Stellaris
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Extra Ship Components NEXT
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34.676 MB
7 nov. 2021 la 9:04
5 dec. 2024 la 12:53
69 jurnale de actualizare ( vizionare )

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Extra Ship Components NEXT

Descriere
Extra Ship Components: NEXT

WARNING: this mod is NOT compatible with existing ESC 3.0 saves. You need to start a new game.

Other mod versions:
Stellaris 3.3 -- Stellaris 3.4 -- Stellaris 3.6 -- Stellaris 3.7
Stellaris 3.9 -- Stellaris 3.10 -- Stellaris 3.11

"Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. Highlights include:
- Psionic weapons.
- Nanite weapons and armors.
- Gravitic weapons.
- Biological weapons and armors.
- Crystalline weapons.
- Leviathan rewards.
- Medium to Titanic autocannons.
- Advanced weapons derived from space creatures.
- And much, much more...

GitHub: ESC NEXT git repository[github.com]
Images: 1 - 2 - 3 - 4 - 5

In-built Compatibility

* Dynamic Mod Menu
* Ancient Cache of Technologies: Extra Defines and Changes
* New Ship Classes 2. This mod must be loaded before NSC2
* Space Combat Expanded
* Core Game Mechanics: Debris
* Core Game Mechanics: Buildings
* The Zenith of Fallen Empires 2.0 (hopefully)
* UltraJuggernaut
* Realsitic Ships
* At War: Starbase Improvements
* Ancient Dreadnought and Improved Titan 2.5
* !Expanded Starbases
* A Deadly Tempest
* Unofficial Hive DLC: Forgotten Queens
* Machines & Robot Expansion
* Wiirlak Additional Civics and Origins
* Defense Fortress ( needs test )

Addons

* ESC NEXT: Overwrites: Component Progression - allows for smooth upgrading progression from the most basic vanilla components to their ultimate forms in ESC NEXT.
* ESC NEXT: Overwrites: Global Ship Designs - upgrades Fallen Empire ships, Curator stations, Crises ships and some Leviathans to utilize new ESC NEXT components.
* ESC NEXT: Overwrites: Special Weapon Types Patch - updates turret definitions with assignment of entities for biological, nanite and psionic weapons and removes no-longer-needed secondary weapon types from those weapons (which were used to avoid issues with turrets).
* ESC NEXT: Overwrites: 6x System Scale - reduces ranges of weapons by the factor of 6. Use this addon only if you play with system scaling mods.

Language Patches
* Russian 1 | Russian 2
* German

FAQ

- Does this mod have any DLC dependencies?
- Extra Ship Components NEXT does not explicitly require you to have any of DLCs, but some content (primarily, leviathan rewards) will not be available unless you have a specific DLC active.

- Does this mod require a new game?
- No, Extra Ship Components NEXT does not require a new game, though, depending on the game state (particularly, leviathans), some technologies might remain unavailable.

- Can AI use new components?
- Yes. The only thing that might prevent AI from researching Extra Ship Components NEXT technologies is its own stupidity.

- What about mod compatibility?
- Extra Ship Components NEXT overwrites several vanilla icons to ensure that all components and technologies are distinct. No other vanilla files are changed. And as long vanilla technologies are known to the game, Extra Ship Components NEXT should work.
Discuții populare Vezi toate (2)
1
1 apr. 2024 la 8:00
Artillery weapons (Bug?)
Amadeus
0
2 mai 2024 la 4:15
求住
与风同行
926 comentarii
WiseCirno9 1 oră în urmă 
In the design panel, adding a 5% armor value or other defensive bonuses does not show up in the panel's bar. Is this a bug? Will these bonus values actually take effect on the ships we build?
NHunter  [autor] 2 ian. la 3:40 
@JPEG ARTIFACT, you need to have researched ESC tier 5 strikecrafts and have reverse-engineered at least one of FE-unique components.
JPEG ARTIFACT 31 dec. 2024 la 18:01 
how to get voidstalkers?
Irkalla 29 dec. 2024 la 7:52 
Nvm its just the old projectile saturation thing where it stops displaying projectiles at certain amounts of ships
Irkalla 29 dec. 2024 la 7:43 
Not sure if thats on my end but the psionic weapons, in particular the psionic torpedoes and the psionic thrall weapon dont seem to have projectiles so I have no idea if they actually fire or work at all, that a known issue or is that something related to steam not properly downloading the mod?
NHunter  [autor] 25 dec. 2024 la 7:20 
base ESC NEXT only alters a few graphical assets (specifically, dark matter components and techs). If the other mod doesn't alter vanilla definitions, they shouldn't conflict
Kattalakis 24 dec. 2024 la 21:35 
Second MechaSkull61's question, I'm assuming not because they both tweak similar files.
MechaSkull61 5 dec. 2024 la 20:03 
is this compatible with additional vanilla components and weapons?
Naraxa 5 dec. 2024 la 15:01 
Yoooo thanks for adding mutations! My primal calling playthrough is gonna be even stronger heheheheheh

Btw, I noticed certain space fauna don't get species mutations (like how crystalline entities have fissile cores, tyanki herdsong chords, and voidworms their cysts.) Would you mind adding new species-specific mutations for those that got left out like space amoebae and cuthuloids?
NHunter  [autor] 5 dec. 2024 la 12:54 
MOD UPDATE:

- Add biological components for all domesticated space fauna.
- Add crystalline weapons for crystalline domesticated space fauna.
- Add cloud lightning weapon for all domesticated space fauna.
- Tweak ESC economic plan so that - hopefully - AI empires have enough food production to hatch space creatures.
- Fix wrong upgrades_to for Juggernaut point defense.
- Fix description of bio-material armor.