Stellaris

Stellaris

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Extra Ship Components NEXT
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File Size
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46.045 MB
Nov 7, 2021 @ 9:04am
Nov 26 @ 7:09am
97 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
May 18 @ 9:01pm
Error: Invalid context switch [from] from [ship_growth_stage]
Mr.Hishprung
3
May 29 @ 2:08pm
Artillery weapons (Bug?)
Amadeus
0
Aug 9 @ 9:55pm
Nanite Though Matrix Catagory swap Cosmogenesis
harozuken
1,214 Comments
NHunter  [author] Nov 29 @ 3:36am 
@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 Nov 27 @ 10:27pm 
I'd like to make a compatibility mod between this mod and Compact Armadas. Am I allowed to publish it later?
Edorathino Nov 26 @ 4:55pm 
will galvanic synthesis components get ESC upgrades too?
Videorider Nov 26 @ 11:28am 
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
NHunter  [author] Nov 26 @ 7:13am 
MOD UPDATE:

- Update for Stellaris 4.2
- Update scripted triggers that determine access to biological, psionic and nanite weapon technologies and amoeba upgrades.
- Add global cost and upkeep multiplier scripted variables for easier component cost overwrites.
- Some buffs to Reinforced Crystalline Plating.
- Update vanilla component overwrites (submod).


---------------

@Videorider , I'll see if I can find something about that
Videorider Nov 26 @ 2:27am 
*tied to
Videorider Nov 26 @ 2:23am 
Hi, yesterday I think i've found a problem in the mod yied with the last update of the game.
Basically, if the mod is enabled, the ships act in a very weird way, like ramming into the enemy fleet without shooting a single bullet or run away from them until it reaches the system extreme borders
FallenShadow Nov 23 @ 3:19pm 
Up to you, don't stress. Hope you have an awesome day and a good thanksgiving.
NHunter  [author] Nov 23 @ 1:11pm 
I should do a full rework of that Unbidden invasion at some point, and completely decouple it from vanilla events. Probably will do that during the New Year / Christmas holidays, since I won't really have the time for such a task until then.
FallenShadow Nov 23 @ 8:32am 
Yeah, wasnt what happened in my case. I appreciate you checking, and thanks for the event id. I'm fine with running it manually to get the event if its not going to autorun. Plus, it means I can run it whenever, so if I get bored and want to watch a couple nations burn....

Anyhow, thanks for your time, hope you have a wonderful day!