Stellaris

Stellaris

Extra Ship Components NEXT
1,152 Comments
NHunter  [author] 7 Sep @ 3:11am 
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 6 Sep @ 7:02pm 
i have run multiple test and it appears that this solves the issue for the AI. Bio empires are creating fleets again.
LikeNoOthers 6 Sep @ 12:45pm 
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] 6 Sep @ 12:40pm 
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
Rage000 3 Sep @ 11:24am 
I think that ESC Next might be causing Bio empires to not build a fleet. I have tested with and without the ESC Next mods. I observed a game out to 20 years each time.

I have been testing the following ESC mods the last couple of days (No other mods involved)
ESC Next
ESC NEXT: Overwrites: Component Progression
ESC NEXT: Overwrites: Global Ship Designs
ESC NEXT: Overwrites: Special Weapon Types Patch

I have tested using ESC Next with each overwrite mod on and then turning off the overwrites mods one at a time.

I also turned off all three overwrites mods and only used ESC Next.

Then switched off all 4 mods.

When I switch off all 4 mods the BIO empires are building ships as expected.
NHunter  [author] 31 Aug @ 2:18pm 
MOD UPDATE:

- Cosmogenesis battlecruiser nanite thought matrix fix.
- Add Korean localisation by @The Engineer Pop
NHunter  [author] 31 Aug @ 9:00am 
Got it, thank you.
The Engineer Pop 31 Aug @ 8:53am 
Please see if Pull Request is done successfully.
NHunter  [author] 31 Aug @ 4:35am 
MOD UPDATE:

- Update cruiser/battleship/titan reactors to allow different output depending on presence of active NSC3 mod.
- Retire dedicated NSC3 cruiser/battleship/titan reactors (legacy support).
- Allow more freedom with M-slot bioship swarmer missiles.
- Fix a bug with a few thruster costs being missing.
- Fix certain bug with FE-specific starbase combat computers and adjust their modifiers.

Unfortunately, I'm still unable to figure out what's going on with platform reactors, so the upgrade link remains broken.

---------

@The Engineer Pop, would it be too much to ask you to do a merge request on git? The repository link should be up there in the description
The Engineer Pop 26 Aug @ 5:18am 
Shall I know your E-mail address or something?
I just translated this mod to Korean now.
harvin_s_dhillon 24 Aug @ 1:32pm 
@NHunter sorry my mistake, i looked into it and it turns out ACOT changes the Harbinger to have M-slots instead of G-slots
NHunter  [author] 24 Aug @ 11:10am 
@harvin_s_dhillon, Harbingers do not have M slots in vanilla. only H, G and P. They can equip swarmer missile and energy launcher weapons in G slot.

@The Engineer Pop, it's a bug but I don't currently know what is causing it.
harvin_s_dhillon 24 Aug @ 2:43am 
Harbinger missiles and Neutron Torps have been classed as Gslot weapons when in the base game for Harbingers can be equipped as M slot. meaning Harbinger artillery hull essentially locked out of most of the missile and torpedo techs when its supposed to use those while the stinger can use missiles
Dr. Garikun 23 Aug @ 6:56am 
Thank you! This mod is a must for making late game more fun with high-tech lasers, artillery, rockets etc. As always, amazing work!
The Engineer Pop 22 Aug @ 10:54pm 
Is the bug that auto-fitting defense platforms don't equip Lv.6 or higher reactors intended?
NHunter  [author] 22 Aug @ 3:32pm 
@Dr. Garikun, injected_modifier were significantly changed in the code in order to fix the bioship exploit where you could get enemy attack speed and range down to zero by stacking debuffs of the same kind but different tiers.

Since ESC special component use injected_modifiers, they needed to be updated too so that the game recognizes them as valid again.
NHunter  [author] 22 Aug @ 3:10pm 
Sorry for the delay.

MOD UPDATE:

- Update for the new version of the base game.
- Update aux reactors to give percentage-based boost rather than flat amount of power.
- Housekeeping with technologies.
- Remove dummy ship_sizes since they are no longer needed.
- Replace remaining size_restriction blocks with potential blocks.
- Fixed a bug that prevented hive FE starbases from equipping their modded combat computers.
Dr. Garikun 21 Aug @ 11:44pm 
It seems update broke something since most of ESC componets no longer show up
Martok 16 Aug @ 2:05am 
Thank you for the 3.14 legacy version! I really appreciate it!
The Engineer Pop 14 Aug @ 10:57pm 
As I checked once more Defense Platforms normally equip level 6 or more advanced shields. I confirmed that the only problem is that thet don't equip level 6 or more generators.
The Engineer Pop 14 Aug @ 3:08am 
I found a bug. When I auto-upgrade my defense platform they won't equip more than 5 level shields and generators.
The Engineer Pop 13 Aug @ 8:02pm 
And adding carrier-enhancing utilities will be nice.
The Engineer Pop 13 Aug @ 3:50am 
Hello. Would you make energy counterpart of Kinetic Artillery? An example is it.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2976893943
shalon29 13 Aug @ 3:18am 
"Space-Time Continuum Manipulation" and "Quantum Computation Node" have disappeared. "Quantum Computation Node" also appears to be impossible to build.
The Engineer Pop 13 Aug @ 1:38am 
Hello. Link to 4th picture is broken.
harvin_s_dhillon 12 Aug @ 2:00pm 
Theres a problem with the Harbinger BioShip where you cannot equip missiles which it can with Vanilla, they are classed as G slot weapons however for the Harbinger they are supposed to be M class exclusively, this is only happened with ESC Next as far as i can tell.
Aphyxia 1 Aug @ 3:21pm 
The hive building Cerebral Node gives maintenance drone jobs but in 4.0 all leftover drones become maintenance drones anyway.
VTS0 22 Jul @ 8:29pm 
!! WILD GARYX SPOTTING !!
Garyx Starlight 20 Jul @ 12:39am 
Is there any chance that the requirements for Tesla weapons could be relaxed?
It's a bit weird that they're the only weapon class you can't even think about developing without the requirements (machine or synth), all the other tech paths have tier 1 available for all and pretty lax requirements to get further. Even nanite tech isn't this restricted, and it's pretty restricted.

What exactly stops organics from developing Tesla weapons, they're already capable of getting cloud lightning and arc emitters, both lightning type weapons. It makes a lot less sense than psionic weapons being locked behind a wall. We can weaponise gravity and reality warping, but some lightning is too far?

At least if the graphics are to be trusted, and me not seeing Tesla unlock like ever.
bsjcall 19 Jul @ 8:54pm 
Is it compatible asb mod??
Alyssa 14 Jul @ 5:53am 
@Nhunter figure out that was mostly connected to traditions mod
eqN 11 Jul @ 2:50pm 
Thanks again for your amazing mod. <3
NHunter  [author] 11 Jul @ 2:32pm 
MOD UPDATE:

- Add certain auxiliary components that were previously missing for the bioship empires.
- Update buildings.
- Implement alternative technology icons, titles and descriptions for bioship-using empires.
- Add overwrites for certain vanilla technology icons.
- Add global ship designs overwrites for the hive FE overwrites. (global ship designs submod)
- Some localisation fixes.
NHunter  [author] 11 Jul @ 2:31pm 
@Alyssa, how did you even get one that high? With overwrites, FE fleets only get ~950k.
Specimen 7 6 Jul @ 3:11pm 
it may be due to the weavers then
Alyssa 6 Jul @ 12:05pm 
how to counter 12kk biotitan?
NHunter  [author] 5 Jul @ 9:53am 
Just ran some synthetic tests with a pack of stingers loaded with only bio-weapons against big clusters of space amoebas. I haven't observed any friendly fire.
Specimen 7 4 Jul @ 12:23pm 
not crusiers the stingers.
Specimen 7 4 Jul @ 12:07pm 
it seemed to be all of them. my crusiers were doing the main damage. but the strike craft seem to be fine. just the weapons themselves seem to be the problem. i could try a fleet without weavers and see if that does anything. also also don't stress yourself out too much man. do what you feel like you can do sure but don't overload yourself.
NHunter  [author] 4 Jul @ 8:18am 
Sorry, work was rather taxing on me this week so didn't get to do much. Should have some free time for testing during the weekend.

At a quick glance at the bioships... was the issue with all of them, or just Weavers? Weavers have buffer computers that have targeting on allies (for buffing). If it's just them, there might be a bug that causes computer targeting priority to overwrite that of a weapon
Specimen 7 3 Jul @ 12:23pm 
i can do some more testing if you want. just incase you can't replicate it or other stuff of the sort
NHunter  [author] 3 Jul @ 8:19am 
Hm... interesting. So the issue might be with bioships rather than biological weapons? I'll poke around those
Specimen 7 2 Jul @ 5:01pm 
it seems to be just the bio weapons that seem to target my own ships. i've messed with the archo weapons and nano weapons and don't seem to have that problem. haven't touched shroud weapons yet but for the most part it happens when bioships have the bioweapons.