Stellaris

Stellaris

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!ExOverhaul 1.9: Combat
   
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5.393 MB
25 Jan, 2018 @ 11:10am
19 Feb, 2018 @ 10:31pm
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!ExOverhaul 1.9: Combat

In 1 collection by ExNihil
All ExOverhaul Mods for Stellaris 1.9.*
9 items
Description
ATTENTION: This mod is a legacy mod for 1.9 and it will remain so. A new version of this mod is in the works, and will be published seperately.

This mod is both a sophisticated overhaul mod and a very comprehensive balancing of stellaris combat. It is additionally a robust ai enhacement mod - addressing a wide spectrum of spacewarfare related aspects of the game and core game mechanics such as Naval Capacity.

You can read about key aspects of this mod in the following entries on the Exo Wiki:

Spaceport Rework and Spaceport Automation[exoverhaul.wikia.com]
Rework of Utilities and the New Required Components[exoverhaul.wikia.com]
Armor Rework and Fix[exoverhaul.wikia.com]
Rework of Leviathans and Enigmatic/ED Technologies[exoverhaul.wikia.com]
Overhaul of Crisis and Fallen Empires[exoverhaul.wikia.com]
Rework and Change of Naval Capacity Mechanics[exoverhaul.wikia.com]
Rework of FTL and Drive Components[exoverhaul.wikia.com]

List of Mod Features

1. complete overhaul and rework of all ship parts, with new part including AoE station weapons, ship/station auras, 6 tiers of computers with two variants in each tier.
2. reworked FTL mechanics/balance, including 3 tiers of Wormhole Modulators, and 2 tiers of jump drives.
3. rework of all weapon/combat/warfare related techs, including a thorough rework of ai tech pathing.
4. complete overhaul and rework of all ships including a Dreadnought ship size and a Super-Fortress ship size.
5. complete overhaul of the ship designer and how the AI builds ships.
6. complete overhaul of ship behaviors, including 2 behaviors per ship size.
7. overhaul of warscore, wardemands and wargoals.
8. complete overhaul of core combat mechanics such as fleet power and naval capacity.
9. Overhaul of fallen empires, Crises, space creatures and leviathans.
10. complete overhaul and rework of spaceports including spaceport automation.
11. rework of all ship sections.
12. reimagining of base stellaris sci-fi elements.
13. enhancement of the AI and its use of economy (using defines editing, ai_weights, events and the spaceport automation (see the important wiki entry for spaceport automation).

Significantly, this mod is the only mod to:

14. fix armor in Stellaris (see the wiki entry for explanation)
15. workaround the PD and strike craft behavior bugs
16. workaround the notorious ship designer and AI ship design bugs
17. offer a mathematically sound balance base around mineral costs and energy upkeep

For an enhanced experience:
You might also want to check one of these sub-mods:

Special thanks and credits
  • This mod incorporates the dreadnought assets and meshes from SCX, with permission. We'd like to thank Princess Stabitty and Nessa for their permission, and of course all the credit for these go to them.
  • This mod also incorporates the "Citadel" assets (and tech icon) from Useful Stations, with permission. We'd like to thank Tobori for his permission, and of course all credit for these go to him.
  • This mod incorporates Arch's section fix - as done by himself as a member of our dev team. We'd like to thank him for his efforts.
  • This mod incorporates some elements from the 1080p mod. Thanks and credit go to @Dr. Maple. Thanks and credit for reworking this mod's ship designer go to @Beret.

With the exception of the 1080p mod - which we highly recommend you use with this mod, other GUI mods might result in a mod conflict.

IF you want a compatibilty patch for any particular mod and are capable of making such a mod yourself, you have our permission to make and publish said mod. Please let us know if you did so and we'll link to your compatibility mod.

IMPORTANT: It is highly recommended you use the ExOverhaul ai enhancement alongside this mod, to enhance the game a bit more (see above for link).

The mod currently has English localisations. All other languages receive the english localisations as well. If you are interested in making localisations to other languages, join our discord and let me know.

Please use our discord to give us feedback, bug-reports, make requests or offer suggestions. This is a permanent invite to our discord (text based chat server): https://discord.gg/mf5Tr9c

Regarding Stellaris 2.0/Apocalypse
We started making this mod before either was announced (in 1.8). We decided to continue and try to make the best mod we could for stellaris 1.8-9, and we think we succeeded. A tremendous amount of time and thinking went into this mod. It will therefore remain as the legacy version once 2.0 is released. We will remake this mod and publish a different version of it, while keeping this one for the long run.

HF!
Popular Discussions View All (1)
1
11 Feb, 2018 @ 5:01am
PINNED: Compatibility Patches
ExNihil
116 Comments
starfirejordan 9 Nov, 2023 @ 5:06am 
POV: you decided to downgrade and play old stellaris because new stellaris just doesnt have that same vibe anymore (tho you always must get da mods for that era)
Gratak  [author] 17 Mar, 2020 @ 12:56am 
Yeah. Can't change the description since I'm only co-author, but mod is indeed dead.
SoulCatcher 16 Mar, 2020 @ 6:40pm 
Mod is dead I guess since 2.5 just coming out.
ExNihil  [author] 2 Mar, 2018 @ 9:31am 
Yes, we will also wait until all the major mods update. We will want this version to have stronger synergies.
Gratak  [author] 2 Mar, 2018 @ 9:00am 
Indeed, yes. But even after that wait it will take a while. The whole system was strongly changed and it will take a lot of work to create a 2.0 version.
Ethan 2 Mar, 2018 @ 6:58am 
Are you going to wait until 2.0 has all its small patches?
BerthNerd 19 Feb, 2018 @ 1:26pm 
Thanks a lot, looking forward to it!
ExNihil  [author] 19 Feb, 2018 @ 12:01pm 
For 2.0 we will work closely with BOSP and I hope also ESC on integration..
BerthNerd 19 Feb, 2018 @ 7:27am 
This suite of overhaul mods is great! However, as the AI and core mechanics synergizes with Extra ship components, I have that one in my game. However the new reactors and armors added by that mod are only available in utility slots and not as base elements for the ships. Now all my ships have a big power problem, as even with full reactors in the untility slots I can't power the weapons added by Extra ship components. A synergy path for that would be quite nice.But I assume starting it isn't really worth it, when reactor will be a core element of ships anyway on thursday...
3 Kobolds in a Trenchcoat 10 Feb, 2018 @ 2:06pm 
oversaw it, got it thanks! will start our MP game soon to confirm it :)