Stellaris
Extra Ship Components 3.0 [2.7-2.8]
7 comentário(s)
NHunter  [autor(a)] 25/abr./2021 às 10:30 
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/abr./2021 às 6:58 
Hello.
Is there a Load order for this mod ?
where should or shouldnt it to be put in ?
thanks
NHunter  [autor(a)] 25/abr./2021 às 2:56 
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/abr./2021 às 17:11 
if i use during old game, does it affect (gimp the fallen empires)?
masternetra 17/abr./2021 às 21:08 
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/abr./2021 às 11:50 
Thx for your work, it give me a lot fun
Astro ^-^ 13/abr./2021 às 3:29 
Holy mother of god thats a big tech tree, and I love it!