Stellaris

Stellaris

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Extra Ship Components NEXT
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41.727 MB
7 Nov 2021 @ 9:04am
4 Jun @ 2:04pm
85 Catatan Perubahan ( lihat )

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Extra Ship Components NEXT

Deskripsi
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.
Diskusi Populer Lihat Semua (4)
4
18 Mei @ 9:01pm
Error: Invalid context switch [from] from [ship_growth_stage]
Mr.Hishprung
3
29 Mei @ 2:08pm
Artillery weapons (Bug?)
Amadeus
0
2 Jun @ 6:59pm
bug(?) report re: Gravitic weapon in static modifers
Erenadi
1.073 Komentar
法格恩·方庚 5 Jun @ 7:32am 
@HAN
Just check tech tree images on this page.
HAN 4 Jun @ 6:33pm 
@法格恩·方庚
So what's next?
NHunter  [pembuat] 4 Jun @ 2:06pm 
MOD UPDATE:

- Add Tesla weapons for domesticated space fauna and bioships.
- Add Nanite Thought Matrix computers for bioships.
- Add Gigapredator Instincts Neural Implant 'computer' for bioships (Automated Dreadnought Protocols computer equivalent).
- Fix AI having a wrong conditions on Reprocessing Plant technology weights.
- Update resource costs for gravitic weapons.
- Update resource costs for nanite weapons.
- Fix some errors in localisation.
法格恩·方庚 4 Jun @ 7:48am 
@HAN
Arc-en-ciel Cannon.
HAN 3 Jun @ 5:35pm 
Which weapon is the strongest? There are so many weapon types that it's confusing.
drinkyxcy10 3 Jun @ 4:41am 
Is it compatible with base Ancient cache of technologies?
法格恩·方庚 2 Jun @ 5:10am 
Is there any way to allow bioship-using empires in Stellaris also unlock standard strike-crafts like Assault Strikecraft or Mercenary Squadrons? I mean, in the game’s lore, those factions’ strike crafts are just as man-made and piloted as their squishy ships. Honestly, bioships are still tech—they’re not actual living creatures, so they shouldn’t be blocked from using stuff just because they’re “biological.” Just sayin’. The vanilla tech tree works the same—you can get standard strike crafts (the biological version).

You can check out the concept arts and the official trailer:
https://www.artstation.com/artwork/1NOAkG
https://www.youtube.com/watch?v=pID5tLk1r70&ab_channel=Stellaris
TotalCarnage 1 Jun @ 5:24pm 
DisasterAhead The SCD dev states in the desc that its compatible with ESC. You just won't have tier 4 and 5 versions unless the two devs made a compatibility mod. Which would be really cool
NHunter  [pembuat] 1 Jun @ 4:36pm 
My guess is that they would end up being working in parallel:

- SCD will still add vanilla-tier extra-types of strikecraft
- ESC will still add its types of extra-tier strikecrafts
DisasterAhead 1 Jun @ 2:09pm 
OK so I'm leaning towards no just cause the mod in question also messes with ship components, but do you think your mod is compatible with this one?

https://sp.zhabite.com/sharedfiles/filedetails/?id=2945629971

or is it not even worth asking, and I should instead just go see what happens