Stellaris

Stellaris

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Extra Ship Components NEXT
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File Size
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42.641 MB
Nov 7, 2021 @ 9:04am
Jun 14 @ 2:15pm
88 Change Notes ( view )

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Extra Ship Components NEXT

Description
Extra Ship Components: NEXT

WARNING: this mod is NOT compatible with existing ESC 3.0 saves. You need to start a new game.

Other mod versions:
Stellaris 3.3 -- Stellaris 3.4 -- Stellaris 3.6 -- Stellaris 3.7
Stellaris 3.9 -- Stellaris 3.10 -- Stellaris 3.11 -- Stellaris 3.14

"Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. Highlights include:
- Psionic weapons.
- Nanite weapons and armors.
- Gravitic weapons.
- Biological weapons and armors.
- Crystalline weapons.
- Leviathan rewards.
- Medium to Titanic autocannons.
- Advanced weapons derived from space creatures.
- And much, much more...

GitHub: ESC NEXT git repository[github.com]
Images: 1 - 2 - 3 - 4 - 5

In-built Compatibility

* Dynamic Mod Menu
* Ancient Cache of Technologies: Extra Defines and Changes
* New Ship Classes 3. This mod must be loaded before NSC3
* Space Combat Expanded
* Core Game Mechanics: Debris
* Core Game Mechanics: Buildings
* The Zenith of Fallen Empires 2.0 (hopefully)
* UltraJuggernaut
* Realsitic Ships
* At War: Starbase Improvements
* Ancient Dreadnought and Improved Titan 2.5
* !Expanded Starbases
* A Deadly Tempest
* Unofficial Hive DLC: Forgotten Queens
* Machines & Robot Expansion
* Wiirlak Additional Civics and Origins
* Defense Fortress ( needs test )

Addons

* ESC NEXT: Overwrites: Component Progression - allows for smooth upgrading progression from the most basic vanilla components to their ultimate forms in ESC NEXT.
* ESC NEXT: Overwrites: Global Ship Designs - upgrades Fallen Empire ships, Curator stations, Crises ships and some Leviathans to utilize new ESC NEXT components.
* ESC NEXT: Overwrites: Special Weapon Types Patch - updates turret definitions with assignment of entities for biological, nanite and psionic weapons and removes no-longer-needed secondary weapon types from those weapons (which were used to avoid issues with turrets).
* ESC NEXT: Overwrites: 6x System Scale - reduces ranges of weapons by the factor of 6. Use this addon only if you play with system scaling mods.

Language Patches
* Russian 1 | Russian 2
* German

FAQ

- Does this mod have any DLC dependencies?
- Extra Ship Components NEXT does not explicitly require you to have any of DLCs, but some content (primarily, leviathan rewards) will not be available unless you have a specific DLC active.

- Does this mod require a new game?
- No, Extra Ship Components NEXT does not require a new game, though, depending on the game state (particularly, leviathans), some technologies might remain unavailable.

- Can AI use new components?
- Yes. The only thing that might prevent AI from researching Extra Ship Components NEXT technologies is its own stupidity.

- What about mod compatibility?
- Extra Ship Components NEXT overwrites several vanilla icons to ensure that all components and technologies are distinct. No other vanilla files are changed. And as long vanilla technologies are known to the game, Extra Ship Components NEXT should work.
Popular Discussions View All (4)
4
May 18 @ 9:01pm
Error: Invalid context switch [from] from [ship_growth_stage]
Mr.Hishprung
3
May 29 @ 2:08pm
Artillery weapons (Bug?)
Amadeus
0
Jun 2 @ 6:59pm
bug(?) report re: Gravitic weapon in static modifers
Erenadi
1,097 Comments
alankraskow Jun 23 @ 8:35am 
@NHunter yes you are 100% right, I managed to pin point another mod responsible for the lag and completely forgot to get back here to clarify it. Sorry bout that.
NHunter  [author] Jun 23 @ 8:07am 
@alankraskow, error log thing is a side-effect of built-in compatibility with a number of mods that add ship sizes (and some that add planets). basically, it's the game saying that it doesn't know some of those ship_sizes or planet_classes. These errors are harmless beyond inflating the log file.

@Specimen 7 , that's interesting because all weapons in the mod are coded with "target_type = target_enemies". Unless there is some weird issue going on that flips allies and enemies around somewhere, bioweapons should be targeting enemies.

Can you, at least, confirm that it happens only with bio weapons? or all special weapon types are affected?
davidrthompson5368 Jun 23 @ 5:11am 
For some reason, this mod prevents me from selecting shipsets in the Empire Edit menu. The game just freezes.
Specimen 7 Jun 22 @ 2:56am 
so i was using the bioweapons like the acid spitters and other related gene weapons. the weapons seem to target ally ships. so im doing more damage to myself than i am to the enemy or they to me. idk if that is meant to happen or not
alankraskow Jun 21 @ 11:17am 
I was having serious issues with slow loading into the game and slow galaxy creation. Looked into the log, and there are tens of thousands of lines related to ESC. Thought I let you know, as it might be something you would like to look into. I had to unfortunately unsubscribe, because it was causing me too many issues. Love the mod tho.
NHunter  [author] Jun 19 @ 9:16am 
@Zzasicker, it should be. Do note that the prerequisite tech isn't available until end-game year (or 2450, whichever comes first)

@jht_89, not per se. You will need to execute "effect = { set_country_flag = ESC_COUNTRY_FLAG_killed_ether_drake }" to make the mod aware that you did kill the dragon (for the cloning building. upgraded dragonscale armor depends on the vanilla one and doesn't need any additional flags)
eqN Jun 19 @ 8:20am 
Simply amazing. You're a legend.
jht_89 Jun 18 @ 12:05pm 
In a situation where the mod is added in midway through the game (after I've already killed a leviathan - in this case Shard) is there a command that can be used to unlock access to techs that would normally be granted by killing that leviathan?
Zzasicker Jun 17 @ 11:23pm 
weaponised reality warping isnt researchable by organic ship set?
法格恩·方庚 Jun 16 @ 6:17am 
@极品少萝
这个mod有内置汉化啊