Stellaris

Stellaris

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Extra Ship Components NEXT
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46.234 MB
7 nov, 2021 @ 9:04
7 dec @ 7:28
98 ändringsnotiser ( visa )

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Extra Ship Components NEXT

Beskrivning
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.
Populära diskussioner Visa alla (5)
4
18 maj @ 21:01
Error: Invalid context switch [from] from [ship_growth_stage]
Mr.Hishprung
3
29 maj @ 14:08
Artillery weapons (Bug?)
Amadeus
0
9 aug @ 21:55
Nanite Though Matrix Catagory swap Cosmogenesis
harozuken
1 220 kommentarer
Bluetail 16 timmar sedan 
I found the issue but thank you!
NHunter  [skapare] 16 timmar sedan 
@Bluetail, does the game give you a reason why you aren't allowed to save? Also, make sure you haven't forgotten to remove "auto-generate designs" tick or something.

It should automatically order itself using mod descriptors, but if it doesn't, it's preferred position is below NSC. Overwrites definitely go below both.
NHunter  [skapare] 16 timmar sedan 
MOD UPDATE:

- Add advanced versions of the Lens Flare Paralyzer, Reshaping Projectile Accelerators and Infernal armors.
- Adjust technology prerequisites for unlocking some of the special weapons tech paths.
- Add cheat menu for singleplayer. Cheat menu can be accessed via decision on the captial world (only in singleplayer).
- Mantle Mining Facility can now be constructed on volcanic worlds if such an option is enabled in cheat menu.
- Update Realistic Ships support.
Bluetail 17 timmar sedan 
I cant save new ship designs with this mod enabled, this goes below NSC right? Or after?
alankraskow 17 timmar sedan 
@NHunter - Mercenary Strike Crafts is one of the most brilliant lore/flavour little additions I've seen in very long time. I absolutely love that feature! It's so climatic for rp and storytelling. Once I saw it my mind drifted into imaginary stories about mercenaries hired by my Trade League, who defend trade routes for them and protect their colonies. It brought a genuine smile on my face.
Hoche Neuwied 6 dec @ 11:06 
FYI Stellaris 4.2.3 (released 2025-12-04) change the behavior of artillery combat computers.
NHunter  [skapare] 29 nov @ 3:36 
@Videorider, interesting. Because when I was doing testing, there WERE issues with ship behavior for me, even without ESC mods enabled. Specifically, it looked like the standoff range for line combat computers has been greatly reduced, causing such ships to fight at knife's range instead of keeping some distance. Carrier combat computer ships will now actively move away from enemies, which causes them to not fire most of their weapons since enemies are out of range.

But if you say things are now working as they should...

@Edorathino, I don't really have much time at the moment with the end-of-year push at the work, but I'll see to that (and the new set of armors) when I do get some time.

@Handepsilon, go right ahead (don't forget to drop a link here). If you scroll down to the latest ESC update notification, you'll see that I even made some provisions for such compatibility patch (unfortunately, you can't use script_value for weapon damage, or armor/shield values)
Handepsilon 27 nov @ 22:27 
I'd like to make a compatibility mod between this mod and Compact Armadas. Am I allowed to publish it later?
Edorathino 26 nov @ 16:55 
will galvanic synthesis components get ESC upgrades too?
Videorider 26 nov @ 11:28 
Hi @NHunter.
I've just checked the game and now it's fine so is not necessary for you to search for problems.
I'm sorry if I bothered you for this