Stellaris
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Extra Ship Components NEXT
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39.482 MB
7 Νοε 2021, 9:04
17 Μαϊ, 13:07
80 σημειώσεις αλλαγών ( προβολή )

Συνδρομή για λήψη
Extra Ship Components NEXT

ΠΕΡΙΓΡΑΦΗ
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.
Δημοφιλείς συζητήσεις ΠΡΟΒΟΛΗ ΟΛΩΝ (3)
4
3 ώρες πριν
Error: Invalid context switch [from] from [ship_growth_stage]
Mr.Hishprung
1
1 Απρ 2024, 8:00
Artillery weapons (Bug?)
Amadeus
0
2 Μαϊ 2024, 4:15
求住
与风同行
1.031 σχόλια
Seraph 9 ώρες πριν 
@NHunter I forgot to say, what about early game? it would cause problem to have to build up an alloy economy for the beginning of the game and then have to change everything once ESC tier of component arrive .
Seraph 9 ώρες πριν 
@NHunter
hmm, I can see what theme you're going for, it's weird that the ship cost food only while the component cost food and alloy I guess paradox didn't want to remove the alloy production cycle for bioship, but I think that food as the main upkeep cost makes more sense than energy
NHunter  [Δημιουργός] 11 ώρες πριν 
@TotalCarnage, no, no restart will be necessary.

@Seraph, I'm doing away with alloy costs AND upkeep instead. ESC bioship components cost only food/minerals instead. I felt like that is more thematic. If people feel like I should follow on vanilla alloy/food split cost with no energy upkeep, I'll change it.
Seraph 12 ώρες πριν 
Thanks for the update,we know and appreciate it's a ton of work . I would like to report an issue with the upkeep of the ESC tier of component, bioship armor/shield in vanilla have a larger food upkeep with a smaller alloy upkeep, but the ESC tier ones have a larger energy upkeep and a smaller food upkeep .
Bioship are not supposed to have an energy upkeep at all, it's part of what makes them different .
TotalCarnage 12 ώρες πριν 
Are the new bioship components gonna require a restart?
NHunter  [Δημιουργός] 17 Μαϊ, 13:08 
MOD UPDATE:

- Add shielding armor components for domesticated space fauna and bioships.
- Add archaeo components for domesticated space fauna and bioships.
- Fix issues with some juggernaut reactors' cost.
Genevieve 16 Μαϊ, 9:14 
Take your time. One-man modding team is not an easy task. Take breaks in between
NHunter  [Δημιουργός] 16 Μαϊ, 8:14 
I'm slowly updating for bioships. It's a... process.
Genevieve 16 Μαϊ, 3:00 
Excuse me Dev. I'm curious: will there be a chance for a redone of Armor and other components for Bioships? Because from what I see, it doesn't give Armor Regen when Armor under 50% like the vanilla ones and some stuff (like the strike crafts) hasn't yet have any bio variants. It doesn't have to be immediate. Even a plan is more than enough.
Naraxa 15 Μαϊ, 17:17 
Have you considered adding new Behemoth Mutations? They're basically empire modifiers you gain from completing a special project for the Behemoth Crisis