Stellaris

Stellaris

ESC NEXT: Overwrites: 6x System Scale
27 Comments
leteo39 24 Dec, 2024 @ 6:47am 
Anyone ever fixed the acceleration bug? It must be some kind of missing link in the upgrade path or something no?
Synge 16 May, 2024 @ 1:06pm 
Will this still work with the latest updates to Real Space - Ships in Scaling and Extra Ship Components?
Luffy 12 Aug, 2023 @ 12:39am 
I don't understand it either. I tried to change the values in the "shipsinscaling_events" file in different ways. I didn't get a result. Tested the engines now. Cruising speed is preserved from the engine with which the ship was built, when upgrading / downgrading even with vanilla engines.
NHunter  [author] 10 Aug, 2023 @ 8:49am 
does it work properly with just vanilla (dark matter thrusters have same speed bonus as ESC tier 5)? 'cause the only change I do to the events governing speed bonus is the insertion of extra component ids (for ESC thrusters)
Luffy 10 Aug, 2023 @ 12:54am 
At the beginning of the game, the player's ships have a speed of 0.5. As if they are in battle. When building new ships with 5 and 6 engines, there is no cruising acceleration. When upgrading from any engine to 5 or 6, the buff on cruising speed from the improved engine is saved. After the battle, the buff on the speed of some ships is reset to vanilla values...
NHunter  [author] 9 Aug, 2023 @ 8:36am 
Did this update fix anything?
Luffy 8 Aug, 2023 @ 8:51am 
The mod does not work correctly with Real Space System Scale. Thrusters 5 and 6 tier do not have cruising acceleration(
Pamparampampamparam 11 Jul, 2023 @ 5:26pm 
So this will make my ships using your Thrusters faster, right?

I felt that they were far too slow for the level of tech and figured it has something to do with using modded thrusters.
NHunter  [author] 5 Jul, 2023 @ 6:50am 
MOD UPDATE:

- Updated for the new version of Ships in Scaling mod
Shy 25 Mar, 2023 @ 1:26pm 
I see, thanks! Really enjoy the mod btw.
NHunter  [author] 23 Mar, 2023 @ 7:40am 
it should do as Real Space scaling does. it uses the same code just with extended list of components it checks against
Shy 22 Mar, 2023 @ 3:58pm 
Does this mod adjust the "cruise speed" on engines for Ships in Scaling Hard?
Waun 13 Dec, 2022 @ 1:01pm 
Ah, i just saw, you are the author of NEXT, so that answers the second part, sorry about that.
Waun 13 Dec, 2022 @ 12:41pm 
Hey, how up to date is this mod? Looking at it, in Irony there are a few events in 'Ships in Scaling' that have (minimally) been changed since your last update. As for NEXT, there have also been a few small fixes, do things like "Update torpedoes' balance" need to be looked at?
NHunter  [author] 5 Nov, 2022 @ 9:04am 
MOD UPDATE:

- Added new variables needed for ESC NEXT update for Stellaris 3.6. Backwards compatibility with older version of the primary mod should be preserved.
NHunter  [author] 26 Oct, 2022 @ 6:25am 
I might be rounding differently... and since it was done via a script (too many instances to correct each by hand), it is indeed possible that rounding got in the wrong direction here and there
pryvyd 25 Oct, 2022 @ 11:13pm 
I noticed that many components have distance lowered by 1 compared to vanilla components. I think you need to round your numbers up after division. Then it looks right.
Törbsz 21 Jun, 2022 @ 12:19pm 
Thought so, cheers.
NHunter  [author] 21 Jun, 2022 @ 7:36am 
this submod should be after main ESC NEXT and RS scaling
Törbsz 20 Jun, 2022 @ 1:13pm 
Thanks for these mods, where should they go in the load order? After Ships in Scaling Lite with ESC Next then this mod?

Thanks.
NHunter  [author] 9 Jun, 2022 @ 7:42am 
this mod just modifies weapon range variables for ESC. it goes below it in the mod list (though, assuming PDX launcher actually reads "prerequisite" block in .mod file, even that isn't a requirement).

in general, it should be something like this:
Real Space -> ESC -> NSC -> compatibility submods
Tdog03 8 Jun, 2022 @ 2:00pm 
hi dos ESC ,real space - ships in scaling hard and NSC 2 work together? and in what order do i need to put it in my playset ?
Teamson 8 Jun, 2022 @ 11:07am 
Perfect. thanks for your fast reply!
NHunter  [author] 8 Jun, 2022 @ 7:35am 
unless Real Space mod changes, this submod NEVER needs to be updated (it's pretty much only overrides ESC range variables that are standardized and shared among its components)
Teamson 7 Jun, 2022 @ 10:17am 
ESC Next recently got updated. Does this one need to be updated aswell?
NHunter  [author] 2 Dec, 2021 @ 7:04am 
no
Valse Griffyre 1 Dec, 2021 @ 9:40am 
Does this change vanilla weapons too?