Stellaris

Stellaris

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