Stellaris
ESC NEXT: Overwrites: 6x System Scale
29 comentário(s)
NHunter  [autor(a)] 28 de mai. às 8:37 
no, it's just a bunch of scripted variables. it only needs updating if I new ones.
ShieldsOfFire 27 de mai. às 12:16 
Does this need any update for 4.0?
leteo39 24/dez./2024 às 6:47 
Anyone ever fixed the acceleration bug? It must be some kind of missing link in the upgrade path or something no?
Synge 16/mai./2024 às 13:06 
Will this still work with the latest updates to Real Space - Ships in Scaling and Extra Ship Components?
Luffy 12/ago./2023 às 0:39 
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  [autor(a)] 10/ago./2023 às 8:49 
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/ago./2023 às 0:54 
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  [autor(a)] 9/ago./2023 às 8:36 
Did this update fix anything?
Luffy 8/ago./2023 às 8:51 
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 às 17:26 
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  [autor(a)] 5/jul./2023 às 6:50 
MOD UPDATE:

- Updated for the new version of Ships in Scaling mod
Shy 25/mar./2023 às 13:26 
I see, thanks! Really enjoy the mod btw.
NHunter  [autor(a)] 23/mar./2023 às 7:40 
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 às 15:58 
Does this mod adjust the "cruise speed" on engines for Ships in Scaling Hard?
Waun 13/dez./2022 às 13:01 
Ah, i just saw, you are the author of NEXT, so that answers the second part, sorry about that.
Waun 13/dez./2022 às 12:41 
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  [autor(a)] 5/nov./2022 às 9:04 
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  [autor(a)] 26/out./2022 às 6:25 
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/out./2022 às 23:13 
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 às 12:19 
Thought so, cheers.
NHunter  [autor(a)] 21/jun./2022 às 7:36 
this submod should be after main ESC NEXT and RS scaling
Törbsz 20/jun./2022 às 13:13 
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  [autor(a)] 9/jun./2022 às 7:42 
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 às 14:00 
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 às 11:07 
Perfect. thanks for your fast reply!
NHunter  [autor(a)] 8/jun./2022 às 7:35 
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 às 10:17 
ESC Next recently got updated. Does this one need to be updated aswell?
NHunter  [autor(a)] 2/dez./2021 às 7:04 
no
Valse Griffyre 1/dez./2021 às 9:40 
Does this change vanilla weapons too?