Stellaris

Stellaris

Extra Ship Components NEXT
1,214 Comments
NHunter  [author] Nov 29 @ 3:36am 
@Videorider, interesting. Because when I was doing testing, there WERE issues with ship behavior for me, even without ESC mods enabled. Specifically, it looked like the standoff range for line combat computers has been greatly reduced, causing such ships to fight at knife's range instead of keeping some distance. Carrier combat computer ships will now actively move away from enemies, which causes them to not fire most of their weapons since enemies are out of range.

But if you say things are now working as they should...

@Edorathino, I don't really have much time at the moment with the end-of-year push at the work, but I'll see to that (and the new set of armors) when I do get some time.

@Handepsilon, go right ahead (don't forget to drop a link here). If you scroll down to the latest ESC update notification, you'll see that I even made some provisions for such compatibility patch (unfortunately, you can't use script_value for weapon damage, or armor/shield values)
Handepsilon Nov 27 @ 10:27pm 
I'd like to make a compatibility mod between this mod and Compact Armadas. Am I allowed to publish it later?
Edorathino Nov 26 @ 4:55pm 
will galvanic synthesis components get ESC upgrades too?
Videorider Nov 26 @ 11:28am 
Hi @NHunter.
I've just checked the game and now it's fine so is not necessary for you to search for problems.
I'm sorry if I bothered you for this
NHunter  [author] Nov 26 @ 7:13am 
MOD UPDATE:

- Update for Stellaris 4.2
- Update scripted triggers that determine access to biological, psionic and nanite weapon technologies and amoeba upgrades.
- Add global cost and upkeep multiplier scripted variables for easier component cost overwrites.
- Some buffs to Reinforced Crystalline Plating.
- Update vanilla component overwrites (submod).


---------------

@Videorider , I'll see if I can find something about that
Videorider Nov 26 @ 2:27am 
*tied to
Videorider Nov 26 @ 2:23am 
Hi, yesterday I think i've found a problem in the mod yied with the last update of the game.
Basically, if the mod is enabled, the ships act in a very weird way, like ramming into the enemy fleet without shooting a single bullet or run away from them until it reaches the system extreme borders
FallenShadow Nov 23 @ 3:19pm 
Up to you, don't stress. Hope you have an awesome day and a good thanksgiving.
NHunter  [author] Nov 23 @ 1:11pm 
I should do a full rework of that Unbidden invasion at some point, and completely decouple it from vanilla events. Probably will do that during the New Year / Christmas holidays, since I won't really have the time for such a task until then.
FallenShadow Nov 23 @ 8:32am 
Yeah, wasnt what happened in my case. I appreciate you checking, and thanks for the event id. I'm fine with running it manually to get the event if its not going to autorun. Plus, it means I can run it whenever, so if I get bored and want to watch a couple nations burn....

Anyhow, thanks for your time, hope you have a wonderful day!
NHunter  [author] Nov 23 @ 3:51am 
Examined my crisis event code.

There was an edge-case that could forever block the event chain leading to the Unbidden spawn: grace period and dice rolling events fired in the unintended country scope (specifically, in the scope of a playable country, rather than the ambient country), and if that country ceased to exist before the crisis could be spawned, the chain of events would break, preventing the spawning of ESC Unbidden.

I somehow doubt it was what had happened in your case, but...

Fixed this for the next mod update.
Heroicone1 Nov 21 @ 2:59pm 
Shouldn't reinforced Crystal plating have a higher hull value than the final bio armor? Is this because final bio is an ascension thing? If it is so i would say maybe adding a crystal like design to the outside of the bio armor to give it a more distinct look. Since bio armor and crystal are the only armors i can see that add hull, if bio has a higher hull value it would be logical that they'd be combined if all parameters are met :)
NHunter  [author] Nov 20 @ 3:02pm 
@malsala23, I've pushed to git an update for component cost / upkeep generator script. it now has uses two extra parameters for global cost multiplier and global upkeep multiplier. this should help you with your component cost issues. I will get it into steam version of the mod when 4.2 drops
FallenShadow Nov 20 @ 10:44am 
Thank you! Hope you have a lovely day.
NHunter  [author] Nov 20 @ 7:13am 
esc_events_crisis.4000 for triggering ESC-Unbidden. Can also use esc_events_crisis.666 (test event that triggers .4000 in 10-15 days)
FallenShadow Nov 20 @ 12:26am 
Alright, good luck. Thank you for your time and answers.

Note: Could you alert me to the event id for console inputs (For the unbidden wave)? I'd kinda like to spawn some unbidden attacks just to spice stuff up.
NHunter  [author] Nov 19 @ 2:29pm 
I will still take a look at the code on weekend.

The custom crisis setup has always been a bit wonky so it *is* possible that something has quietly broken recently
FallenShadow Nov 19 @ 9:09am 
Huh, I guess Im just really unlucky then. Thanks for the response.
NHunter  [author] Nov 19 @ 7:03am 
There is a grace period and then a dice roll every year. So, it should happen eventually, but there is nothing like "you finish red tech and tomorrow you have the Unbidden knocking into your door"
FallenShadow Nov 18 @ 11:52pm 
Greetings, what techs specifically cause unbidden invasions (non end-game crisis ones)? Ive got it set to always launch an invasion on dangerous tech research, but have finished all non-repeat techs and havent had a single invasion. Wondering if I did something wrong or if the function just isn't working currently.
Sceleus Nov 16 @ 8:18am 
Making "Compact Armadas" compatible with ESC seems like a big task, but "Priceless Stellar Ships" uses a much more compatible method.

Is it possible to make ESC compatible with "Priceless Stellar Ships" more easily, or is it possible that it is already compatible?
malsala23 Nov 11 @ 9:08pm 
Alright, tried what you suggested, sadly a lot of the values didn't translate properly. ESC Armor components cost way more in special resources than they should(and the opposite with ESC weapons), the regen on all the the ESC shields is weaker than vanilla ones, and a lot of the other costs and upkeeps are too much too. Plus I got a bug in the ship designer menu when viewing ships with large armor component slots where it also shows the starbase versions of each armor component. Sounds like this might take a lot more work than I hoped :(
NHunter  [author] Nov 9 @ 2:08pm 
Probably.

Do note that I have both base costs and multipliers for components and thus you should edit only one of the two.
malsala23 Nov 9 @ 9:28am 
Oh, and it should be a simple 10x for everything like it says in compact armada's description right?
malsala23 Nov 9 @ 9:05am 
Thanks NHunter, I'll try that.
NHunter  [author] Nov 9 @ 7:44am 
Whoever wants to try their hand at Compact Armada's compatibility patch, I would suggest taking a look at ESC scripted variables files. Specifically, esc_component_costs.txt, esc_scripted_variables.txt, esc_strikecraft_variables.txt and esc_weapon_damage_multipliers.txt

The first one should allow easy cost/upkeep scaling via the first 9 variables. The second one has values for armor/shield/hull flat modifiers. You'll have to update pretty much all of them. For the last two, you should be able to just jack up the damage multipliers (e.g. laser vs hull from vanilla 1.25 to 12.5 or whatever) and since only ESC uses those, it shouldn't affect other weapons.
malsala23 Nov 8 @ 12:12pm 
I also agree with @Soilborn !!!!
Hebrux Nov 8 @ 8:07am 
Love this mod but is there any way to add it to the auto retrofit functionality of the game?
When I try to autoretrofit my ships it doesn't take into account the new power cells
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?
Shin 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
Shin 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.pedrazaliz 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 =^^=