Stellaris

Stellaris

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Extra Ship Components NEXT
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41.817 MB
Nov 7, 2021 @ 9:04am
Jun 8 @ 5:58am
86 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

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 (4)
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
Jun 2 @ 6:59pm
bug(?) report re: Gravitic weapon in static modifers
Erenadi
1,078 Comments
NHunter  [author] 23 hours ago 
MOD UPDATE:

- Add bioship versions of tier 3 afterburners, repair drones, advanced auxiliary fire control and standardtized warheads.
- Adjust technology prerequisites to allow empires using bioships access to repair drones technology.
- Add bioship versions for vanilla tier 1 and tier 2 afterburners and auxiliary fire control.
- Allow ESC titan auras for bioships.
- Fix missing weapon tags.
NHunter  [author] 23 hours ago 
@Rodя, disappeared from where? Probably a translation issue, but I can't figure out what cobbles are.

@FiauraTheTankGirl, Aux components have only just being updated. Have no idea about the latter, even do-nothing techs should be able to be researched. If you're truly stuck, does manually switching techs not let you "unstuck" research? Either way, that sounds more like a bug with the game itself.
Rodя Jun 7 @ 9:36am 
The nanite matrix of thinking has disappeared from the cobbles.
FiauraTheTankGirl Jun 6 @ 11:03am 
Got a few errors:
Auxiliary Thursters, Structural Reinforcement
Have NO tech for biological ships and you can't seem to finish research for them at all.
Lyv Jun 6 @ 7:52am 
crystal weapon mutations have no space fauna tag
法格恩·方庚 Jun 5 @ 7:32am 
@HAN
Just check tech tree images on this page.
HAN Jun 4 @ 6:33pm 
@法格恩·方庚
So what's next?
NHunter  [author] Jun 4 @ 2:06pm 
MOD UPDATE:

- Add Tesla weapons for domesticated space fauna and bioships.
- Add Nanite Thought Matrix computers for bioships.
- Add Gigapredator Instincts Neural Implant 'computer' for bioships (Automated Dreadnought Protocols computer equivalent).
- Fix AI having a wrong conditions on Reprocessing Plant technology weights.
- Update resource costs for gravitic weapons.
- Update resource costs for nanite weapons.
- Fix some errors in localisation.
法格恩·方庚 Jun 4 @ 7:48am 
@HAN
Arc-en-ciel Cannon.
HAN Jun 3 @ 5:35pm 
Which weapon is the strongest? There are so many weapon types that it's confusing.