
Crystalline weapons allowed in sitting