Stellaris
!ExOverhaul 1.9: Combat
116 comentarios
starfirejordan 9 NOV 2023 a las 5:06 
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  [autor] 17 MAR 2020 a las 0:56 
Yeah. Can't change the description since I'm only co-author, but mod is indeed dead.
SoulCatcher 16 MAR 2020 a las 18:40 
Mod is dead I guess since 2.5 just coming out.
ExNihil  [autor] 2 MAR 2018 a las 9:31 
Yes, we will also wait until all the major mods update. We will want this version to have stronger synergies.
Gratak  [autor] 2 MAR 2018 a las 9:00 
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 a las 6:58 
Are you going to wait until 2.0 has all its small patches?
BerthNerd 19 FEB 2018 a las 13:26 
Thanks a lot, looking forward to it!
ExNihil  [autor] 19 FEB 2018 a las 12:01 
For 2.0 we will work closely with BOSP and I hope also ESC on integration..
BerthNerd 19 FEB 2018 a las 7:27 
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 a las 14:06 
oversaw it, got it thanks! will start our MP game soon to confirm it :)
Mikado 10 FEB 2018 a las 7:23 
@Niggward. Are u using ISBS ? If yes, you need a patch, read the discussion
3 Kobolds in a Trenchcoat 10 FEB 2018 a las 7:03 
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 a las 0:26 
@everyone !ExOverhaul: Combat - Realistic Ships Patch online
Mikado 8 FEB 2018 a las 21:06 
Good news. Thanks @tmonahan23
tmonahan23 8 FEB 2018 a las 20:52 
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 a las 13:47 
Ok will do 😊
ExNihil  [autor] 8 FEB 2018 a las 12:21 
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 a las 10:56 
@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 a las 10:31 
@everyone, fyi, a patch for Realistic Ships in one way.
HF
ExNihil  [autor] 8 FEB 2018 a las 8:03 
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 a las 18:56 
@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 a las 14:40 
@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 a las 14:38 
thx, buddy, as soon as i can i will come
ExNihil  [autor] 7 FEB 2018 a las 14:35 
@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 a las 14:33 
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 a las 14:31 
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  [autor] 7 FEB 2018 a las 13:45 
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 a las 13:42 
Now dont i sound foolish, lol :)
ExNihil  [autor] 7 FEB 2018 a las 12:27 
this is the way it is now in vanilla.
tmonahan23 7 FEB 2018 a las 11:46 
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 a las 10:19 
I'm working on patch for the NSC Streamlined version.
Mikado 6 FEB 2018 a las 21:56 
@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 a las 19:51 
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 a las 19:14 
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 a las 17:17 
@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  [autor] 6 FEB 2018 a las 14:28 
@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  [autor] 6 FEB 2018 a las 14:22 
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 a las 14:04 
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 a las 11:23 
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  [autor] 6 FEB 2018 a las 0:13 
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 a las 23:17 
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 a las 23:15 
Is this mod compatabile with NSC 7? Just wondering,..if not, i will simple go and make a patch .
JerichoHill 5 FEB 2018 a las 16:51 
sorry saw the discord post, ill go there
JerichoHill 5 FEB 2018 a las 16:50 
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 a las 13:34 
!ExOverhaul: Combat Ship Classes Extended Patch online.
This mod adds a carrier, an advanced dreadnought and a superdreadnought.
ExNihil  [autor] 5 FEB 2018 a las 12:46 
uploaded an armies sub-mod, which replaces the old ExOverhaul: Army Overhaul mod - see the above description for a link!
Mikado 5 FEB 2018 a las 0:08 
!ExOverhaul: Combat TALL WHITE Patch uploaded.
ExNihil  [autor] 4 FEB 2018 a las 23:24 
@jerichohill. Please use our discord and provide a save. Also,please refrain from posting in the wrong mod's comments
Mikado 4 FEB 2018 a las 22:26 
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 a las 16:43 
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.