Stellaris

Stellaris

Extra Ship Components 3.0 - Overwrites [2.3.3]
44 Comments
DANIEL 24 24 Aug, 2020 @ 6:39am 
updated pls
NHunter  [author] 22 Aug, 2019 @ 2:50pm 
@easte, are you by any chance running NSC?
NSC + something (might even be NSC by itself) produces that issue. You can make a new design and overwrite the existant one with it. this usually works.
easte 22 Aug, 2019 @ 1:18pm 
I don't know what ship-related mod is causing this problem specifically but I hope someone can help. I can't update a cruiser design because it suddenly has an empty component slot that can't be filled and I can't leave it empty either.
新垣夜夏 18 Aug, 2019 @ 7:38pm 
boosters are not overwrote, tier III advanced reactor booster is not hidden when I have tier VI singularity booster.
Pronautica 20 Jun, 2019 @ 9:53pm 
so will this work with the mods mentioned under compatability on the main ESC page?
Neverminder 16 Jun, 2019 @ 11:19pm 
i think i understand now, ty!
NHunter  [author] 16 Jun, 2019 @ 5:21am 
it's not a different version. it's an addon to base ESC that actually merges component progressions (auto-upgrade changes vanilla components to their ESC upgrades on its own) and buffs FE/crises to use ESC stuff
Neverminder 15 Jun, 2019 @ 11:40pm 
i'm not sure i understand the difference between this and the regular version. can someone help me out?
Rykae 7 Jun, 2019 @ 6:53pm 
Searching for a different mod and found this. As a long time user of ESC, I should have had this from the start!
juicetin17 7 Jun, 2019 @ 5:53pm 
I just noticed, the xenophobic FE is the only one that doesn't make use of any of the new strategic resources. Are there any plans change this?
I suppose if each FE were to use a different resource, they would use the transdimensional vortices...
NHunter  [author] 4 Jun, 2019 @ 11:11am 
MOD UPDATE:

- updated for 2.3 and new version of base mod.
ElusiveSausage 11 May, 2019 @ 2:11am 
Is this up to date? It hasn't been touched for a long time.
Feralcus 7 May, 2019 @ 9:02pm 
Yeah, that's where all those Station buff mods come into play, figure out which hyper-lane leads to nopeville and just pile on the stations.
Expensive as all hell but when ya got 3+mil fleets running around it really is the only way to survive...:steamsad:
Dextrose 8 Apr, 2019 @ 8:36am 
@GnoSiS Probably not at all. It happened to me that a xenophobic FE awakened and then stomped the entire galaxy in ten years. I had a 300k fleet (+federation fleet) and was barely able to beat one of their fleets. Problem is, they had 6 of those.
GnoSiS 4 Apr, 2019 @ 3:37pm 
@Virgo Durai The FEs having 5-6M Fleet each is normal? how do you counter them then?
Annoying Goblin Virgo Durai 29 Mar, 2019 @ 1:24am 
@Ishantil The fallen empires in my game have 6-8 million fleet power. 800k is child's play.
Ishantil 20 Mar, 2019 @ 7:39pm 
So the FE fleets in my game are...800k. That seems wonky.
NHunter  [author] 11 Feb, 2019 @ 1:44pm 
only strikecrafts.
I was told that there were some bug fixes in energy weapons file, but I haven't had time to check it yet
Mordachai 11 Feb, 2019 @ 11:31am 
Is this updated for the 2.2.5 beta?
I know it's marked as 2.2.*, but were the files updated for any possible 2.2.5 stock changes?
therealbill 3 Feb, 2019 @ 12:41pm 
@Shazzamx @shrooblord I had the 85% CTD point as well and I've gotten rid of it.

When it crashes, look at the stacktrace for references to localization. If so the "fix" seems to be localisation files not having a BOM. I discovered this with Expanded Stellaris Traditions. Here is how I fix it for mine:
adding-bom-to-mod-localisation [gist.github.com]

At least, that has worked for me every time, TMMV. Then again, when the mod updates you have to clean & repeat it.
Shrooblord 29 Jan, 2019 @ 6:52pm 
@Shazzamx -- can confirm: Macs currently do not like (modded) Stellaris. I have a 2/3 chance to crash at 85% loading time. Very frustrating! It's not your macOS update -- I still run an older version of the OS -- it must be a recent update to Stellaris proper.
kreon 6 Jan, 2019 @ 5:26pm 
not sure about the tuning of this - but have you considered buffing the great khan? thanks for the mods!
Rzabat 4 Jan, 2019 @ 10:29pm 
Ive noticed that the FE ship designs rarely contain Dark Matter tech when this is enabled, so is it still possible to reverse engineer Dark Matter tech from destroyed FE ships?
Shazzamx 28 Dec, 2018 @ 11:45am 
No I can't identify it myself either anymore I get the problem with this mod, but sometimes I can load the game and I have also started getting it with other mods, but I can't find a pattern so I don't think it's this mod, could be my mac, or something else (was an OS update recently).
NHunter  [author] 28 Dec, 2018 @ 9:10am 
@Shazzamx, I'm afraid, I cannot reproduce your problem (though the loading progress does slow down at "almost done" for awhile). I'll look into it, but without any real issues on my side, I can't guarantee identifying and fixing your problem
Shazzamx 27 Dec, 2018 @ 8:06pm 
The main mod works fine for me, but using this along side it makes me CTD at 85% load screen. Have tested multiple loads, and disabeling mods one at a time untill this was found.
NHunter  [author] 23 Dec, 2018 @ 10:32am 
@sckallst, thanks. pushing update
CaptainBadger 23 Dec, 2018 @ 9:57am 
Getting Error log hits:

Error: "Unexpected token: cost, near line: 199
" in file: "common/component_templates/nhsco_crisis_scourge.txt" near line: 199
[11:36:18][persistent.cpp:34]: Error: "Unexpected token: cost, near line: 236
" in file: "common/component_templates/nhsco_crisis_scourge.txt" near line: 236

and then in

Error: "Unexpected token: cost, near line: 9
" in file: "common/component_templates/nhsco_fe_computers.txt" near line: 9

and all subsequent instances of 'cost' in same file.

Also

[component.cpp:662]: component template [CORVETTE_DARK_MATTER_REACTOR] has an invalid upgrades_to = [CORVETTE_NHSC_ENIGMATIC_CORE_2]

and all subsequnet DMR to EC2 upgrade instances through

[component.cpp:662]: component template [STARBASE_DARK_MATTER_REACTOR] has an invalid upgrades_to = [STARBASE_NHSC_ENIGMATIC_CORE_2]
Didts 20 Dec, 2018 @ 6:50am 
yes it is
AstronomerWithAGun 18 Dec, 2018 @ 4:03pm 
is this compatible with NSC2?
Aschevacuum 18 Dec, 2018 @ 8:43am 
great work. thx
ReđÐeαтħ 16 Dec, 2018 @ 10:58pm 
This is awesome, thank you!
NHunter  [author] 16 Dec, 2018 @ 6:34am 
already created ships will persist as is, unfortunately
kreon 16 Dec, 2018 @ 6:32am 
will this affect FEs in games that are already started? or will I need to restart to see that? thanks!
NHunter  [author] 16 Dec, 2018 @ 3:10am 
compatibility, mostly
Figaround 16 Dec, 2018 @ 12:06am 
Okay, thanks. But why make a separate mod, why not combine in one?
Gre.il.vec 15 Dec, 2018 @ 7:48pm 
Well done mate, here is your sub and a 5 star rate.
NHunter  [author] 15 Dec, 2018 @ 1:15pm 
@rustamgm4x , more importantly the game will properly recognize that ESC advanced hypershield is an upgrade for vanilla hypershield.
Archemyre 15 Dec, 2018 @ 1:02pm 
Yeah, This just gives all the end game tech from the main mod to both the Fallen Empires and the Crisis ships.
MightNight 15 Dec, 2018 @ 12:37pm 
@rustamgm4x Fallen empires get the upgrades essentially. Subscribe to this mod trust me
Figaround 15 Dec, 2018 @ 12:36pm 
I did not understand, for what it. What does it change for the player, you can write not in technical language, and in terms of a gameplay - for what?
Spider 15 Dec, 2018 @ 12:17pm 
Compatible with NSC2?
DrBLOOD95 15 Dec, 2018 @ 12:04pm 
A job well done!
Wubbbi 15 Dec, 2018 @ 11:33am 
Thank you sooooo much <3 Awesome :3