Stellaris
697 oy
Kurosections Expanded
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121.447 MB
10 Kas 2021 @ 17:21
14 May @ 2:07
76 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
Kurosections Expanded

Açıklama
Supports Stellaris 4.**.* (Vanilla) NSC and ACOT


IMPORTANT
Do NOT use Kurosetions Expanded (KSE) AND Vengeance Sections Epanded (VSE) in the same playset!
This will lead to overleaps and cause unwanted side effects!


Needs KUROGANE 2.0 to work.



Download KUROGANE 2.0 here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=3245080043


For maximum fun and firepower use ESC NEXT and it's new sub-mods:

https://sp.zhabite.com/sharedfiles/filedetails/?id=2648658105

https://sp.zhabite.com/sharedfiles/filedetails/?id=2653789292

https://sp.zhabite.com/sharedfiles/filedetails/?id=2653699311


IMPORTANT:
-----------------

The use of KSE with [JP_EN]Kurogane Turret Weapons. Is not recommened.

The mod uses a very "special" way to modify sections and many other elements of Kurogane disabling the correct auto-creation (sections show up empty and as" Common") of ship-designes in the Ship-Designer.

This is true for both mods. Kurogane as a standalone and Kurogane + KSE.

In general It is "working" but expect side-effects not caused by KSE. NSC compatibility is limited. Use on your own risk.

To avoid questions. No there will be no compat patch for it as this would require a total overhaul of the mod.

Load order:
---------------

- NSC (optional)
- Kurogane 2.0
- Kurosections Expanded (KSE)
- Extra Ship Components NEXT (optional)
- ESC NEXT: Overwrites Component Progression (optional)
- ESC NEXT: Overwrites Global Ship Designes (optional)
- UI-Overhaul Dynamic (mandatory for Starbase Extentded 3.0 and NSC users)
- Starbase Extended 3.0



- KSE is Save Game friendly. Check your ship designer to make adjustments after loading a save.


Preliminary Remarks:
---------------------------

Read the Q + A section.

Don’t use in multiplayer. It gives you an unfair advantage.


Features: (As of Vers. 1.0. Check the change log for full feature list.)
------------

- New Sections:

- Corvette:
- KSE Advanced Corvette
- KSE Advanced Missile Corvette

- Destroyer:
- KSE Advanced Missile Bow
- KSE Long Tom Bow
- KSE Advanced Missile Stern

- Cruiser:
- KSE Advanced Hangar Core
- KSE Advanced Core
- KSE Heavy Core
- KSE Advanced Missile Stern
- KSE Heavy Artillery Stern

- Battleship:
- KSE Advanced Hangar Core

- Juggernaut:
- 3 New KSE Core Sections
- 4 New KSE Port Sections
- 4 New KSE Starboard Sections

- Starbase Defense Fortress:
- KSE XL Weapons Section

- KSE Troop Transport:
- Added 1PD-, 1 Torp- / Mis- , 1S Utility- and 2 Aux-Slot

- KSE Defensive Cannons:
- Hades Annihilator-Cannon Section
- Zeus Ion-Cannon Section
- Stations have costs now and components add to costs.
- Build times for Defensive Cannons are reduced to 180 and 270 days.

- KSE Components
- Optimized Juggernaut Afterburners

- KSE Reactors
- Optimized KSE Reactors for Juggernauts and Defensive Cannons
- KSE Advanced Explorer Reactor
- KSE Nova Reactor
- KSE Supernova Reactor


Fixes:
--------

- Adds Missing Loca Entries
- Adds Missing Section Icons
- Fixes Some Glitches in the “Engine Room” Of KGX (NEW)

Questions And Answers:
---------------------------------

Q:
I don’t see the KSE sections in the ship-designer sections screen. Is this a bug?

A:
No. You have a scrollbar on the right side of the screen. Use it.

Q:
The new sections seem to be overpowered. Do they make any sense?

A:
Yes they are overpowered and unbalanced to a certain degree when you play Vanilla at low levels like Ensign or Captain with low settings for AI aggressiveness, Crisis Strength and no Scaling Difficulty.
They are meant for players who play with high aggressive settings at Admirals Level or higher with AI Mods like Starnet, Startech and / or ACE active.
The sections have a hefty price-tag compared to the base sections to balance them.
You don’t have to use them if you don’t want to.

Q: Does the mod contain any new models?

A:
Yes.
- Assault Troop Transport (ATT)
- Frigate
- Conquistador DSARV (Armed Science Ship)
- Ironclad SBS (Super Battleship)

Special thanks:
----------
To James Fire for letting me use and rewrite parts of code of his Juggernaut Revamp mod.

Check out my other mods:
-----------------------------------
Kurogane 2.0 Shipset:

https://sp.zhabite.com/sharedfiles/filedetails/?id=3245080043

Vengeance Shipset:

https://sp.zhabite.com/sharedfiles/filedetails/?id=2960574667

Vengeance Sections Epanded

https://sp.zhabite.com/sharedfiles/filedetails/?id=2960000167


U. C. F. Starship Troopers

https://sp.zhabite.com/sharedfiles/filedetails/?id=2869427983


U.P.D. Universal Planetary Development (More Building Slots and Housing):

https://sp.zhabite.com/sharedfiles/filedetails/?id=2871951480


German Historic Namelist:

https://sp.zhabite.com/sharedfiles/filedetails/?id=2816754742


Strongly Recommended:
---------------------------------

Irony Mod Manager

https://bcssov.github.io/IronyModManager/

Special thanks to:
Rage for the rescaling of the ship models. Great job. All credits for that go to him.[/b]

Please check out his Fleet Formation Mod. It is really worth it to be part of your playset.

https://sp.zhabite.com/sharedfiles/filedetails/?id=2525278602
Popüler Tartışmalar Tümünü Görüntüle (2)
22
31 Eki 2022 @ 17:10
SABİT: Need Help With Load Order? Go Here And Find A Load Order Example And Support
Gage
9
26 Şub @ 10:01
KSE General Discussion.
Gage
462 Yorum
Gage  [yaratıcı] 5 saat önce 
@好次de盒饭

The mod is not causing it. See my comment @Anonymoose and check your mod set-up.
好次de盒饭 6 saat önce 
I used NSC3, Kurogane 2.0, Kurosections Expanded, and the ESC series. There are no other mods that might modify the ships, and the only AI modification is to prevent it from conducting archaeological research. However, this still caused the AI to stop building new ships after starting with three frigates. I don't know why, but when I disabled the Kurogane series mods, everything returned to normal.
Gage  [yaratıcı] 25 May @ 2:54 
@YoungBoss

I have tested it with and without NSC.

1. The AI can't build any KSE or KGE ships as the use of them is blocked for it in general.

2. The AI does not build any of those ships.

Are you running "AI Use Custom Shipsets"? If so disable it. The mod is not compatible with my ship-sets and causes havoc.
Gage  [yaratıcı] 24 May @ 15:00 
@YoungBoss

Honestly no clue but I'm not using NSC any more. I'll try a test run tomorrow.
YoungBoss 24 May @ 14:23 
Absolutely love the mod. So far ran two campaigns with it and started a third recently for the new update.

However, had an issue with my third campaign (with NSC on) where the AI empires were only building the ATT and Conquistador ships and bankrupting themselves.

The only difference between this game and my other two (which did not have this problem) was that NSC was active.
Gage  [yaratıcı] 24 May @ 3:56 
@All

A small and elegant UI-Mod that adds more and scrollable building slots to zones I can highly recommend.

- No cluttered and overloaded planet view.

- 100 % compatible with UI-Overhaul Dynamic.

- Save game compatible.

Get it here:

https://sp.zhabite.com/sharedfiles/filedetails/?id=3486446795&tscn=1748073656
Gage  [yaratıcı] 21 May @ 3:48 
@Anonymoose
Interesting.

My current playthrough does not show that at all . I remember that another KSE or VSE user reported that in the past but KSE / VSE were not the culprit but a 3rd party mod. Unfortunately I don’t remember which mod it was that caused the issue.

Are you running “AI Use Custom Shipsets”? If so please don’t. The mod does not work with my ship mods and causes havoc.

Just one remark.
Please don’t run Kurogane 2.0 + KSE and Vengeance + VSE in the same mod set. This causes unwanted side effects too.

I would post a screenshot from my current playthrough that shows the AI fleets but Steam does not allow that here.
Anonymoose 20 May @ 20:39 
Hello, I have thoroughly enjoyed the mod but I do have one observation and this may only pertain to me but here goes. To preface, I played one game to 2270 on Grand Admiral difficulty and was noticing that AI empires were not building up fleets that I typically see without the mod activated. My observation is that AI empires were using the ATT and Conquistador and putting the KSE weapons on them and bankrupting themselves with the upkeep that comes with them. To confirm this suspicion I turned the mod off and sure enough empires started building fleets up again. It's unfortunate because I REALLY like the shipsets and weapon combos but I have to keep this mod off to avoid steam rolling every empire because they can't build proper fleets. Just wanted to let you know and see if others had similar experiences.
Gage  [yaratıcı] 14 May @ 2:11 
Mod Updated To Version 4.1.7.

- Small maintenance update.
Gage  [yaratıcı] 9 May @ 10:54 
Mod Updated ToVersion 4.1.6.

New:

- Upated to Stellaris 4.06.*