Stellaris

Stellaris

Extra Ship Components 2.0 - Overwrites
88 Comments
NHunter  [author] Dec 11, 2018 @ 8:21am 
there will be a new overwrites mod for "Extra Ship Components 3.0"
aciel.samael Dec 10, 2018 @ 5:45pm 
@sto030 on the main mod page for 3.0, he said in the comments that he is working on the overwrites but needs to wait till he has some assets completed so fallen empires work correctly.
st030 Dec 6, 2018 @ 9:31am 
please update to 2.2 :)
NHunter  [author] Nov 24, 2018 @ 3:46am 
it should be save-compatible, but I'll investigate
Tsunatus Nov 23, 2018 @ 6:15pm 
yes, but I was already 60 years when I found the override
NHunter  [author] Nov 23, 2018 @ 8:25am 
@Tsunatus, do you have the base mod installed AND active?
Tsunatus Nov 23, 2018 @ 4:15am 
Is this mod save compatible as I can't add this into my game as it crashes when it tries loading my save.
Killraven Nov 5, 2018 @ 11:43am 
ok thanks
NHunter  [author] Nov 5, 2018 @ 7:05am 
You don't have to install this mod. It's an optional (but useful) modlet. It upgrades FE, crises and lets the game automatically upgrade vanilla components into ESC components where applicable.

But it will not work without base ESC
Killraven Nov 4, 2018 @ 1:25am 
It is not clear to me why I had to install this module (I'm using "Extra Ship Components 2.0"). It is necessary?
NHunter  [author] Oct 18, 2018 @ 3:23pm 
Only vanilla 5
ColossusCrusher Oct 18, 2018 @ 1:22pm 
Fallen Empires Expanded just updated - do you happen to know if this mod will update the new FE types they've added, or only the vanilla FEs?
Do'tasarr o Khajiit Aug 21, 2018 @ 9:05am 
What happens if i use this with ZotFE?
Old Man Aug 9, 2018 @ 2:38am 
Will the grey tempest be gettating a ESC upgrade, as they are just a bit too easy atm.
y4wgmoth Jul 9, 2018 @ 10:31am 
tmonahan23 yes thats what this mod does, it gives Extra Ship Components' weapons to Fallen and Awakened Empires (and Crises).
tmonahan23 Jul 6, 2018 @ 6:55pm 
will the fallen empire hace access to these weapons?
teo-lost2 Jun 24, 2018 @ 9:16am 
Okay
NHunter  [author] Jun 24, 2018 @ 9:12am 
strikecrafts one, I think.
but such conflicts are really hard to avoid when you start overwriting vanilla files. One of the reasons why this mod exists in the first place is to make the primary mod as compatible as possible by making it NOT modifying any vanilla files.
teo-lost2 Jun 24, 2018 @ 9:05am 
@NHunter, your overwrites mod conflicts with NSC2 as they overwrite some files too.
Archemyre Jun 23, 2018 @ 8:38am 
Original game files. Otherwise there'd be no way to give the Fallen Empires and Crises new loadouts.
Henry Wei Jun 23, 2018 @ 6:30am 
Excuse me. I wonder about those files you overwritten. Is it mean original files in game? or just overwritten files in mod of Extra Ship Components 2.0?
Thank you.
Armchair Civilian Jun 20, 2018 @ 12:37pm 
Still an awesome mod tho, ta muchly for all the hard work :)
Armchair Civilian Jun 20, 2018 @ 12:36pm 
My bad, sorry.
NHunter  [author] Jun 20, 2018 @ 11:54am 
there are no "Optimized Dark Matter Reactors" in ESC. And it's not a question for this mod regargless - all proper ESC components are defined in the main mod.
Armchair Civilian Jun 20, 2018 @ 11:36am 
Hello, awesome mod work! i've just noticed what *may* be an unintended thing, and sorry to be the bearer of bad news, but just to let you know!
The "civilian" ships (construction through to transport) seem to get better energy production from "improved dark matter reactors" than the "optimised" ones - if there's a reason for that like required size for a good DMR, props to you, but i thought i'd mention it just in case.
Posting it here cos it was tech i got from Fallen ships ;)
Archemyre Jun 17, 2018 @ 12:43pm 
Hey, it appears that the preythoryn scourge fighters have a speed of 4, so they move abysmally slowly and are basically useless.
Argus von Stein May 31, 2018 @ 4:12pm 
Seems it is.
Argus von Stein May 31, 2018 @ 4:05pm 
Is it nsc2 compatible?
Archemyre May 28, 2018 @ 10:08am 
Man, lot's of Archaon's in this comment section, huh. :p
NHunter  [author] May 28, 2018 @ 9:30am 
@Archaeon, maybe. I'll look into it sometime.
Archaeon May 28, 2018 @ 8:22am 
Any plans to update the Grey Tempest outfits to use Nanite weapons?
NHunter  [author] May 22, 2018 @ 3:30pm 
MOD UPDATE/FIX:
- fixed sensors not giving hyperlane sight
- fixed strikecraft and psi/dark matter shields using outdated values
TechSY730 May 9, 2018 @ 7:26pm 
Not sure if this is added by your mod, but in the Scourge crises, some of the ships have a component that has a broken string name, "NHSC_SWARM_STRIKE_CRAFT".

Also, did you see my request about the shields (it sort of bled into my report on the AI)?
NHunter  [author] May 9, 2018 @ 3:20am 
I did not touch AI logic, only components that go inside the ships. So, you should probably look for the solution elsewhere - vanilla AI can be ...strange.
Archemyre May 8, 2018 @ 6:15pm 
You might try using Glavius's AI megamod., if you aren't already. Not sure if it fixes that or not.
TechSY730 May 8, 2018 @ 5:46pm 
Actually, on further investigation with the debug console, the AI has ship designs for battlecruiser, titan, and collosus designs. It just never builds them because it greedly spends it on the first ship class it can afford as soon as it has enough money instead of ever saving up. So in other words, it seems your mod is giving the AI proper designs to work with, but the AI, being the AI, is just derping and being stupid. So, nevermind.
TechSY730 May 8, 2018 @ 5:38pm 
One of the fallen empires in my game, a Militant Isolationist (but now awakened) builds nothing but build only Escort type ships (which I guess are an NPC only version of Destroyers?), and only one design of them. No Titans, no battleships. As you can imagine, this makes their combat effectiveness a bit less than their miliary power would imply. Is this intentional?
TechSY730 May 2, 2018 @ 12:04am 
I know I asked a while back for normal shields to upgrade into wave force armor shields, and thank you for that. But wave force armor shields are just so strong, they completely obsolete both the cyclonic and citadel shield lines too (unless there is a level 5 of them that I am unaware of).
Is it possible for multiple tech paths to converge to a same "ultimate" goal? If so, should the cyclonic and citadel shield lines also upgrade to wave force armor? That would, for example, help starbases know to equip wave force armor over citadal shields.
Cúchulainn Apr 24, 2018 @ 8:42am 
Is this JUST the new ship components?

Also are these balanced?
NHunter  [author] Apr 23, 2018 @ 11:02am 
Yes, the debuffs are intended, and I'll be adjusting the numbers if I feel I've made the FE fleet too strong or too weak. Right now, I think that 100-140k is about right (at least, if you aren't using NSC or other mod that adds bigger and meaner hulls).
Archemyre Apr 23, 2018 @ 8:52am 
Read back a bit. (Yes, they are intended, otherwise they'd be stupidly OP. That said though, I beleive the author has said those may not be the final numbers.)
TechSY730 Apr 22, 2018 @ 5:12pm 
The special combat computers that fallen empires have; are they supposed to be applying debuffs to the ships? Because according to the tooltips, they are applying pretty hefty debuffs to the ship.
WordBearer94 Apr 17, 2018 @ 6:26am 
Are you having problems with the model for the Contigency starbases (the ones the constructors make not the AI cores). Cause they are appearing as three barreled turrets withy meshing issues for me. I'm only guessing it might be this mod cause it changes their loadout with new tech.
NHunter  [author] Apr 13, 2018 @ 9:15am 
I'm in the process of balancing crises.
as for FE/AFE, 160-200% vanilla seemed like a good value. Was I too far off?
Archemyre Apr 12, 2018 @ 8:10pm 
Just my two cents after playing a game where the contingency showed up in a 1k star galaxy: They were op as fuck. sending out nearly 300k fleet stacks while defending with a nearly 900k or so one for each machine world. Awakened Empires were only able to support a few 100-150k fleets and just got completely wiped off the map. I say buff Awakened Empires a bit by knocking off some of the debuffs, and definitely nerf the crisis a good bit.
Archemyre Apr 5, 2018 @ 10:05am 
tbh you can just modifiy it yourself like I do with many mods long as you keep them for personal use only. Just create a new mod folder via the launcher, copy this mod's files over, and go into the FEship computer text file and change some numbers around. Isn't relly difficult or time consuming once you've done it once.
Giblet King Apr 4, 2018 @ 11:24pm 
Do you have the version of this that doesn't nerf the FEs anywhere? Masochists like me would almost definitely like that to remain an option.
Oskar Potocki Apr 1, 2018 @ 12:28am 
Hey NHunter.
As I was saying on the main mod's page, the crises strength is a bit too much to handle. I would have no problem with that, but fighting multiple fleets each worth 2 Million is a bit hard. The AI empires don't stand a chance.
But, I don't want to unsubscribe because I want the game to auto-upgrade my ships with your components. Is there any way you can lock certain components from the crises use? If they get the newest technology, they cannot be defeated.
Thank you.
NHunter  [author] Mar 30, 2018 @ 9:23am 
probably I shouldn't have gone to this extent, but yes. Battlecruisers do 1000+ average damage with 40-45% damage penalties. Without NSC ships, they'd be pretty much unbeatable if I remove debuffs.
WitchAlice Mar 29, 2018 @ 11:06pm 
is this intended? https://a.pomf.cat/oxsoge.png