Stellaris

Stellaris

Extra Ship Components NEXT : beta 3.6
13 Comments
Molten Ring Nov 26, 2022 @ 5:10pm 
Imho the upgraded version of auxiliary fire control is far too weak, it only gives +3 tracking and +1 chance to hit, which is a very small improvement, maybe buff it to like +5 tracking and +10 chance to hit would fit artillery-type ships better. Also, the upgraded manuvers that gives +15 chance to evade is very strong on big ships like titans and battleships, they can get like 50-60% evasion chance on titans which is kinda broken. Since the other components are much weaker imo, like shield capacitors and upgraded auxiliary fire control, this one becomes the best choice ever. If I were to rebalance it, i would nerf manuvers to +5 chance to evade and +10% evasion chance, shield capacitors to include some shield hardening aswell, give the armor capacitor a better version and also some hardening, but thats just my opinion, i tend to lean towards buffing stuff.
NHunter  [author] Nov 19, 2022 @ 5:54am 
UPDATE:

- Advanced nanite components are now accessible to synthetically-ascended regular empires and machine-interfaced hive minds.
NHunter  [author] Nov 13, 2022 @ 5:38am 
I don't know French, and automatic translation is not something I'm going to trust.
But if anyone is willing to do the job, I'll include the translated strings into the mod with the credit to the author.
StefanAoBzh Nov 13, 2022 @ 5:21am 
Hi ! Can you translate it in French ? Thank you =)
NHunter  [author] Nov 13, 2022 @ 3:56am 
UPDATE:

- Crystal Shard Thrower is now a tier 2 tech.
- Revamped crystalline X-slot weapon progression. Added new 'basic' crystalline X-slot weapon that can be researched as soon as spinal-mount battleship sections are unlocked.
NHunter  [author] Nov 11, 2022 @ 1:03pm 
There is a submod (currently not updated to 3.6 yet) that removes double-types from special weapon groups. The reason they even have double types lies in how the game assigns turrets and my desire to keep the base mod with as few (ideally 0) overwrites of vanilla stuff as possible for compatibility reasons.
OptimusPrimordial Nov 10, 2022 @ 6:23pm 
Since you are updating, currently the majority of your added weapon types get rendered obsolete next to biological, psionic and nanite weapons since a psionic weapon gets bonuses from both energy and psionic repeatables while gravity and crystal weapons don't get their own repeatables. This means in the end game those three will always be superior making any research into the others a waste of time.
SaltyBadger9500 Nov 10, 2022 @ 5:26pm 
ngl this mod makes it's way into every pack I make, thank god it still gets updated xD
NHunter  [author] Nov 7, 2022 @ 6:22am 
UPDATE:

- Fix special weapon types' torpedo damage being way out of balance.
guywithpups Nov 6, 2022 @ 6:45pm 
Thank you for your continued support of ESC, especially given how much work it had to be to support 3.6
NHunter  [author] Nov 6, 2022 @ 12:55pm 
UPDATE:

- Fix biological "missiles" being an M-slot weapon for some reason. Their damage being not-balanced is a known issue and will be fixed soon
NHunter  [author] Nov 6, 2022 @ 11:30am 
UPDATE:

- Fix repair drones being a tad more powerful than intended
NHunter  [author] Nov 6, 2022 @ 11:21am 
UPDATE:

- Fix point defense weapons
- Add overwrite icons to covenant-specific AUX slot components