Stellaris

Stellaris

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Extra Ship Components NEXT
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File Size
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46.270 MB
7 Nov, 2021 @ 9:04am
7 Sep @ 3:10am
93 Change Notes ( view )

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Extra Ship Components NEXT

Description
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 -- Stellaris 3.14

"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 3. This mod must be loaded before NSC3
* 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.
Popular Discussions View All (5)
4
18 May @ 9:01pm
Error: Invalid context switch [from] from [ship_growth_stage]
Mr.Hishprung
3
29 May @ 2:08pm
Artillery weapons (Bug?)
Amadeus
0
9 Aug @ 9:55pm
Nanite Though Matrix Catagory swap Cosmogenesis
harozuken
1,152 Comments
NHunter  [author] 9 hours ago 
MOD UPDATE:

- Try-fix bioship AI budgeting issues.


Thanks to @LikeNoOthers and @Rage000 for their help in hunting the cause of the problem down.
Rage000 17 hours ago 
i have run multiple test and it appears that this solves the issue for the AI. Bio empires are creating fleets again.
LikeNoOthers 23 hours ago 
Yes. That will allow bio ship empires to build the combat ships again. Verified with no other mods than this, at 1-2 years in the empire expanded their fleet. Any food expenditure logic in the original files, might exclude the ai from building any ships using food components from your mod if the empire is not using living ships, if i read it correctly. But this is definitely still the better alternative for now.
NHunter  [author] 23 hours ago 
So that fixes the issue?
LikeNoOthers 6 Sep @ 12:21pm 
Deleting the ai_budget folder will make them create combat ships.
NHunter  [author] 6 Sep @ 11:14am 
Can you go to mod folder

<steam dir>\steamapps\workshop\content\281990\2648658105

and remove the ai_budget folder with all of its contents in the /common? based on my limited understanding of AI budgeting Stellaris uses, this is the most likely cause for the AI not working properly with bioships
Rage000 6 Sep @ 11:05am 
@NHunter I do not mind helping. Any testing today would have to be done later in the day.
LikeNoOthers 6 Sep @ 11:01am 
Also did some testing to figure out why the Bio ship empires never build combat ships, running only this mod, will stop ai empires from building any combat ships
NHunter  [author] 6 Sep @ 10:43am 
@Rage000, may I use you for experimenting on ai budgeting?
NHunter  [author] 3 Sep @ 12:29pm 
Hm... that's interesting.

I'll take a look at the economic stuff on weekend then