Stellaris
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Extra Ship Components NEXT
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40.857 MB
7 listopada 2021 o 9:04
29 maja o 14:04
Listy zmian: 83 ( zobacz )

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Extra Ship Components NEXT

Opis
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.
Popularne dyskusje Zobacz wszystkie (3)
4
18 maja o 21:01
Error: Invalid context switch [from] from [ship_growth_stage]
Mr.Hishprung
3
22 godz. temu
Artillery weapons (Bug?)
Amadeus
0
2 maja 2024 o 4:15
求住
与风同行
Komentarzy: 1 054
cyno up 2 godz. temu 
After you updated the new version, all the weapons of the biological ships in my old archive were lost and cannot be reassembled. Do you have any clues?
DisasterAhead 20 godz. temu 
OK! I'll poke around later and see if the projectiles are weirdly large. Thanks!
NHunter  [autor] 22 godz. temu 
MOD UPDATE:

- Add Wave-Motion Guns, Chrono-Vortex Cannons and Arc-en-Ciel Cannon for domesticated space fauna and bioship.
- Add kinetic weapons for domesticated space fauna and bioship.
- Add psionic torpedoes and strikecraft for domesticated space fauna, update resource costs for psionic components.
- Update resource costs for sensors, thrusters, ftl dirves and combat computers.
- Update resource costs for crystalline components.
- Update resource costs for energy weapons.
- Fix Stinger tier 4 swarmer missiles being assigned to wrong component set.
NHunter  [autor] 22 godz. temu 
@TowardTheStars they have wrong component_set icon (fixed) but they are totally useful. By all of the one bioship ship_sizes that allows M-sized missiles.

@DisasterAhead , maybe.... ESC only adds projectile GFX as far as visuals go. Those might not scale properly in all cases by themselves.
TowardTheStars 29 maja o 8:04 
MEDIUM_ESC_BIO_SWARMER_MISSILES_4 cannot be used by bio-ships in game 4.0.14.
DisasterAhead 29 maja o 7:54 
Does this mod natively work with ship scaling mods like Downscaled ships? Or would I have to make a patch for it?
PJ_2005 28 maja o 1:09 
I was probably using the wrong load order, sorry!
Little Tee 26 maja o 12:50 
What is your suggested load order if using ESC Next + Progression + Designs + Weapon Types?
Or does it not matter?
PJ_2005 25 maja o 18:22 
I could and probably should check in a test game though
PJ_2005 25 maja o 18:21 
I for some reason decided to have Ironman on, so I cant tell you if its totally unresearchable...