Stellaris
Extra Ship Components 3.0 - Overwrites [2.3.3]
44 comentário(s)
DANIEL 24 24/ago./2020 às 6:39 
updated pls
NHunter  [autor(a)] 22/ago./2019 às 14:50 
@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/ago./2019 às 13:18 
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/ago./2019 às 19:38 
boosters are not overwrote, tier III advanced reactor booster is not hidden when I have tier VI singularity booster.
Pronautica 20/jun./2019 às 21:53 
so will this work with the mods mentioned under compatability on the main ESC page?
Neverminder 16/jun./2019 às 23:19 
i think i understand now, ty!
NHunter  [autor(a)] 16/jun./2019 às 5:21 
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 às 23:40 
i'm not sure i understand the difference between this and the regular version. can someone help me out?
Rykae 7/jun./2019 às 18:53 
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 às 17:53 
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  [autor(a)] 4/jun./2019 às 11:11 
MOD UPDATE:

- updated for 2.3 and new version of base mod.
ElusiveSausage 11/mai./2019 às 2:11 
Is this up to date? It hasn't been touched for a long time.
Feralcus 7/mai./2019 às 21:02 
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/abr./2019 às 8:36 
@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/abr./2019 às 15:37 
@Virgo Durai The FEs having 5-6M Fleet each is normal? how do you counter them then?
Annoying Goblin Virgo Durai 29/mar./2019 às 1:24 
@Ishantil The fallen empires in my game have 6-8 million fleet power. 800k is child's play.
Ishantil 20/mar./2019 às 19:39 
So the FE fleets in my game are...800k. That seems wonky.
NHunter  [autor(a)] 11/fev./2019 às 13:44 
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/fev./2019 às 11:31 
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/fev./2019 às 12:41 
@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 às 18:52 
@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 às 17:26 
not sure about the tuning of this - but have you considered buffing the great khan? thanks for the mods!
Rzabat 4/jan./2019 às 22:29 
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/dez./2018 às 11:45 
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  [autor(a)] 28/dez./2018 às 9:10 
@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/dez./2018 às 20:06 
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  [autor(a)] 23/dez./2018 às 10:32 
@sckallst, thanks. pushing update
CaptainBadger 23/dez./2018 às 9:57 
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/dez./2018 às 6:50 
yes it is
AstronomerWithAGun 18/dez./2018 às 16:03 
is this compatible with NSC2?
Aschevacuum 18/dez./2018 às 8:43 
great work. thx
ReđÐeαтħ 16/dez./2018 às 22:58 
This is awesome, thank you!
NHunter  [autor(a)] 16/dez./2018 às 6:34 
already created ships will persist as is, unfortunately
kreon 16/dez./2018 às 6:32 
will this affect FEs in games that are already started? or will I need to restart to see that? thanks!
NHunter  [autor(a)] 16/dez./2018 às 3:10 
compatibility, mostly
Figaround 16/dez./2018 às 0:06 
Okay, thanks. But why make a separate mod, why not combine in one?
Gre.il.vec 15/dez./2018 às 19:48 
Well done mate, here is your sub and a 5 star rate.
NHunter  [autor(a)] 15/dez./2018 às 13:15 
@rustamgm4x , more importantly the game will properly recognize that ESC advanced hypershield is an upgrade for vanilla hypershield.
Archemyre 15/dez./2018 às 13:02 
Yeah, This just gives all the end game tech from the main mod to both the Fallen Empires and the Crisis ships.
MightNight 15/dez./2018 às 12:37 
@rustamgm4x Fallen empires get the upgrades essentially. Subscribe to this mod trust me
Figaround 15/dez./2018 às 12:36 
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/dez./2018 às 12:17 
Compatible with NSC2?
DrBLOOD95 15/dez./2018 às 12:04 
A job well done!
Wubbbi 15/dez./2018 às 11:33 
Thank you sooooo much <3 Awesome :3