Stellaris

Stellaris

!!! ESC : 3x System Scale [Actual]
54 Comments
NHunter  [author] 22 Nov, 2021 @ 8:33am 
MOD UPDATE:

- Update for Stellaris 3.2

IMPORTANT NOTICE

Development of Extra Ship Components 3.0 has been discontinued in favor of Extra Ship Components NEXT
NHunter  [author] 26 Sep, 2021 @ 3:07am 
MOD UPDATE:

- Update for the new version of the base mod.
NHunter  [author] 22 Aug, 2021 @ 7:09am 
MOD UPDATE:

- Remove duplicate entry for Playable Fallen Empire Battlecruiser thrusters.
NHunter  [author] 6 Aug, 2021 @ 12:03pm 
MOD UPDATE:

- update for new version of the base mod
NHunter  [author] 18 Jul, 2021 @ 9:26am 
MOD UPDATE:

- Add asteroid thrower weapons.
- Fix scourge strikecraft armor penetration values.
NHunter  [author] 30 May, 2021 @ 2:15pm 
MOD UPDATE:

- Update for the new version of the base mod.
NHunter  [author] 18 Apr, 2021 @ 4:09am 
MOD UPDATE:

- Update for Stellaris 3.0
NHunter  [author] 17 Apr, 2021 @ 7:23am 
it will work.

I'll post a 3.0-cleaned-up update later
Alizia 17 Apr, 2021 @ 7:14am 
Does is it needed to update for playing with real space and ESC ?
NHunter  [author] 14 Mar, 2021 @ 2:39pm 
I'd say it should be:

ESC - ESC overwrites - 3x scaling base - this mod

even if you will be losing component transition this way. Otherwise you're going to have overwritten vanilla components with default ranges.

------- I should probably expand the mod include rescaled overwrites from overwrites, but...
Punished Dwight 14 Mar, 2021 @ 11:25am 
@NHHunter: Should I put this before or after the ESC overwrites?
NHunter  [author] 23 Jan, 2021 @ 1:20pm 
MOD UPDATE:

- Updated for new version of base mod (Shroud Avatar components)
NHunter  [author] 16 Jan, 2021 @ 1:24pm 
MOD UPDATE:

- Fix supersized autocannons' projectiles
Sentry Ward 15 Jan, 2021 @ 3:59pm 
> added overwrites to missile speed and strikecraft attack range/engagement range/speed
Probably will be issues with Guili's technologies - didn't test it yet. There is +projectile speed technologies.

Also, does crystaline buildings still BIS or they were balanced from ~year ago? Nothing about it in changelog
NHunter  [author] 1 Dec, 2020 @ 6:46am 
it's a general 1/3 system scale mod. it merely cuts all weapon ranges (and missile/strikecraft speeds) down to 33%.
Strawberry Conquest!! 1 Dec, 2020 @ 4:22am 
So this is really intended to be used with Real Space - Space Battles even though that mod hasn't been updated since 2.3?
BlackRush 30 Nov, 2020 @ 7:06am 
I fixed it, it was because of Irony, i merged the files and it screwed with the load order, without merging load order and ranges are fine. I verified the game files as well and those are good :)
NHunter  [author] 29 Nov, 2020 @ 2:02am 
hm.. in mod's files it has updated range. did steam update everything correctly? - it is known to sometimes be working a bit weirdly
BlackRush 29 Nov, 2020 @ 1:16am 
The Crystal Shard Thrower still has vanilla ranges in my game, I placed this patch at the bottom of my load order, is this something on my part or is it not updated in this patch?
NHunter  [author] 28 Nov, 2020 @ 7:07am 
MOD UPDATE:
EXPERIMENTAL:

- added overwrites to missile speed and strikecraft attack range/engagement range/speed

please report if there are issues with this update.
NHunter  [author] 29 Oct, 2020 @ 10:08am 
MOD UPDATE

- Update target Stellaris version to 2.8.*
NHunter  [author] 17 Oct, 2020 @ 4:57am 
they should be using the tier V acceleration --- though it will only work for vanilla classes
Uight 12 Oct, 2020 @ 11:03am 
Would it be possible to make the mod compatible to the new real space scalign system. As real space introduced the drive acceleration (ships in scaling hard) the two highest thrusters are actually worse than the ones from the base game.
NHunter  [author] 5 Sep, 2020 @ 4:39am 
MOD UPDATE:

- Update for gravitic weapons' buff.
- EXPERIMENTAL: added overwrites to ESC-overwrites crisis weapons.
NHunter  [author] 23 Jun, 2020 @ 2:20pm 
MOD UPDATE:

- Update ranges of extradimensional weapons.
NHunter  [author] 24 May, 2020 @ 4:15am 
Maybe after I'm done with missile GFX-caused CTDs some players are reporting.
rig2018 23 May, 2020 @ 6:07pm 
i enjoy your mod so much, it will be perfect if you made esc compatible with ship scaling hard x6:steamhappy:
Medved 20 May, 2020 @ 6:11am 
Is it posible to make same mode for HARD (x6) system scale ?
NHunter  [author] 17 May, 2020 @ 3:42am 
MOD UPDATE:

- Remove forced turret entities.
NHunter  [author] 12 May, 2020 @ 12:07pm 
UPDATED for 2.7.*
Rogue Serenity 15 Apr, 2020 @ 12:47am 
Thats the answer I needed thanks for your help. Seems my assumption was right. Its the first time I've had to sort out a mod load out. But everything works as intended so thats great :steamhappy:
NHunter  [author] 13 Apr, 2020 @ 10:23pm 
it is not full self-contained mod, you need base ESC 3.0 as well. But, otherwise, this patch should be below both ESC and RSSB.
Rogue Serenity 13 Apr, 2020 @ 3:39pm 
@NHunter Firstly thanks for your other two main mods I've had a blast with those two. I'm building a new mod playlist for when I am not playing with my class friend, what would the load order look like for this be with real space?

Would it look like this?
1. Real Space mods
2. Extra Ship Components 3.0 mods plus patch

Thanks in advance
Lifariz 7 Apr, 2020 @ 12:47am 
@NHunter I think the issue the previous people are trying to point out is that both LITE and HARD versions of [ Real Space - Ships in Scaling ] are now using 6x. I think Real Space did that before 2.6, but I only came back a month before 2.6 so don't quote me on that.
NHunter  [author] 5 Apr, 2020 @ 7:46am 
this mod ONLY reduces ESC weapons' range to 33% or vanilla "scale". It has no other explicit dependencies. You can use it either for (old) RSSB or (new) 3x scaling mod of Real Space suite
Lotussy 5 Apr, 2020 @ 6:59am 
so this isnt needed for real space 3.5?
NHunter  [author] 3 Apr, 2020 @ 10:00am 
LITE as far as I know, uses same component names as the original ESC, but since this patch has all weapons from base ESC, I'm not sure how it will work with LITE - you should probably ask Enduriel about that
Byter 3 Apr, 2020 @ 8:56am 
I have no idea which of the two it is, as it doesn't mention that on any of the pages. I assume you mean "Lite"?
NHunter  [author] 3 Apr, 2020 @ 8:47am 
this is 0.33 range modifier version
Byter 3 Apr, 2020 @ 8:27am 
Because "Space Battles" was split up, do I need this patch for the new mods too?
MightyShark 2 Apr, 2020 @ 7:54pm 
Thanks NHunter !
Is it possible to get a version where the Ranges are divided by 6 instead of 3 ?
NHunter  [author] 2 Apr, 2020 @ 12:05pm 
MOD UPDATE:

- Updated with balance changes to ESC penetrating weapons.
NHunter  [author] 19 Mar, 2020 @ 2:02pm 
MOD UPDATE:

- Updated for 2.6.* and new version of ESC.
NHunter  [author] 28 Feb, 2020 @ 3:52pm 
MOD UPDATE:

- Updated for new ESC version. (extradimensional weapons)
Aus1rathia 29 Jan, 2020 @ 5:53am 
Comparing by WinMerge against up-to-date Extra Ship Components 3.0 [2.4+] found that this patch contains some outdated codes causing numerous minor differences.

Though nothing is serious, update would be preferable.
Kathrynerius 14 Jan, 2020 @ 9:48pm 
I was actually looking for something just like this. Seems that 6x is their focus now, but not finding any patches to make extra components 3.0 work with it.
Vive la Raclette 7 Jan, 2020 @ 10:10am 
Nice, could it be possible to have one with a reduced range by factor of 6 ? No problem if too much work, it's already great and thanks
NHunter  [author] 6 Jan, 2020 @ 4:14pm 
this mod merely reduces ranges of all ESC weapons by factor of 3 - no non-ESC files have been touched. I don't use rescaling mods, so I have no idea what factor(s) they use.
Vive la Raclette 6 Jan, 2020 @ 3:59pm 
Hi, thanks for this mod, as asked bellow, does it work with the x6 scaling replacing RS-SB ? It would be great as it seems the x6 is the main focus of their work
Regards
Machiranae 29 Nov, 2019 @ 8:26am 
Does this work with the new Real Space- Ships in scaling x6/x3? The Space Battles mod is being continued under those titles.