Stellaris

Stellaris

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Extra Ship Components NEXT
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File Size
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46.041 MB
7 Nov, 2021 @ 9:04am
4 Oct @ 4:20am
96 Change Notes ( view )

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Extra Ship Components NEXT

Description
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.
Popular Discussions View All (5)
4
18 May @ 9:01pm
Error: Invalid context switch [from] from [ship_growth_stage]
Mr.Hishprung
3
29 May @ 2:08pm
Artillery weapons (Bug?)
Amadeus
0
9 Aug @ 9:55pm
Nanite Though Matrix Catagory swap Cosmogenesis
harozuken
1,182 Comments
你猜猜我叫啥 4 hours ago 
Clever and handsome author, this is a fun mod, thank you very much for sharing, but there are a few questions confuse me: 1. Nano (psionic) weapons do not benefit from the original game's tech,including torpedoes and SMLX slot weapons.Only the mod's tech buff differ , but these tech can only complete five times. Is this a design or a bug?
2. What is the tech path for nano weapons' X-slot weapons? The fourth tech diagram on the homepage is missing and cannot be opened. Is this the related tech path explanation?
ShinUon 5 hours ago 
@NHunter
Thanks, think I got it working. Does adding a ship size to the adc computer section give it everything as well (not just automated dreadnought computer)?

I noticed it gave the nanite thought matrix as well and didn't see a difference when I added a ship class to both the adc and non-adc computer sections.
NHunter  [author] 8 hours ago 
@ShinUon , look into

common\scripted_triggers\esc_ship_size_triggers.txt
ShinUon 19 Oct @ 2:16pm 
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.
WizardMan 19 Oct @ 12:50pm 
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 Oct @ 8:19am 
Oh, that's a requirement? I didn't know that, thanks.
NHunter  [author] 14 Oct @ 8:19am 
@OMNISCRONCHULON, including reaching endgame start / year +250?
Specimen 7 13 Oct @ 2:06pm 
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 Oct @ 1:26pm 
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 Oct @ 8:36am 
thiis is not compatible with ACOT ?