Stellaris
Extra Ship Components 3.0 - Overwrites [2.3.3]
44 件のコメント
DANIEL 24 2020年8月24日 6時39分 
updated pls
NHunter  [作成者] 2019年8月22日 14時50分 
@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 2019年8月22日 13時18分 
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 2019年8月18日 19時38分 
boosters are not overwrote, tier III advanced reactor booster is not hidden when I have tier VI singularity booster.
Pronautica 2019年6月20日 21時53分 
so will this work with the mods mentioned under compatability on the main ESC page?
Neverminder 2019年6月16日 23時19分 
i think i understand now, ty!
NHunter  [作成者] 2019年6月16日 5時21分 
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 2019年6月15日 23時40分 
i'm not sure i understand the difference between this and the regular version. can someone help me out?
Rykae 2019年6月7日 18時53分 
Searching for a different mod and found this. As a long time user of ESC, I should have had this from the start!
juicetin17 2019年6月7日 17時53分 
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  [作成者] 2019年6月4日 11時11分 
MOD UPDATE:

- updated for 2.3 and new version of base mod.
ElusiveSausage 2019年5月11日 2時11分 
Is this up to date? It hasn't been touched for a long time.
Feralcus 2019年5月7日 21時02分 
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 2019年4月8日 8時36分 
@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 2019年4月4日 15時37分 
@Virgo Durai The FEs having 5-6M Fleet each is normal? how do you counter them then?
Annoying Goblin Virgo Durai 2019年3月29日 1時24分 
@Ishantil The fallen empires in my game have 6-8 million fleet power. 800k is child's play.
Ishantil 2019年3月20日 19時39分 
So the FE fleets in my game are...800k. That seems wonky.
NHunter  [作成者] 2019年2月11日 13時44分 
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 2019年2月11日 11時31分 
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 2019年2月3日 12時41分 
@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 2019年1月29日 18時52分 
@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 2019年1月6日 17時26分 
not sure about the tuning of this - but have you considered buffing the great khan? thanks for the mods!
Rzabat 2019年1月4日 22時29分 
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 2018年12月28日 11時45分 
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  [作成者] 2018年12月28日 9時10分 
@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 2018年12月27日 20時06分 
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  [作成者] 2018年12月23日 10時32分 
@sckallst, thanks. pushing update
CaptainBadger 2018年12月23日 9時57分 
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 2018年12月20日 6時50分 
yes it is
AstronomerWithAGun 2018年12月18日 16時03分 
is this compatible with NSC2?
Aschevacuum 2018年12月18日 8時43分 
great work. thx
ReđÐeαтħ 2018年12月16日 22時58分 
This is awesome, thank you!
NHunter  [作成者] 2018年12月16日 6時34分 
already created ships will persist as is, unfortunately
kreon 2018年12月16日 6時32分 
will this affect FEs in games that are already started? or will I need to restart to see that? thanks!
NHunter  [作成者] 2018年12月16日 3時10分 
compatibility, mostly
Figaround 2018年12月16日 0時06分 
Okay, thanks. But why make a separate mod, why not combine in one?
Gre.il.vec 2018年12月15日 19時48分 
Well done mate, here is your sub and a 5 star rate.
NHunter  [作成者] 2018年12月15日 13時15分 
@rustamgm4x , more importantly the game will properly recognize that ESC advanced hypershield is an upgrade for vanilla hypershield.
Archemyre 2018年12月15日 13時02分 
Yeah, This just gives all the end game tech from the main mod to both the Fallen Empires and the Crisis ships.
MightNight 2018年12月15日 12時37分 
@rustamgm4x Fallen empires get the upgrades essentially. Subscribe to this mod trust me
Figaround 2018年12月15日 12時36分 
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 2018年12月15日 12時17分 
Compatible with NSC2?
DrBLOOD95 2018年12月15日 12時04分 
A job well done!
Wubbbi 2018年12月15日 11時33分 
Thank you sooooo much <3 Awesome :3