Stellaris

Stellaris

!ExOverhaul 1.9: Combat
116 Comments
starfirejordan 9 Nov, 2023 @ 5:06am 
POV: you decided to downgrade and play old stellaris because new stellaris just doesnt have that same vibe anymore (tho you always must get da mods for that era)
Gratak  [author] 17 Mar, 2020 @ 12:56am 
Yeah. Can't change the description since I'm only co-author, but mod is indeed dead.
SoulCatcher 16 Mar, 2020 @ 6:40pm 
Mod is dead I guess since 2.5 just coming out.
ExNihil  [author] 2 Mar, 2018 @ 9:31am 
Yes, we will also wait until all the major mods update. We will want this version to have stronger synergies.
Gratak  [author] 2 Mar, 2018 @ 9:00am 
Indeed, yes. But even after that wait it will take a while. The whole system was strongly changed and it will take a lot of work to create a 2.0 version.
Ethan 2 Mar, 2018 @ 6:58am 
Are you going to wait until 2.0 has all its small patches?
BerthNerd 19 Feb, 2018 @ 1:26pm 
Thanks a lot, looking forward to it!
ExNihil  [author] 19 Feb, 2018 @ 12:01pm 
For 2.0 we will work closely with BOSP and I hope also ESC on integration..
BerthNerd 19 Feb, 2018 @ 7:27am 
This suite of overhaul mods is great! However, as the AI and core mechanics synergizes with Extra ship components, I have that one in my game. However the new reactors and armors added by that mod are only available in utility slots and not as base elements for the ships. Now all my ships have a big power problem, as even with full reactors in the untility slots I can't power the weapons added by Extra ship components. A synergy path for that would be quite nice.But I assume starting it isn't really worth it, when reactor will be a core element of ships anyway on thursday...
3 Kobolds in a Trenchcoat 10 Feb, 2018 @ 2:06pm 
oversaw it, got it thanks! will start our MP game soon to confirm it :)
Mikado 10 Feb, 2018 @ 7:23am 
@Niggward. Are u using ISBS ? If yes, you need a patch, read the discussion
3 Kobolds in a Trenchcoat 10 Feb, 2018 @ 7:03am 
could you help me? i cant finish making a blueprint for a titan. i always get the error "shipdesigner_savefail_wrong_required_components" . dont know what is missing =/
Mikado 9 Feb, 2018 @ 12:26am 
@everyone !ExOverhaul: Combat - Realistic Ships Patch online
Mikado 8 Feb, 2018 @ 9:06pm 
Good news. Thanks @tmonahan23
tmonahan23 8 Feb, 2018 @ 8:52pm 
Here the ExOverhaul and Improved Border System Compatibility Patch
http://sp.zhabite.com/sharedfiles/filedetails/?id=1202268807

The only mod it isn't compatibile with is the Peregrine's Reduced Borders Mod since it touches on the same theme of borders.
tmonahan23 8 Feb, 2018 @ 1:47pm 
Ok will do 😊
ExNihil  [author] 8 Feb, 2018 @ 12:21pm 
yes, it has auto_upgrade = yes defined iirc, but check our ship sizes file. And please, move this discussion to discord.
tmonahan23 8 Feb, 2018 @ 10:56am 
@ExNihil ok will take a look. As for the frontier outposts upgrading to the proper tier shields, armor... does the combat mod upgrade these naturally on their own since you cant manually customize them?
Mikado 8 Feb, 2018 @ 10:31am 
@everyone, fyi, a patch for Realistic Ships in one way.
HF
ExNihil  [author] 8 Feb, 2018 @ 8:03am 
This mod doesn't touch border extruders at all. This is done in a sub mod (see above desc. For link)
tmonahan23 7 Feb, 2018 @ 6:56pm 
@Mikado - thanks for the nsc patch! I'll see about a patch for improved border system and the exoverhaul mods.

@ExNihil - do frontier outposts upgrade on their own in your mod? like tech? Asking since the improved border system has the frontier outpost border extusion incease slightly through tech , to help fill in gaps for mid to late game.
Just want to know how it works so to know how to build the patch for the improved borde system for your mods thanks
Beret03 7 Feb, 2018 @ 2:40pm 
@In_The_Motion hit me up here on the Discord
https://discord.gg/mf5Tr9c

Name is Beret (Dave) I'll see what we can figure out.
falhxer 7 Feb, 2018 @ 2:38pm 
thx, buddy, as soon as i can i will come
ExNihil  [author] 7 Feb, 2018 @ 2:35pm 
@in_the_motion. thats a bug. can u join our discord? i'll ask beret to look into this.
Chastity the Celibate 7 Feb, 2018 @ 2:33pm 
Are you going to change the name of the Nihilistic perk to ExNihilistic in 2.0? Lol, immediately thought of you I when read the newest dev diary.
falhxer 7 Feb, 2018 @ 2:31pm 
sadly i cant use this mod, for strange reasons 1080 ui seems to not work at all, whatever i change my settings, too bad, maybe 2.0 will see some improvments ?
ExNihil  [author] 7 Feb, 2018 @ 1:45pm 
the new thing in 2.0 is that the "is_reverse_engineerable" trigger is going to be dynamic. anyhow, for modding talk I highly recommend our discord :)
tmonahan23 7 Feb, 2018 @ 1:42pm 
Now dont i sound foolish, lol :)
ExNihil  [author] 7 Feb, 2018 @ 12:27pm 
this is the way it is now in vanilla.
tmonahan23 7 Feb, 2018 @ 11:46am 
With 2.0 and you can learn tech from a empires debris. I would suggest making certain special tech that can only be gained(allowed to research) from the one levethian. Ex if empire A kills the dragon then they gain access research X armor. The only way for another empire to research that ragon armor is from debris from the empire who killed the dragon.
Mikado 7 Feb, 2018 @ 10:19am 
I'm working on patch for the NSC Streamlined version.
Mikado 6 Feb, 2018 @ 9:56pm 
@tmonahan23. Hope to see a compability between Improved Border System and Exo soon ^^.
Concerning NSC 7 patch, you're right, it's better to focus on the streamlined version.

For people who want to make a patch, take a look on my SCX patch. I have separated each ship and it includes all Exo fonctionnalities + all SCX fonctionnalities, it can be a good start.
tmonahan23 6 Feb, 2018 @ 7:51pm 
Looked at the merging, or even a patch will be tough. If you look for making one, would suggest the nsc 7 streamlined version.. since it might be easier... since it focus more on simple the ships]
tmonahan23 6 Feb, 2018 @ 7:14pm 
Right now merging this mod and NSC 7 to test out,..one thing i do see that might be missing is the settings for ships that are not in your mod. they would be different . any suggestions?
Chastity the Celibate 6 Feb, 2018 @ 5:17pm 
@Spartan, I play with over 150 mods personally, it’s not like Skyrim, there is no mod “cap” or anything. It loads slightly slower though, and the mod selection screen lags ALOT
ExNihil  [author] 6 Feb, 2018 @ 2:28pm 
@Spartan. I don't quite understand what u r asking for, but if what u r asking for is simply for a merge of all the different patches I'm afaid not. U should really use a mod manager - check this out: https://github.com/WojciechKrysiak/SCModManager/releases
ExNihil  [author] 6 Feb, 2018 @ 2:22pm 
they r non-designable in the mod. You can easily overwrite them. Best to use our file as a basis though. Aside from that border extruders are easy to overwrite - they are the only thing stored in 00_utilities in the mod. We do not touch the defines file concerning outposts at all.
tmonahan23 6 Feb, 2018 @ 2:04pm 
How does the mod handle frontier outpost, with upgrading them. Asking since i have my mod Improved Border System, and wanted to see if anything needs to be done for me to make the 2 compatibility other than the border extension part.
SpartanXZero 6 Feb, 2018 @ 11:23am 
Any chance to make this mod universally inclusive for the patched mods? I don't know how to make a patch let alone mod at all. I have a mod built game that includes all the patched mods you listed, which already pushes near 90+ mods. I'd love to tie this mod into my list, for me an those who play along with me and would make more sense if it was just a single all in patch.

Since I'm not entirely sure what sort of cap limit there is for Stellaris mods active, just going off my skyrim mod memory, the more mods, the more bloated the games processing becomes.

If it's possible that would so awesome, if not I completely understand. It is your time an the time you contribute already is appreciated greatly. Since many exo-overhaul mods already enhanced my Stellaris experience great.
ExNihil  [author] 6 Feb, 2018 @ 12:13am 
Feel free to make a patch. Let me know when its online and I'll link it. Also - best join our discord.
Mikado 5 Feb, 2018 @ 11:17pm 
No compatible.
NSC 7 will have numerous changes for stellaris 2.0. Not recommended but feel free to make and purpose a patch.
tmonahan23 5 Feb, 2018 @ 11:15pm 
Is this mod compatabile with NSC 7? Just wondering,..if not, i will simple go and make a patch .
JerichoHill 5 Feb, 2018 @ 4:51pm 
sorry saw the discord post, ill go there
JerichoHill 5 Feb, 2018 @ 4:50pm 
Hey @ExNihil, when I load up my game it looks like all spaceports have 0 offensive capabilities. Now I have one planetory fort fairly built up. Is there a mod that would conflict here that yo know of?
Mikado 5 Feb, 2018 @ 1:34pm 
!ExOverhaul: Combat Ship Classes Extended Patch online.
This mod adds a carrier, an advanced dreadnought and a superdreadnought.
ExNihil  [author] 5 Feb, 2018 @ 12:46pm 
uploaded an armies sub-mod, which replaces the old ExOverhaul: Army Overhaul mod - see the above description for a link!
Mikado 5 Feb, 2018 @ 12:08am 
!ExOverhaul: Combat TALL WHITE Patch uploaded.
ExNihil  [author] 4 Feb, 2018 @ 11:24pm 
@jerichohill. Please use our discord and provide a save. Also,please refrain from posting in the wrong mod's comments
Mikado 4 Feb, 2018 @ 10:26pm 
Cpt. Rogers
Stellaris 2.0 will come soon now and the NSC team will done some importants change for the new version. It is a big effort for only less than 20 days even like you, i would love to make/have a patch
Cpt. Rogers 4 Feb, 2018 @ 4:43pm 
is it possible to add in compatability for this mod ?
http://sp.zhabite.com/sharedfiles/filedetails/?id=932869910
Reason I ask is I like having the extra amount of classes and item progression I also use the Halo mod to add a cosmetic please to the game.