Stellaris

Stellaris

Extra Ship Components 2.0 - Overwrites
88 kommentarer
NHunter  [ophavsmand] 11. dec. 2018 kl. 8:21 
there will be a new overwrites mod for "Extra Ship Components 3.0"
aciel.samael 10. dec. 2018 kl. 17:45 
@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 6. dec. 2018 kl. 9:31 
please update to 2.2 :)
NHunter  [ophavsmand] 24. nov. 2018 kl. 3:46 
it should be save-compatible, but I'll investigate
Tsunatus 23. nov. 2018 kl. 18:15 
yes, but I was already 60 years when I found the override
NHunter  [ophavsmand] 23. nov. 2018 kl. 8:25 
@Tsunatus, do you have the base mod installed AND active?
Tsunatus 23. nov. 2018 kl. 4:15 
Is this mod save compatible as I can't add this into my game as it crashes when it tries loading my save.
Killraven 5. nov. 2018 kl. 11:43 
ok thanks
NHunter  [ophavsmand] 5. nov. 2018 kl. 7:05 
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 4. nov. 2018 kl. 1:25 
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  [ophavsmand] 18. okt. 2018 kl. 15:23 
Only vanilla 5
ColossusCrusher 18. okt. 2018 kl. 13:22 
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 21. aug. 2018 kl. 9:05 
What happens if i use this with ZotFE?
Old Man 9. aug. 2018 kl. 2:38 
Will the grey tempest be gettating a ESC upgrade, as they are just a bit too easy atm.
y4wgmoth 9. juli 2018 kl. 10:31 
tmonahan23 yes thats what this mod does, it gives Extra Ship Components' weapons to Fallen and Awakened Empires (and Crises).
tmonahan23 6. juli 2018 kl. 18:55 
will the fallen empire hace access to these weapons?
teo-lost2 24. juni 2018 kl. 9:16 
Okay
NHunter  [ophavsmand] 24. juni 2018 kl. 9:12 
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 24. juni 2018 kl. 9:05 
@NHunter, your overwrites mod conflicts with NSC2 as they overwrite some files too.
Archemyre 23. juni 2018 kl. 8:38 
Original game files. Otherwise there'd be no way to give the Fallen Empires and Crises new loadouts.
Henry Wei 23. juni 2018 kl. 6:30 
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 20. juni 2018 kl. 12:37 
Still an awesome mod tho, ta muchly for all the hard work :)
Armchair Civilian 20. juni 2018 kl. 12:36 
My bad, sorry.
NHunter  [ophavsmand] 20. juni 2018 kl. 11:54 
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 20. juni 2018 kl. 11:36 
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 17. juni 2018 kl. 12:43 
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 31. maj 2018 kl. 16:12 
Seems it is.
Argus von Stein 31. maj 2018 kl. 16:05 
Is it nsc2 compatible?
Archemyre 28. maj 2018 kl. 10:08 
Man, lot's of Archaon's in this comment section, huh. :p
NHunter  [ophavsmand] 28. maj 2018 kl. 9:30 
@Archaeon, maybe. I'll look into it sometime.
Archaeon 28. maj 2018 kl. 8:22 
Any plans to update the Grey Tempest outfits to use Nanite weapons?
NHunter  [ophavsmand] 22. maj 2018 kl. 15:30 
MOD UPDATE/FIX:
- fixed sensors not giving hyperlane sight
- fixed strikecraft and psi/dark matter shields using outdated values
TechSY730 9. maj 2018 kl. 19:26 
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  [ophavsmand] 9. maj 2018 kl. 3:20 
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 8. maj 2018 kl. 18:15 
You might try using Glavius's AI megamod., if you aren't already. Not sure if it fixes that or not.
TechSY730 8. maj 2018 kl. 17:46 
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 8. maj 2018 kl. 17:38 
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 2. maj 2018 kl. 0:04 
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 24. apr. 2018 kl. 8:42 
Is this JUST the new ship components?

Also are these balanced?
NHunter  [ophavsmand] 23. apr. 2018 kl. 11:02 
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 23. apr. 2018 kl. 8:52 
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 22. apr. 2018 kl. 17:12 
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 17. apr. 2018 kl. 6:26 
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  [ophavsmand] 13. apr. 2018 kl. 9:15 
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 12. apr. 2018 kl. 20:10 
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 5. apr. 2018 kl. 10:05 
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 4. apr. 2018 kl. 23:24 
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 1. apr. 2018 kl. 0:28 
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  [ophavsmand] 30. mar. 2018 kl. 9:23 
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 29. mar. 2018 kl. 23:06 
is this intended? https://a.pomf.cat/oxsoge.png