Stellaris
Extra Ship Components 3.0 - Overwrites [Actual]
166 件のコメント
Anarchyの海豚 2021年12月25日 8時54分 
all vanilla weapon got no use in this mod
Fetfrumos96 2021年12月14日 12時23分 
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 2021年12月1日 10時21分 
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 2021年11月27日 3時14分 
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  [作成者] 2021年11月22日 8時29分 
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 2021年10月10日 15時44分 
@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 2021年9月24日 19時39分 
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 2021年9月22日 9時32分 
AI unleashed the Gray Tempest before 2300 and 100K doomstacks flooded in to each L-Gate. 10/10 would play again.
Megatronus V 2021年9月17日 18時15分 
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 2021年9月14日 16時58分 
@Nhunter Does this mod still need updating?
sommio 2021年9月2日 2時51分 
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 2021年7月6日 1時16分 
Its working with STARNET? i know how to turn on normal ESC mod with starnet, but how when i want this mod too?
Uriel 2021年6月9日 8時50分 
Acot override compatible?
The Exile 2021年5月3日 0時35分 
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  [作成者] 2021年4月29日 8時08分 
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 2021年4月28日 17時50分 
does this require a new game save?
March 2021年4月18日 14時47分 
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 2021年4月18日 14時10分 
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 2021年4月18日 4時17分 
Great :)
NHunter  [作成者] 2021年4月17日 4時37分 
MOD UPDATE:

- Updated for Stellaris 3.0
RocknDovakn 2021年4月15日 13時09分 
I just want to say I really appreciate this mod and I can hardly wait to play with it again :)
Spirit 2021年4月12日 10時06分 
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  [作成者] 2021年4月12日 8時15分 
do you have anything that might overwrite them? also, loadout upgrades are NOT retroactive: already spawned ships will not be changed
Spirit 2021年4月10日 19時50分 
edit : for some reason endgame factions wont get any upgrades
Spirit 2021年4月10日 6時28分 
i ask because the last time i had a crisis in my game it got eradicated almost immediately
NHunter  [作成者] 2021年4月10日 4時32分 
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 2021年4月9日 16時15分 
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 2021年2月22日 23時12分 
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 2021年2月22日 21時32分 
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 2021年2月22日 21時17分 
@xika i forgot to mention, it's a 25x crisis strength, thats why this is strange.
xika 2021年2月22日 18時58分 
@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 2021年2月22日 14時39分 
@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 2021年2月18日 13時21分 
@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 2021年2月18日 10時01分 
@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  [作成者] 2021年2月18日 8時47分 
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 2021年2月17日 17時27分 
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 2021年2月17日 17時22分 
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 2021年1月23日 23時39分 
Thanks man :)
NHunter  [作成者] 2021年1月23日 13時19分 
MOD UPDATE:

- Add overwritten designs for Shroud entites.
---- The mod now overwrites /common/global_ship_designs/utopia_designs.txt
NHunter  [作成者] 2021年1月20日 11時07分 
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 2021年1月20日 10時08分 
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  [作成者] 2021年1月20日 7時05分 
partially:

- existing FE/crises ships will not be modifier (any newly-spawned will use updated template)
- component progression will work whenever
colnz 2021年1月19日 22時07分 
is this save game compat?
selageth 2021年1月17日 8時24分 
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  [作成者] 2021年1月17日 7時53分 
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 2021年1月17日 7時47分 
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  [作成者] 2021年1月17日 7時01分 
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 2021年1月17日 5時04分 
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 2021年1月16日 15時07分 
Thank you so much!
NHunter  [作成者] 2021年1月16日 13時23分 
MOD UPDATE:

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