Stellaris
ESC NEXT: Overwrites: 6x System Scale
30 commentaires
ᛣ Munin ᛉ 3 juin à 19h11 
Do you need this if you only use real space system scale and not ship scaling?
NHunter  [créateur] 28 mai à 8h37 
no, it's just a bunch of scripted variables. it only needs updating if I new ones.
ShieldsOfFire 27 mai à 12h16 
Does this need any update for 4.0?
leteo39 24 déc. 2024 à 6h47 
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 à 13h06 
Will this still work with the latest updates to Real Space - Ships in Scaling and Extra Ship Components?
Luffy 12 aout 2023 à 0h39 
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  [créateur] 10 aout 2023 à 8h49 
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 aout 2023 à 0h54 
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  [créateur] 9 aout 2023 à 8h36 
Did this update fix anything?
Luffy 8 aout 2023 à 8h51 
The mod does not work correctly with Real Space System Scale. Thrusters 5 and 6 tier do not have cruising acceleration(
Pamparampampamparam 11 juil. 2023 à 17h26 
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  [créateur] 5 juil. 2023 à 6h50 
MOD UPDATE:

- Updated for the new version of Ships in Scaling mod
Shy 25 mars 2023 à 13h26 
I see, thanks! Really enjoy the mod btw.
NHunter  [créateur] 23 mars 2023 à 7h40 
it should do as Real Space scaling does. it uses the same code just with extended list of components it checks against
Shy 22 mars 2023 à 15h58 
Does this mod adjust the "cruise speed" on engines for Ships in Scaling Hard?
Waun 13 déc. 2022 à 13h01 
Ah, i just saw, you are the author of NEXT, so that answers the second part, sorry about that.
Waun 13 déc. 2022 à 12h41 
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  [créateur] 5 nov. 2022 à 9h04 
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  [créateur] 26 oct. 2022 à 6h25 
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 à 23h13 
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 juin 2022 à 12h19 
Thought so, cheers.
NHunter  [créateur] 21 juin 2022 à 7h36 
this submod should be after main ESC NEXT and RS scaling
Törbsz 20 juin 2022 à 13h13 
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  [créateur] 9 juin 2022 à 7h42 
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 juin 2022 à 14h00 
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 juin 2022 à 11h07 
Perfect. thanks for your fast reply!
NHunter  [créateur] 8 juin 2022 à 7h35 
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 juin 2022 à 10h17 
ESC Next recently got updated. Does this one need to be updated aswell?
NHunter  [créateur] 2 déc. 2021 à 7h04 
no
Valse Griffyre 1 déc. 2021 à 9h40 
Does this change vanilla weapons too?