Stellaris

Stellaris

ESC NEXT: Overwrites: 6x System Scale
27 opmerkingen
leteo39 24 dec 2024 om 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 mei 2024 om 13:06 
Will this still work with the latest updates to Real Space - Ships in Scaling and Extra Ship Components?
Luffy 12 aug 2023 om 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  [auteur] 10 aug 2023 om 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 aug 2023 om 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  [auteur] 9 aug 2023 om 8:36 
Did this update fix anything?
Luffy 8 aug 2023 om 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 om 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  [auteur] 5 jul 2023 om 6:50 
MOD UPDATE:

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