Stellaris
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Extra Ship Components NEXT
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41.232 MB
2021년 11월 7일 오전 9시 04분
2025년 6월 1일 오전 2시 37분
업데이트 노트 84개 (보기)

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Extra Ship Components NEXT

설명
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.
인기 토론 모두 보기(3)
4
2025년 5월 18일 오후 9시 01분
Error: Invalid context switch [from] from [ship_growth_stage]
Mr.Hishprung
3
2025년 5월 29일 오후 2시 08분
Artillery weapons (Bug?)
Amadeus
0
2024년 5월 2일 오전 4시 15분
求住
与风同行
댓글 1,066
TotalCarnage 53분 전 
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  [작성자] 1시간 전 
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 4시간 전 
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
FiauraTheTankGirl 5시간 전 
Keep going holy cow this is amazing :)
NHunter  [작성자] 15시간 전 
MOD UPDATE:

- Add tier 2 and 3 Extradimensional weapons for domesticated space fauna.
- Add leviathan components for domesticated space fauna and bioships.
- Add advanced Energy Syphons.
- Allow construction of Stellar Energy Towers in generator zones.
- Fix a bug with nanite weapon on-hit effects.
- Update resource costs for missile weapons.
- Update resource costs for strikecrafts.
Exasperation 2025년 5월 30일 오후 5시 20분 
Maybe make it { farming generator } instead? It does provide an awful lot of technician jobs, and most worlds can support at least one of those two zone sets.
NHunter  [작성자] 2025년 5월 30일 오후 5시 20분 
interesting. will take another look at that.
Exasperation 2025년 5월 30일 오후 5시 16분 
I figured it out - the govt. and urban zones specifically exclude farming buildings, while the subterranean does not.
NHunter  [작성자] 2025년 5월 30일 오후 4시 58분 
that is interesting since the code for zoning for the building is literally

building_sets = { farming urban }
Exasperation 2025년 5월 30일 오후 4시 53분 
It won't go in the normal urban zones, though - only the underground urban zones (which feels weird because they're underground).
Well, it will go in ringworld urban zones too. Just not the ones on normal worlds.