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ESC NEXT: Overwrites: Component Progression
   
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13 พ.ย. 2021 @ 10: 52am
7 พ.ค. @ 9: 58am
28 หมายเหตุการเปลี่ยนแปลง ( ดู )

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ESC NEXT: Overwrites: Component Progression

คำอธิบาย
Extra Ship Components NEXT
Overwrites: Component Progression

This mod is an optional addon to Extra Ship Components NEXT that merges together vanilla and ESC tech trees.

Other mod versions
> Stellaris 3.4: ESC NEXT: Overwrites: Component Progression (Stellaris 3.4)
> Stellaris 3.6: ESC NEXT: Overwrites: Component Progression (Stellaris 3.6)
> Stellaris 3.7: ESC NEXT: Overwrites: Component Progression (Stellaris 3.7)
> Stellaris 3.8: ESC NEXT: Overwrites: Component Progression (Stellaris 3.8)
> Stellaris 3.11: ESC NEXT: Overwrites: Component Progression (Stellaris 3.11)

WARNING: This mod modifies vanilla files and may not be compatible with other mods. List of modifier files:

/common/component_templates/00_strike_craft.txt
/common/component_templates/00_utilities.txt
/common/component_templates/00_utilities_afterburners.txt
/common/component_templates/00_utilities_aux.txt
/common/component_templates/00_utilities_drives.txt
/common/component_templates/00_utilities_reactors.txt
/common/component_templates/00_utilities_sensors.txt
/common/component_templates/00_utilities_shields.txt
/common/component_templates/00_utilities_thrusters.txt
/common/component_templates/00_weapons_critters_amoeba.txt
/common/component_templates/00_weapons_critters_cloud.txt
/common/component_templates/00_weapons_critters_mining_drones.txt
/common/component_templates/00_weapons_energy.txt
/common/component_templates/00_weapons_extra_large.txt
/common/component_templates/00_weapons_missiles.txt
/common/component_templates/00_weapons_pointdefence.txt
/common/component_templates/00_weapons_projectile.txt

NSC files overwritten:
/common/component_templates/nsc_reactors.txt
/common/component_templates/nsc_thrusters.txt
174 ความเห็น
Lord El-Melloi II 2 มิ.ย. @ 5: 06pm 
Vanilla reactors (I to V) for cruisers and battleships are pulling values for NSC ships, even without having NSC installed, leaving vanilla cruisers and battleship with too much power.

I think thrusters have the same problem but didn't have time to check.
Rage000 31 พ.ค. @ 11: 05am 
Thank you for the update. For whatever reason the reactor duplication with NSC3 is back
Computica 20 พ.ค. @ 6: 27am 
This might have to be slightly updated for the Cosmos Crisis in the Machine Age DLC
Sunconure11 12 พ.ค. @ 1: 17pm 
@Ghost what mods were causing the various issues with this mod?
NHunter  [ผู้สร้าง] 11 พ.ค. @ 1: 15am 
The name of the variable doesn't matter (as long as it doesn't overwrite another variable). It's the value (defined either in the same file before variable is used, or somewhere in /common/scripted_variables) that matters.

And a quick search through my error log showed no errors related to NSC starbase variables.


@NSC_GrandCitadel = "starbase_stronghold" # Grand Citadel
@NSC_SolarStronghold = "starbase_headquarters" # Solar Stronghold

these have the same values as ship_sizes for NSC starbases as defined in <NSC>/common/ship_sizes/nsc_starbases.txt
JayJ 10 พ.ค. @ 1: 05pm 
The error being that the upgraded starbase has no weapons, armor or shields haha because it has no power core! was funny.
JayJ 10 พ.ค. @ 1: 04pm 
I thought that when you @something that you have to have a file or somewhere where you define what they refer to right? I just could not find that. While on the subject, I noticed that the overwrite of key = "STARBASE_PRIMARY_REACTOR" caused an error due to the star base names being different as you can see below with my "fix":
@NSC_stronghold #@NSC_GrandCitadel
@NSC_headquarters #@NSC_SolarStronghold

I am just trying to get better at modding, and knowing how to refer to objects from other mods (in the case that they are running) without breaking the game would be awesome.
NHunter  [ผู้สร้าง] 10 พ.ค. @ 12: 28pm 
@something is a scripted variable. I use them in my code for non-vanilla ship_sizes mostly to reduce the number of errors VSCode throws at me. NSC uses their ship_size id directly.

Yes, you should be able to use variables from other mods if you know they will be there - e.g. ESC overwrites will always be used with base ESC, where ESC variables are defined
JayJ 10 พ.ค. @ 10: 23am 
Right that makes complete sense, thank you! But where does the @NSC_ part comes in? Where do you find what @###_ I need to enter to point to the correct mod and files? I do not see the NSC mod defined as NSC anywhere. Or to take your mod for example, where is it defined that I can use @ESC_(objectName) for my mod to find the objects from your ESC mod? :)
NHunter  [ผู้สร้าง] 10 พ.ค. @ 1: 48am 
/common contains definitions of all objects and interaction logic (e.g. diplomacy) + some scripted stuff.

If we go specifically for the latest case, ship types are defined in /common/ship_sizes and components - both weapons and utility - in /common/component_templates. Mod need to have same file structure, though obviously can use their own file names if they don't want to overwrite vanilla stuff. You just need to find the entity you're interested (e.g. explorationship for ship_sizes) and check if it is listed where it should in components' size_restriction for these components to appear in the ship designs (empty size_restriction means any ship_size can use it)