Stellaris

Stellaris

Extra Ship Components NEXT
1,187 Comments
apelsinka :3 Nov 5 @ 11:38pm 
broken? [trigger.cpp:481]: Wrong scope for trigger 'uses_ship_category' at common/scripted_triggers/07_scripted_triggers_ships.txt:10 @ in scripted trigger country_uses_bio_ships at common/scripted_triggers/00_scripted_triggers_ai.txt:48 @ in scripted trigger country_uses_food at file: common/component_templates/esc_components_required.txt:321(inline_script) common/inline_scripts/component_costs/shorthands/esc_inlines_standard_cost.txt:22(inline_script) common/inline_scripts/component_costs/esc_inlines_component_cost.txt line: 78
Current Scope: ship_growth_stage
Supported Scopes: country
PreD Oct 28 @ 6:25pm 
same as @Soilborn :)
Soilborn Oct 28 @ 5:19am 
If someone out there could make a compat mod for this and Compact Armadas, I will be very very happy.
NHunter  [author] Oct 22 @ 8:28am 
as for the image, steam is unfortunately being buggy about it for some reason and I can't even upload a fix. will see if it gets better in a couple of hours -- something like this has happened before.
NHunter  [author] Oct 22 @ 8:27am 
@ShinUon, adc is a set for automated dreadnought computers, which for lore reasons, includes only cruiser and above ship sizes. nanite computers exist for all sizes.

@你猜猜我叫啥, if you have access only to basic versions of the weapons (you haven't completed relevant ascension), the repeating techs are limited to 5, otherwise you have much higher limit.
你猜猜我叫啥 Oct 21 @ 11:31am 
Clever and handsome author, this is a fun mod, thank you very much for sharing, but there are a few questions confuse me: 1. Nano (psionic) weapons do not benefit from the original game's tech,including torpedoes and SMLX slot weapons.Only the mod's tech buff differ , but these tech can only complete five times. Is this a design or a bug?
2. What is the tech path for nano weapons' X-slot weapons? The fourth tech diagram on the homepage is missing and cannot be opened. Is this the related tech path explanation?
ShinUon Oct 21 @ 10:33am 
@NHunter
Thanks, think I got it working. Does adding a ship size to the adc computer section give it everything as well (not just automated dreadnought computer)?

I noticed it gave the nanite thought matrix as well and didn't see a difference when I added a ship class to both the adc and non-adc computer sections.
NHunter  [author] Oct 21 @ 8:05am 
@ShinUon , look into

common\scripted_triggers\esc_ship_size_triggers.txt
ShinUon Oct 19 @ 2:16pm 
In the current version of this mod, how do we add computers to custom ship classes/sizes?

In the old v3.12 version of the mod, this was done by patching \common\component_templates\esc_components_computers.txt.txt and adding the custom ship class variable to the "size_restriction" list.

However, in v4 of this mod, the structure of this file changed completely and I don't see ship classes in this file anymore.
WizardMan Oct 19 @ 12:50pm 
is there a patch somewhere for Compact Armadas? ESC N is my favorite mod set but compact armadas allows me to play on 1000 world galaxies where i can only play 600 with just ESC N. Id love to be able to pair the 2 mods together but there is a severe stat imbalance between them.
OMNISCRONCHULON Oct 16 @ 8:19am 
Oh, that's a requirement? I didn't know that, thanks.
NHunter  [author] Oct 14 @ 8:19am 
@OMNISCRONCHULON, including reaching endgame start / year +250?
Specimen 7 Oct 13 @ 2:06pm 
how well does this scale wtih acot and its respective sub mods? of course Omega Tech it doesn't scale with but thats because its literal god tech. but what about the other techs?
OMNISCRONCHULON Oct 12 @ 1:26pm 
It seems I can't roll Space-Time Continuum Manipulation. I am knee deep in repeatables and I think I have all the requirements.
n.pedrazalis Oct 12 @ 8:36am 
thiis is not compatible with ACOT ?
NHunter  [author] Oct 7 @ 3:52pm 
@天仓颉, crystalline weapons require one of the following to be researchable:

- you've encountered crystalline space fauna and completed "first contact" with them.
- you're are lithoid empire
- you've access to the tier 2 crystal plants

Is any of those true for you?
holden Oct 6 @ 1:17pm 
I think the gigapredator instinct computer is glitched with space fauna and isn't available as a mutation.
天仓颉 Oct 5 @ 5:01am 
Crystalline weapons allowed in sitting
天仓颉 Oct 5 @ 4:59am 
Crystalline weapons can not research
NHunter  [author] Oct 4 @ 4:33am 
@Craghorn,

it will require at least two separate mods (which I don't really want to support in addition to the main set -- as the situation with psionic weapons just below demonstrates, I can't quite do it already at this point)

I do have a variables file for component costs (and use inline scripts to generate costs based on component type and tier), which you can reasonably easy to overwrite. Then you need to overwrite weapon's damage output. I think the fastest way to do it would probably be to write a small app that would just go through all files and multiply the damage values.

Alternatively, have you thought about applying a multiplier over vanilla settings instead of straight-up overwriting them? That would've been a more scalable (in terms of mod compatibility) solution, though I'm not quite sure how well that would last into endgame where you can get huge multipliers from technologies.
NHunter  [author] Oct 4 @ 4:22am 
MOD UPDATE:

- Try-fix advanced psionic weapons research-permission trigger.


Yeah, it seems that the update to psionics has indeed messed up with the trigger for advanced psionic research. This should fix it.
Craghorn Oct 4 @ 2:11am 
Can you make a patch for Compact Armada?)
https://steamcommunity.com/sharedfiles/filedetails/?id=3576670054 =^^=
Ekmah [FR] Oct 3 @ 8:57am 
note that right now you can by pass the problem using the "effect set_country_flag = ESC_COUNTRY_FLAG_mod_allow_advanced_psionic_weapons"
Ekmah [FR] Oct 3 @ 8:56am 
yeah it seems that the scripted trigger for ESC_TRIGGER_may_research_psionic_weapons_advanced is outdated
FalseDead Oct 2 @ 12:31am 
I think the new Update may have broken the advanced shroud techs in this mod, haven't recieved any of them as research options in my most recent playthroughs
JPPlayer2000 Sep 29 @ 4:38am 
You should make nanite weapons only available to nanotech ascended empires
Ekmah [FR] Sep 28 @ 9:38am 
Here's a working link for the 4th image obtained from dev console on browser: https://images.steamusercontent.com/ugc/10231626098734340211/973BE348F65FE6C6E77F2B748000FE84F5CDCEA4/
Ekmah [FR] Sep 28 @ 9:37am 
hey, the link to the 4th image return me with a 404 error :D
Battlespark Sep 23 @ 8:56pm 
this ..shouldnt mess with Gigastructures at all, far s i know.
ellenweorc Sep 23 @ 5:50pm 
Does this work with gigastructures?
NHunter  [author] Sep 22 @ 8:58am 
MOD UPDATE:

- Update for the new version of Stellaris.
- Update building icons.
FenFenScreeScree Sep 21 @ 1:05am 
honestly this is WAY better than gigastructures
just a person ? Sep 18 @ 8:49pm 
Sometime I wonder why no one in 4.0 do the stack x5 repeatable tech to any mod like this??
NHunter  [author] Sep 10 @ 8:18am 
MOD UPDATE:

- Fix for Korean localisation
NHunter  [author] Sep 7 @ 3:11am 
MOD UPDATE:

- Try-fix bioship AI budgeting issues.


Thanks to @LikeNoOthers and @Rage000 for their help in hunting the cause of the problem down.
Rage000 Sep 6 @ 7:02pm 
i have run multiple test and it appears that this solves the issue for the AI. Bio empires are creating fleets again.
LikeNoOthers Sep 6 @ 12:45pm 
Yes. That will allow bio ship empires to build the combat ships again. Verified with no other mods than this, at 1-2 years in the empire expanded their fleet. Any food expenditure logic in the original files, might exclude the ai from building any ships using food components from your mod if the empire is not using living ships, if i read it correctly. But this is definitely still the better alternative for now.
NHunter  [author] Sep 6 @ 12:40pm 
So that fixes the issue?
LikeNoOthers Sep 6 @ 12:21pm 
Deleting the ai_budget folder will make them create combat ships.
NHunter  [author] Sep 6 @ 11:14am 
Can you go to mod folder

<steam dir>\steamapps\workshop\content\281990\2648658105

and remove the ai_budget folder with all of its contents in the /common? based on my limited understanding of AI budgeting Stellaris uses, this is the most likely cause for the AI not working properly with bioships
Rage000 Sep 6 @ 11:05am 
@NHunter I do not mind helping. Any testing today would have to be done later in the day.
LikeNoOthers Sep 6 @ 11:01am 
Also did some testing to figure out why the Bio ship empires never build combat ships, running only this mod, will stop ai empires from building any combat ships
NHunter  [author] Sep 6 @ 10:43am 
@Rage000, may I use you for experimenting on ai budgeting?
NHunter  [author] Sep 3 @ 12:29pm 
Hm... that's interesting.

I'll take a look at the economic stuff on weekend then
Rage000 Sep 3 @ 11:24am 
I think that ESC Next might be causing Bio empires to not build a fleet. I have tested with and without the ESC Next mods. I observed a game out to 20 years each time.

I have been testing the following ESC mods the last couple of days (No other mods involved)
ESC Next
ESC NEXT: Overwrites: Component Progression
ESC NEXT: Overwrites: Global Ship Designs
ESC NEXT: Overwrites: Special Weapon Types Patch

I have tested using ESC Next with each overwrite mod on and then turning off the overwrites mods one at a time.

I also turned off all three overwrites mods and only used ESC Next.

Then switched off all 4 mods.

When I switch off all 4 mods the BIO empires are building ships as expected.
NHunter  [author] Aug 31 @ 2:18pm 
MOD UPDATE:

- Cosmogenesis battlecruiser nanite thought matrix fix.
- Add Korean localisation by @The Engineer Pop
NHunter  [author] Aug 31 @ 9:00am 
Got it, thank you.
The Engineer Pop Aug 31 @ 8:53am 
Please see if Pull Request is done successfully.
NHunter  [author] Aug 31 @ 4:35am 
MOD UPDATE:

- Update cruiser/battleship/titan reactors to allow different output depending on presence of active NSC3 mod.
- Retire dedicated NSC3 cruiser/battleship/titan reactors (legacy support).
- Allow more freedom with M-slot bioship swarmer missiles.
- Fix a bug with a few thruster costs being missing.
- Fix certain bug with FE-specific starbase combat computers and adjust their modifiers.

Unfortunately, I'm still unable to figure out what's going on with platform reactors, so the upgrade link remains broken.

---------

@The Engineer Pop, would it be too much to ask you to do a merge request on git? The repository link should be up there in the description