Stellaris

Stellaris

Extra Ship Components 3.0 [2.7-2.8]
7 Comments
NHunter  [author] 25 Apr, 2021 @ 10:30am 
this mod overwrites only UI and a couple of icons. so it can go pretty much anywhere. UI patches and ESC supplements should go below it, but otherwise...
Fikus 25 Apr, 2021 @ 6:58am 
Hello.
Is there a Load order for this mod ?
where should or shouldnt it to be put in ?
thanks
NHunter  [author] 25 Apr, 2021 @ 2:56am 
base ESC doesn't affect pregenerated entites, including FEs. (though, if you've started with overwrites and then removed it, they will keep upgraded loadout for already created ships).
Avastus 24 Apr, 2021 @ 5:11pm 
if i use during old game, does it affect (gimp the fallen empires)?
masternetra 17 Apr, 2021 @ 9:08pm 
Great mod. Reminds me of the old space empires series, I miss having the different tech branchs in SE a number of them like Crystalline, Organic, and Psyonic techs (which included components/weapons and could as well include unique unit types and ships/bases) were available as a racial (species) trait. Though I never cared for it being available ONLY that way but perhaps it's something a corresponding species/civ could start off with/in and have a easier time researching further (and might just be more proficient with in general).
♯Rognd 15 Apr, 2021 @ 11:50am 
Thx for your work, it give me a lot fun
Astro ^-^ 13 Apr, 2021 @ 3:29am 
Holy mother of god thats a big tech tree, and I love it!