Stellaris

Stellaris

Extra Ship Components 3.0 - Overwrites [Actual]
166 kommenttia
Anarchyの海豚 25.12.2021 klo 8.54 
all vanilla weapon got no use in this mod
Fetfrumos96 14.12.2021 klo 12.23 
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 1.12.2021 klo 10.21 
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 27.11.2021 klo 3.14 
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  [tekijä] 22.11.2021 klo 8.29 
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 10.10.2021 klo 15.44 
@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 24.9.2021 klo 19.39 
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 22.9.2021 klo 9.32 
AI unleashed the Gray Tempest before 2300 and 100K doomstacks flooded in to each L-Gate. 10/10 would play again.
Megatronus V 17.9.2021 klo 18.15 
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 14.9.2021 klo 16.58 
@Nhunter Does this mod still need updating?
sommio 2.9.2021 klo 2.51 
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 6.7.2021 klo 1.16 
Its working with STARNET? i know how to turn on normal ESC mod with starnet, but how when i want this mod too?
Uriel 9.6.2021 klo 8.50 
Acot override compatible?
The Exile 3.5.2021 klo 0.35 
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  [tekijä] 29.4.2021 klo 8.08 
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 28.4.2021 klo 17.50 
does this require a new game save?
March 18.4.2021 klo 14.47 
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 18.4.2021 klo 14.10 
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 18.4.2021 klo 4.17 
Great :)
NHunter  [tekijä] 17.4.2021 klo 4.37 
MOD UPDATE:

- Updated for Stellaris 3.0
RocknDovakn 15.4.2021 klo 13.09 
I just want to say I really appreciate this mod and I can hardly wait to play with it again :)
Spirit 12.4.2021 klo 10.06 
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  [tekijä] 12.4.2021 klo 8.15 
do you have anything that might overwrite them? also, loadout upgrades are NOT retroactive: already spawned ships will not be changed
Spirit 10.4.2021 klo 19.50 
edit : for some reason endgame factions wont get any upgrades
Spirit 10.4.2021 klo 6.28 
i ask because the last time i had a crisis in my game it got eradicated almost immediately
NHunter  [tekijä] 10.4.2021 klo 4.32 
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 9.4.2021 klo 16.15 
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 22.2.2021 klo 23.12 
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 22.2.2021 klo 21.32 
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 22.2.2021 klo 21.17 
@xika i forgot to mention, it's a 25x crisis strength, thats why this is strange.
xika 22.2.2021 klo 18.58 
@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 22.2.2021 klo 14.39 
@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 18.2.2021 klo 13.21 
@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 18.2.2021 klo 10.01 
@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  [tekijä] 18.2.2021 klo 8.47 
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 17.2.2021 klo 17.27 
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 17.2.2021 klo 17.22 
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 23.1.2021 klo 23.39 
Thanks man :)
NHunter  [tekijä] 23.1.2021 klo 13.19 
MOD UPDATE:

- Add overwritten designs for Shroud entites.
---- The mod now overwrites /common/global_ship_designs/utopia_designs.txt
NHunter  [tekijä] 20.1.2021 klo 11.07 
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 20.1.2021 klo 10.08 
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  [tekijä] 20.1.2021 klo 7.05 
partially:

- existing FE/crises ships will not be modifier (any newly-spawned will use updated template)
- component progression will work whenever
colnz 19.1.2021 klo 22.07 
is this save game compat?
selageth 17.1.2021 klo 8.24 
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  [tekijä] 17.1.2021 klo 7.53 
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 17.1.2021 klo 7.47 
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  [tekijä] 17.1.2021 klo 7.01 
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 17.1.2021 klo 5.04 
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 16.1.2021 klo 15.07 
Thank you so much!
NHunter  [tekijä] 16.1.2021 klo 13.23 
MOD UPDATE:

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