Stellaris

Stellaris

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Extra Ship Components NEXT
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40.122 MB
7.11.2021 klo 9.04
25.5. klo 2.57
82 muutosilmoitusta ( näytä )

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Extra Ship Components NEXT

Kuvaus
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.
Suositut keskustelut Näytä kaikki (3)
4
18.5. klo 21.01
Error: Invalid context switch [from] from [ship_growth_stage]
Mr.Hishprung
1
1.4.2024 klo 8.00
Artillery weapons (Bug?)
Amadeus
0
2.5.2024 klo 4.15
求住
与风同行
1 048 kommenttia
PJ_2005 6 tuntia sitten 
I was probably using the wrong load order, sorry!
Little Tee 26.5. klo 12.50 
What is your suggested load order if using ESC Next + Progression + Designs + Weapon Types?
Or does it not matter?
PJ_2005 25.5. klo 18.22 
I could and probably should check in a test game though
PJ_2005 25.5. klo 18.21 
I for some reason decided to have Ironman on, so I cant tell you if its totally unresearchable...
NHunter  [tekijä] 25.5. klo 16.20 
In your current game or at all (as in, it's not available even after using "research all technologies" option in debug menu)?
PJ_2005 25.5. klo 16.10 
(for the record This is most certainly not the only mod I am using)
PJ_2005 25.5. klo 16.09 
i cant seem to get psionic weapons despite being a psionic empire :(
TotalCarnage 25.5. klo 8.12 
@nyyfandan I would also like to know of something like this! If you find something let me know!
NHunter  [tekijä] 25.5. klo 2.58 
MOD UPDATE:

- Add point-defense weapons for domesticated space fauna and bioships.
- Add tooltip to standard bioship armor componentss to show that they do possess some armor regeneration.
- Update resource costs for archaeotech components.
- Update resource costs for armors components.
- Update resource costs for biological components.
- Fix missions weapon_type_space_fauna tag for biological weapons for domesticated space fauna.
- Fix a bug that caused archaeo PD weapons to be available for weaver bioships.
- Fix a bug with L and XL nanite-augmented dragonscale armor for domesticated space fauna being allowed only for countries using bioships.
nyyfandan 22.5. klo 10.52 
Does anyone know of a submod (or a mod setting I'm not seeing) that makes techs more strict to unlock? For example, only allowing Bio Material to be usable by organic ship empires, or the Psionic weapons to only be used by Psionic empires, etc?