Stellaris

Stellaris

Extra Ship Components 3.0 - Overwrites [Actual]
166 Comments
Anarchyの海豚 25 Dec, 2021 @ 8:54am 
all vanilla weapon got no use in this mod
Fetfrumos96 14 Dec, 2021 @ 12:23pm 
Something that prevents the Heavenly Dragon from appearing in this source.Please, is it possible to fix your mod, the mod does not want to work correctly in the new version 3.2
Omega 1 Dec, 2021 @ 10:21am 
The here be dragons ship template is missing from .\common\global_ship_designs\leviathans_designs.txt in the overwrite file. This is what prevents the Sky Dragon from spawning in this origin.
Smoking_GNU 27 Nov, 2021 @ 3:14am 
Just a heads up, this mod seems to prevent the Sky Dragon in the Here Be Dragons origin from spawning at the beginning of the game. I know it doesn't matter much because discontinued and all, but i've spent all day going through my mods and this seems to be the one.
NHunter  [author] 22 Nov, 2021 @ 8:29am 
MOD UPDATE:

- Update for Stellaris 3.2

IMPORTANT NOTICE:

ESC 3.0 has been discontinued in favor of ESC NEXT . There will likely be no more updates to this mod.
Roy Calbeck 10 Oct, 2021 @ 3:44pm 
@sommio - I have seen mod authors with suggested load orders, all of which put all ESC content after all NSC content, including Season 6. So it appears that's normal.
Garyx Starlight 24 Sep, 2021 @ 7:39pm 
Yeah, with how PDX changed how fast AI opens the gates, Tempest ruins roughly a third of all runs. It's really not fun.
Misterwheatley #Maintaintf2 22 Sep, 2021 @ 9:32am 
AI unleashed the Gray Tempest before 2300 and 100K doomstacks flooded in to each L-Gate. 10/10 would play again.
Megatronus V 17 Sep, 2021 @ 6:15pm 
Looks like he said this does not need an update for 3.1 and is thus also backwards compatible with ESC 3.0 legacy
goffries 14 Sep, 2021 @ 4:58pm 
@Nhunter Does this mod still need updating?
sommio 2 Sep, 2021 @ 2:51am 
Is this mod compatible with NSC2? It seems to overwrite the NSC2 modified :
common\component_templates\00_utilities_afterburners.txt
common\component_templates\00_utilities_reactors.txt
Beast 6 Jul, 2021 @ 1:16am 
Its working with STARNET? i know how to turn on normal ESC mod with starnet, but how when i want this mod too?
Uriel 9 Jun, 2021 @ 8:50am 
Acot override compatible?
The Exile 3 May, 2021 @ 12:35am 
is there a set of commands i can to give myself the new resources eg for testing designs in SP before a mp session??
NHunter  [author] 29 Apr, 2021 @ 8:08am 
partially: you can add it mid-game and it will not break stuff, but things that already exist at that point will not be affected (e.g. FE fleets will not magically upgrade mid-game)
Avastus 28 Apr, 2021 @ 5:50pm 
does this require a new game save?
March 18 Apr, 2021 @ 2:47pm 
It turns out the issue mentioned below is caused by NSC2 being incompatible with Nemesis. It is not the fault of ESC. Have fun out there! :)
March 18 Apr, 2021 @ 2:10pm 
I seem to be having an issue that *could* be related to ESC overwrites, but I can't be certain. When I go to design a menace corvette, it has no power plants, nor thrusters available to it.
ReđÐeαтħ 18 Apr, 2021 @ 4:17am 
Great :)
NHunter  [author] 17 Apr, 2021 @ 4:37am 
MOD UPDATE:

- Updated for Stellaris 3.0
RocknDovakn 15 Apr, 2021 @ 1:09pm 
I just want to say I really appreciate this mod and I can hardly wait to play with it again :)
Spirit 12 Apr, 2021 @ 10:06am 
i deactivated the other override mod from acot because this one need the original acot mod , maybe i activate it to check if this will do the trick
NHunter  [author] 12 Apr, 2021 @ 8:15am 
do you have anything that might overwrite them? also, loadout upgrades are NOT retroactive: already spawned ships will not be changed
Spirit 10 Apr, 2021 @ 7:50pm 
edit : for some reason endgame factions wont get any upgrades
Spirit 10 Apr, 2021 @ 6:28am 
i ask because the last time i had a crisis in my game it got eradicated almost immediately
NHunter  [author] 10 Apr, 2021 @ 4:32am 
it uses dependency feature, so it should ALWAYS load after base ESC regardless of where you put it in the list (though putting it below ESC is still recommended for your own convenience).

other mods that affect crises factions... that depends on what those mods do. ESC overwrites merely upgrades the weapons used by their ships. it doesn't change crises spawn logic or AI routines.
Spirit 9 Apr, 2021 @ 4:15pm 
what is the position of this mod ?
below esc and mods who affect endgame crisis factions or just below the esc main mod ?
Keep calm 22 Feb, 2021 @ 11:12pm 
Ok, nevermind, i think it's some kind of bug or smth else, i've started a new game, triggered crisis with console and all working as intended, 10M fleets and so on. Sry for all this spam.
Keep calm 22 Feb, 2021 @ 9:32pm 
The thing is that none of the ED ships was equipped with new tech, they was not buffed by 25x strength. I have only ACE mod that can do something to crisis, but it only changes npc to be more agressive and it makes ED starbases a bit more powerfull, thats it.
Keep calm 22 Feb, 2021 @ 9:17pm 
@xika i forgot to mention, it's a 25x crisis strength, thats why this is strange.
xika 22 Feb, 2021 @ 6:58pm 
@Keep calm
You can set the strength of the crisis at the game creation screen. You cannot do that for the fallen empires, their fleet strength is fixed. So If you want the crisis to be able to destroy the fallen empire fleets you need to raise your crisis strength.
Keep calm 22 Feb, 2021 @ 2:39pm 
@NHunter hello, another question about this mod, is it right, that crisis fleets so much weaker than FE fleets? My extradimensional dudes right now with 8-10 180k fleets was rekt by two 2mil fleets of AFE at the portal in couple of years. Is this a mod feature or it's conflict with some of my mods?
OldEnt 18 Feb, 2021 @ 1:21pm 
@NHunter Dependencies overwrite still works, this saved at least one of Stefan's 18-player multiplayer game as people were shuffling my mods in all possible combinations.
Punished Dwight 18 Feb, 2021 @ 10:01am 
@OldEnt: Thank you very much
@NHunter: Thank you as well and you're not wrong considering the issues right now with Dynamic UI and extra building slots.
NHunter  [author] 18 Feb, 2021 @ 8:47am 
if the dependencies feature working as advertised, it might actually not matter and overwrites will load after the base mod regardless of where they are in the list. but I wouldn't rely on that assumption too much
OldEnt 17 Feb, 2021 @ 5:27pm 
Extra Ship Components 3.0 - Overwrites goes below (under) the core mod so it can overwrite core elements.

Whatever is below overwrites mods above.
Punished Dwight 17 Feb, 2021 @ 5:22pm 
Sorry dumb dumb here, should the Extra Ship Components 3.0 - Overwrites be placed over or under Extra Ship Components 3.0 in the load order?
xika 23 Jan, 2021 @ 11:39pm 
Thanks man :)
NHunter  [author] 23 Jan, 2021 @ 1:19pm 
MOD UPDATE:

- Add overwritten designs for Shroud entites.
---- The mod now overwrites /common/global_ship_designs/utopia_designs.txt
NHunter  [author] 20 Jan, 2021 @ 11:07am 
the latter would requite overwriting should events file (not being merge them is defined in fleet's properties there). I'd rather not do that. I can buff the ship itself, though
xika 20 Jan, 2021 @ 10:08am 
Can you please buff the Psionic Avatar a bit ("Shroud Avatar-class")?
(The one that's gifted from a shroud event.)

It comes with tier 1 sensors and thrusters. The weapons could use a buff, but they are ok-ish.

(It would also be great if they can be merged with each other.)

NHunter  [author] 20 Jan, 2021 @ 7:05am 
partially:

- existing FE/crises ships will not be modifier (any newly-spawned will use updated template)
- component progression will work whenever
colnz 19 Jan, 2021 @ 10:07pm 
is this save game compat?
selageth 17 Jan, 2021 @ 8:24am 
Ah I see, thanks for the clarification. Unfortunately it's difficult to find the synergies among 50+ active mods, so I will just deactivate the L-Gates for now.
NHunter  [author] 17 Jan, 2021 @ 7:53am 
Never saw AI do that. Neither vanilla nor Starnet.

And no, menu controls which technologies you can research (in case of ESC, it's advanced versions of matter disintegrator from Unbidden and advanced swarm strikecrafts). You can have only one global design per <type> (e.g. tempest interdictor), and dynamically swapping them is impossible.
selageth 17 Jan, 2021 @ 7:47am 
No other mods that tweak the tempest - I think the problem is that the AI somehow opens up the L-Gates very, very soon. As if it immediately beelines for the L-Cluster. Not even the Khan was around yet, Midgame was still a few decades away. Anyway, I found that you included an option to deactivate buffed crisis weapons via an edict, so I'm just gonna go with that one and try it out.
NHunter  [author] 17 Jan, 2021 @ 7:01am 
you must be having some other mods that buff tempest. this one only bumps them to ~75k. I'm not sure where yours are getting those extra 25% FP.

Furthermore, spiritualist ships are really terrible against tempest as they are tuned to be anti-armor/anti-hull. Both gift versions and full versions. You'd be better off sending battleships with mixed loadout and a large support of point defense ships against buffed tempest. (tempest uses missiles and strikecraft, and aside from mothership's T slot lacks any instant weapons)

also, tempest is a post-midgame event, you should be able to field your own fleets of comparable power by then.
selageth 17 Jan, 2021 @ 5:04am 
I really like this mod a lot, but the grey tempest is absolutely unbeatable with nanite weaponry.

The tempest usually spawns fleets with about 120k fleet power each. And since they're using nanite weapons, not even FE ships can beat them. I put a fleet of 200k FE ships (head of Zarq'lan) against a 110k Nanite fleet. The FE fleet didn't stand a chance and they only destroyed a single enemy ship.

This is not winnable, an instant savegame wipe. I will just deactivate the L-Gates for now, but is there a version of this mod, just without the giving the tempest nanite weapons?
OldEnt 16 Jan, 2021 @ 3:07pm 
Thank you so much!
NHunter  [author] 16 Jan, 2021 @ 1:23pm 
MOD UPDATE:

- This mod now adds mod-is-in-use flag: nhsc_overwrites_v30