Stellaris
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Extra Ship Components NEXT
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7 Thg11, 2021 @ 9:04am
29 Thg05 @ 2:04pm
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Extra Ship Components NEXT

Mô tả
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.
Thảo luận nổi bật Xem tất cả (3)
4
18 Thg05 @ 9:01pm
Error: Invalid context switch [from] from [ship_growth_stage]
Mr.Hishprung
3
29 Thg05 @ 2:08pm
Artillery weapons (Bug?)
Amadeus
0
2 Thg05, 2024 @ 4:15am
求住
与风同行
1.061 bình luận
Exasperation 3 giờ trước 
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  [tác giả] 3 giờ trước 
interesting. will take another look at that.
Exasperation 3 giờ trước 
I figured it out - the govt. and urban zones specifically exclude farming buildings, while the subterranean does not.
NHunter  [tác giả] 3 giờ trước 
that is interesting since the code for zoning for the building is literally

building_sets = { farming urban }
Exasperation 3 giờ trước 
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.
NHunter  [tác giả] 3 giờ trước 
@cyno up, what exactly do you mean? you bioships no longer have access to weapons at all?


@Exasperation , the main purpose of the stellar energy tower is a food production booster. as such, it's primary build area is *farming*. Allowance for urban was made in case of planets that do not have farming zones.
Exasperation 3 giờ trước 
I killed the stellar devourer, and the stellar energy tower feels odd in its placement; it provides researchers and technicians, but it can't be built in energy zones or research zones. It also can't be built in the government zone in the primary district or in urban expansion zones, but it can be built in the subterranean urbanization zones that subterranean empires get.
cyno up 10 giờ trước 
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 29 Thg05 @ 3:31pm 
OK! I'll poke around later and see if the projectiles are weirdly large. Thanks!
NHunter  [tác giả] 29 Thg05 @ 2:07pm 
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.