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

- updated for 2.3 and new version of base mod.
ElusiveSausage 11 May 2019 @ 2:11 
Is this up to date? It hasn't been touched for a long time.
Feralcus 7 May 2019 @ 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 Nis 2019 @ 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 Nis 2019 @ 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 @ 1:24 
@Ishantil The fallen empires in my game have 6-8 million fleet power. 800k is child's play.
Ishantil 20 Mar 2019 @ 19:39 
So the FE fleets in my game are...800k. That seems wonky.
NHunter  [yaratıcı] 11 Şub 2019 @ 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 Şub 2019 @ 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 Şub 2019 @ 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 Oca 2019 @ 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 Oca 2019 @ 17:26 
not sure about the tuning of this - but have you considered buffing the great khan? thanks for the mods!
Rzabat 4 Oca 2019 @ 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 Ara 2018 @ 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  [yaratıcı] 28 Ara 2018 @ 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 Ara 2018 @ 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  [yaratıcı] 23 Ara 2018 @ 10:32 
@sckallst, thanks. pushing update
CaptainBadger 23 Ara 2018 @ 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 Ara 2018 @ 6:50 
yes it is
AstronomerWithAGun 18 Ara 2018 @ 16:03 
is this compatible with NSC2?
Aschevacuum 18 Ara 2018 @ 8:43 
great work. thx
ReđÐeαтħ 16 Ara 2018 @ 22:58 
This is awesome, thank you!
NHunter  [yaratıcı] 16 Ara 2018 @ 6:34 
already created ships will persist as is, unfortunately
kreon 16 Ara 2018 @ 6:32 
will this affect FEs in games that are already started? or will I need to restart to see that? thanks!
NHunter  [yaratıcı] 16 Ara 2018 @ 3:10 
compatibility, mostly
Figaround 16 Ara 2018 @ 0:06 
Okay, thanks. But why make a separate mod, why not combine in one?
Gre.il.vec 15 Ara 2018 @ 19:48 
Well done mate, here is your sub and a 5 star rate.
NHunter  [yaratıcı] 15 Ara 2018 @ 13:15 
@rustamgm4x , more importantly the game will properly recognize that ESC advanced hypershield is an upgrade for vanilla hypershield.
Archemyre 15 Ara 2018 @ 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 Ara 2018 @ 12:37 
@rustamgm4x Fallen empires get the upgrades essentially. Subscribe to this mod trust me
Figaround 15 Ara 2018 @ 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 Ara 2018 @ 12:17 
Compatible with NSC2?
DrBLOOD95 15 Ara 2018 @ 12:04 
A job well done!
Wubbbi 15 Ara 2018 @ 11:33 
Thank you sooooo much <3 Awesome :3