Stellaris

Stellaris

Kurosections Expanded
484 Comments
DaViper 7 Sep @ 3:21am 
👍😎
Gage  [author] 7 Sep @ 3:01am 
Updated To Version 4.2.0.

- Removed the conditions that blocked Gestalts and Machine Intelligences from using the
ship-set and techs.
Gage  [author] 25 Aug @ 4:02am 
@DaViper

I know that well but the project is a one man show that focuses on WIN but I won't say that "they" are no Steam fans......<g>.

Enough of that. :-) This is not the place to discuss this further. I assume you know the IRONY Discord.
DaViper 25 Aug @ 3:50am 
Oh...I'm using it. For merges. Otherwise playing modded would be a royal pita. (I'm running 92 in a realspace playset, and 76 in a planetary diversity set).

The PROBLEM with Irony is that it is NOT proton friendly. (I run everything via Steam Proton/Arch). The app has a 'windows' version, and a 'linux' version. The win version works outside of steam just fine, but the linux version spits garbage merges because it is hardcoded for /local linux directories.

I pointed this out to the mod author and let's just say, they aren't 'steam fans'. So I make do. PDX launcher to work with playsets. Irony (launched via Lutris for better wine version control) to import and merge.
:steamhappy:
Gage  [author] 25 Aug @ 3:39am 
@DaViper

Everyone has his preferences. :-)

Yeah I'm always looking forward to the next update and the tests to check if my mods still work. Those are days of joy especially when the changes are so well documented as they are.

Anyway it is like it is.

MoO and Gal Civ are classics that won't be forgotten.

Speaking of AML..... I can strongly recommend the use of the IRONY mod manager (Link to it above). But you should take 10 minutes of your time to watch the tutorials (Linked on the DL Git site) to understand the how it works and what the advanced feature are before you start using it.
DaViper 25 Aug @ 2:22am 
LW? :steammocking: I will have you know sir that I am a "Covert Infiltration" bigot with a current 562 mod set in support of that glorious endeavour. 😎
All the "Long War" without the "Long". 🤣😎

I REALLY feel for you guys here though. Without good "highlanders" and a stable base to work with (not being updated every 2 months), just...damn. I'm only a few months into this game, and boggled at what modders have to deal with. PLUS...FILO? RUFKM? 🤣 (AML FTW!)

(A few months now, but I checked out Stellaris during a free preview years ago on Steam...but still had MoO and Galciv in my brain, so I passed. Doh! Heh.)
Gage  [author] 25 Aug @ 2:11am 
@DaViper

Glad to hear from a fellow WotC LW fan. :-) Enjoy.
DaViper 24 Aug @ 5:31pm 
Just a, "this is appreciated" post. Updates and change notes make this ol' Xcom2 moddee a happy camper!
(LOVE this shipset!) :steamhappy::steamthumbsup:
Gage  [author] 24 Aug @ 2:09pm 
Mod Updated To Version 4.1.9.

Fixes:
- Fixed copy and paste error in prerequisites of the KSE ATT class { "tech_VSE_start_tech" }
instead of prerequisites = { "tech_KSE_start_tech" }

Many thanks to the sniper warrior 117 for the heads up and sorry for the fuzz.
Gage  [author] 24 Aug @ 1:56pm 
@the sniper warrior 117

Wow. Thanks for the heads up.
Copy and paste error on my side in the Steam version. Will be updated in approx. 10 minutes.
the sniper warrior 117 24 Aug @ 1:41pm 
sorry I miscliked and removed my previous comment

for me in the file for the ATT the tech required is tech_VSE_start_tech and not tech_KSE_start_tech
Gage  [author] 24 Aug @ 1:38pm 
@the sniper warrior 117

Nope and nope. AlI did is block the AI from constructing it. Works like it should on my side.
Gage  [author] 15 Jul @ 3:02am 
@belltower

You will see the effect when e. g. the Contingency crisis is triggered and you face massive fleets of ATTs.
belltower 14 Jul @ 9:02pm 
What kind of issues should I keep an eye out for? I haven't noticed any in the past but maybe I thought they were intentional.
Gage  [author] 14 Jul @ 5:32pm 
@belltower

It is fully intentional. The check did not work for at least 2 years. I've found the glitch shortly before I've pushed the update.

You are fully free to modify the files but keep one thing in mind. Playing around with the prereq will cause serious issues during gameplay. Do that on your own risk.
belltower 14 Jul @ 2:11pm 
I've been using Kurogane for a bit now and I almost exclusively play gestalt empires. After the last update though, Kurogane mostly disappeared when I started a new game. I tried playing without Kurogane but I've gotten so used to it that I'd prefer to keep it. I went looking through the files to see if I could figure out why it doesn't show for me and I found in the KSE start tech that just above the check for the AI is a "is_gestalt = no" condition. Was that added recently? If I remove it, the tech and some ship types show back up. Is it intended to be there? Also, KSE_att.txt has a prereq that looks like it is pointed at the VSE start tech. After fixing that and starting a new game, the ATT ships showed up for me as well.
Gage  [author] 8 Jul @ 12:33pm 
Updated Version 4.1.8.

Changes:
- The AI has no access to the ATT class any longer.
xkuripuri 7 Jul @ 7:29pm 
I've also noticed that the AI is somehow using the ATTs as well. I'll see if I can't mess around with my modlist and figure it out, because it doesn't seem to be every AI either. Just randomly, a few seem to just spam nothing but armies, because then all their armies spawn in ATTs that they use instead.
(Not that it seems to be saving them to AIs that are building actual fleets, surprisingly)
Gage  [author] 5 Jul @ 11:41pm 
@tjimagineer

To answer your question and comment:

1. Correct.

2. I have no problem with the destroyer sections on my side. None is missing.
tjimagineer 5 Jul @ 7:35pm 
Also the Destroyer and cruiser appear to be missing their front halves.
tjimagineer 5 Jul @ 7:33pm 
Is it ok for the new ship types to be blank for the other ship sets as they are not able to be build by the IA Ie. the conquistador etc?
好次de盒饭 1 Jun @ 9:30am 
thanks
Gage  [author] 31 May @ 9:12am 
@好次de盒饭

The mod is not causing it. See my comment @Anonymoose and check your mod set-up.
好次de盒饭 31 May @ 9:06am 
I used NSC3, Kurogane 2.0, Kurosections Expanded, and the ESC series. There are no other mods that might modify the ships, and the only AI modification is to prevent it from conducting archaeological research. However, this still caused the AI to stop building new ships after starting with three frigates. I don't know why, but when I disabled the Kurogane series mods, everything returned to normal.
Gage  [author] 25 May @ 2:54am 
@YoungBoss

I have tested it with and without NSC.

1. The AI can't build any KSE or KGE ships as the use of them is blocked for it in general.

2. The AI does not build any of those ships.

Are you running "AI Use Custom Shipsets"? If so disable it. The mod is not compatible with my ship-sets and causes havoc.
Gage  [author] 24 May @ 3:00pm 
@YoungBoss

Honestly no clue but I'm not using NSC any more. I'll try a test run tomorrow.
YoungBoss 24 May @ 2:23pm 
Absolutely love the mod. So far ran two campaigns with it and started a third recently for the new update.

However, had an issue with my third campaign (with NSC on) where the AI empires were only building the ATT and Conquistador ships and bankrupting themselves.

The only difference between this game and my other two (which did not have this problem) was that NSC was active.
Gage  [author] 24 May @ 3:56am 
@All

A small and elegant UI-Mod that adds more and scrollable building slots to zones I can highly recommend.

- No cluttered and overloaded planet view.

- 100 % compatible with UI-Overhaul Dynamic.

- Save game compatible.

Get it here:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3486446795&tscn=1748073656
Gage  [author] 21 May @ 3:48am 
@Anonymoose
Interesting.

My current playthrough does not show that at all . I remember that another KSE or VSE user reported that in the past but KSE / VSE were not the culprit but a 3rd party mod. Unfortunately I don’t remember which mod it was that caused the issue.

Are you running “AI Use Custom Shipsets”? If so please don’t. The mod does not work with my ship mods and causes havoc.

Just one remark.
Please don’t run Kurogane 2.0 + KSE and Vengeance + VSE in the same mod set. This causes unwanted side effects too.

I would post a screenshot from my current playthrough that shows the AI fleets but Steam does not allow that here.
Anonymoose 20 May @ 8:39pm 
Hello, I have thoroughly enjoyed the mod but I do have one observation and this may only pertain to me but here goes. To preface, I played one game to 2270 on Grand Admiral difficulty and was noticing that AI empires were not building up fleets that I typically see without the mod activated. My observation is that AI empires were using the ATT and Conquistador and putting the KSE weapons on them and bankrupting themselves with the upkeep that comes with them. To confirm this suspicion I turned the mod off and sure enough empires started building fleets up again. It's unfortunate because I REALLY like the shipsets and weapon combos but I have to keep this mod off to avoid steam rolling every empire because they can't build proper fleets. Just wanted to let you know and see if others had similar experiences.
Gage  [author] 14 May @ 2:11am 
Mod Updated To Version 4.1.7.

- Small maintenance update.
Gage  [author] 9 May @ 10:54am 
Mod Updated ToVersion 4.1.6.

New:

- Upated to Stellaris 4.06.*
Gage  [author] 6 May @ 2:23pm 
@Zionus5

No problem at all. Hope you have fun with the mod again.
Zionus5 6 May @ 2:13pm 
@Gage
I'll agree with you about the UI, I'm hoping UI overhaul is updated soon. Also I found the problem I tried adding to an ongoing game . My apologies!
Gage  [author] 6 May @ 1:52pm 
@Zionus5

It's working nicely on my side. Besides the overleaps caused by the shitty PDX ship-designer UI.
Gage  [author] 6 May @ 9:41am 
Mod Updated To Version 4.1.5.

New:

- Upated to Stellaris 4.0
enigma 22 Mar @ 4:43am 
And you can really take your time, since my (f****ing expensive) pc is back to the computer shop for repair. Hardware errors and bluescreens nonstop and it will take some weeks till I have my baby back :steamsad:
enigma 22 Mar @ 4:35am 
I'm sorry to read you're in hospital. Whatever brought you there, I wish you a speedy recovery. Take your time. Health is more important.
Gage  [author] 16 Mar @ 8:50am 
@enigma

Sorry to hear but I'm currently in hospital and can't check or do anything about it. I hope to be back on deck in 3 weeks.
enigma 7 Mar @ 1:08am 
Just to confirm it, part 2: Another new game. Kurogane and KSE are in the mod list, but neither player nor AI is using it: the ATT can still be constructed from the start, no matter what ship class is chosen in the empire creation screen, but without a visible ship. Could it be, that it has something to do with the ATT technology which is given right from the start, while the other technologies (ironclad etc) are not?
enigma 7 Mar @ 1:05am 
Just to confirm it, part 1: right now I started a new game and used the 'play' command. The AI has the ATT right from the start. Then I used the 'all technology' command and it seems, this happens only to the ATT, as the AI doesn't get the technology to build the other KSE-only-ship-classes.
enigma 7 Mar @ 12:16am 
Right now there is no other non-paradox-shipset in the mod list, except the machine set which comes with NSC. This mod list and the load order had a LOT of changes in the last 3-4 month with a lot of testing and a lot of mods coming and going. But I never found out the cause of the AI's ATT's. Well, I can also 'not see' them in the empire creation screen, when i choose a ship style: the ATT class is there, but nothing is visible when a different style then kurogane is chosen. Just like in the game: a perfect cloak :steamhappy:
Gage  [author] 6 Mar @ 2:25pm 
@enigma

This is a little strange as it works without any problems on my side. The ATTs do show in vanilla and NSC with the other mods active as shown in the load order above.

Question: Do you have the Vengeance shipset and VSE active in the sane playset as KGE and KSE?

If so please disable VSE in the set. KSE and VSE are "twins" in many ways. Having them both active will cause some unwanted side effects.
enigma 6 Mar @ 5:31am 
Hello Gage. I don't know if this was ever mentioned (because 440 comments are a bit much to read, so I didn't read all of them) but I got an odd thing here. I'm using NSC, Kurogane, KSE and Extra ship components. Load order is as you wrote. The KI only has the standard ship styles from paradox, but it seems, KSE is replacing their troop transporters with the ATT's. In space, there is only a name and empty space, where KI troopers should be. But at least, they can get destroyed just fine. Any idea about that?
Gage  [author] 21 Feb @ 9:32am 
@aarnold

The AI is able use the Reapers for balancing reasons. This is the default. Please check the comments below.

I have described how to disable the Reapers some post below.
aarnold 21 Feb @ 7:16am 
I'm having an issue where the AI auto generated designs (even the corvettes) are getting the KSE Reaper Q.E.P.P weapon
Gage  [author] 23 Jan @ 4:43pm 
@Firkraag

This is a bit strange but there is a more easy way.

Design your own Conquistador and ATT at game start or later. Save your design under a different name than the default. Done.

The "problem" is the ship-designer logic that needs an autogenerated basic ship of each class to work.
Firkraag 23 Jan @ 3:39pm 
Ok found a work around... No need to update the ATT ships. Just land them on the planet, delete the autogenerated ATT, and embark them again. The transports they end up with are the custom made ones.
Firkraag 23 Jan @ 6:54am 
Hello, and thank you for this mod.

I am having an issue with the Conquistador and ATT. I have deactivated automatic design generation, but I still get Conquistador and ATT automatic designs. The problem is that when I create a land army, their transport is the automatic ATT design. Even if I delete the automatic ATT design I cannot update them afterwards to my custom design, because the upgrade button is greyed out.

Have you heard of any issues like that?

My load order follows your instructions. There might be other mods in between but the mods you mention are in that sequence.
Noobazzah 7 Jan @ 3:10pm 
Glad to be of help!