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that's not how it works though, mods that add resources are incompatible with each other and need a patch
this here is a submod of ESC, a mod of a mod, and doesn't edit other mods
from kyber crystals to the rareyellow vannila version aswhell as in tibanna gas
maybe it work on those recources aswhell becausse you canot see them in the bar of recourses
Hey man, I appreciate the interest. I have no plans at present to update this specific mod. I do recommend an alternative though: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2031331374
As the submod was made a standalone, it should still technically work by itself and with 2.3. Not sure how well ESC Overwrites works with it right now, seeing how ESC3 has gotten updates. So all in all I don't recommend using this submod, but it should still technically work.
yeah this needs an update, but I'm not actively playing Stellaris right now so it'll take some time :/
@[] Sirius
"Savegame: Requires new game. Safe to remove mid-game (if replaced by original ESC3)."
odd, must be on your end, while I didn't test it a whole lot all the techs I came accross worked. Take a look at compatibility of your setup with SCModManager. Maybe you just forgot you to disable original ESC?
if you have the time you could try to mod it I suppose. It's a fairly simple change, it'll just take a lot of time to change all instances of them and then to balance it. Plenty of resources you can use to help you out in modding, just ask if you need.
"oe"?
the bug isn't restricted to whatever "nsc" is, as I've seen enough of it without using any mod called "nsc"
AI struggles with everything, including vanilla resources. If the AI struggles with vanilla resources then how is it not gonna struggle with new ones too?
sure thing, if you say so, I don't remember using those mods in 1.9
I've been modding Stellaris since the day the game was released, just haven't published any until 2.2 because it takes quite a bit of extra work, and I first and foremost mod for myself.
@San Felipe
right, if you enable this mod, you should disable ESC, but you can still use ESC Overwrites.
this mod includes all of ESC. Gonna edit the description to hopefully be clearer.
I took this approach because of the extra compatibility it gives, though updates will lag behind the ESC itself. I may change this approach in the future.
On a side note. I know its none of my business, but I've been reading the correspondences between yourself and war-angel. I hope neither of you take this the wrong way but maybe there's just some miss-communication between the two of you? I can clearly see war-angel struggling with his/her english, hence why I've come to this assumption. I do understand the frustration that coincides with this "being a mod creator myself", but I'm hoping that the situation calms down and I wish you and war-angel all the best.
_____________________________________________________________________________
and what does Nsc have to do with it you say that the Ai not building ship
________________________________________________________________________________it not there Ai struggling with ESC resources!!!! there struggling with a bug in nsc!!!
______________________________________________________________________________
in the past aka in 1.9 there was two mods add new resources and the ai was builing ship just find where there guns
________________________________________________________________________________but see how you started playing/ modding in December when 2.2 was out you would not know that
...your use of vanilla here is rather confusingly expressed. This (sub)mod is just normal ESC without the new resources it adds
if you want to play normal ESC then you don't need this, if you want to play with vanilla resources instead then use this and disable ESC, if you want to use ESC overwrites on top of either then you can
I don't know anything about "Mass Effect Theme 2.0" and it's compatibility, so I can't help you with that. Try using "SCModManager" to check for conflicts.
what has "nsc" to do with this? the resource problem happens for vanilla components ffs
and what you linked is already mentioned in the desctription, had you bothered reading it
maybe you're just a terrible player and thus the AI is challenging enough for you? ever considered that? seriously, piss off dude, and fix that horrible spelling of yours
Does this then mean that your mod is a MUST NEED mod in order to play ECS on vanilla or to play a game with ECS activated? In short, I'm playing Mass Effect Theme 2.0 with ECS. Does this mean I need your mod with ECS active at the same time?
"you can overwrite ai and tell them to use new resources", yes, base ESC does that, and it's not an overwrite it's just new data for it
perhaps you have not noticed how much of a hard time the AI has even only with vanilla resources. The AI hardly ever upgrades ships, and can even get in a loop of not building any, simply because it doesn't have any fucking motes to build them with. Now imagine if instead of 3 resources the AI has to handle 12... yeah good luck with that shitshow lol.
In fact, I might actually go further and get rid of zro/dark matter/living metal/nanites from ship components too.
@ᴇʟᴅᴇʀ ᴡᴏʟғ
enjoy!
@Vaeringjar Thanks for this.