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