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Rapporter et oversættelsesproblem
The original game data files remain untouched to ensure compatibility with future game updates and with other modifications.
To keep the whole thing simple the extra hulls are unlocked besides the regular custom faction fleet ships via the faction hull technologies.
These mods will interfere other mods ...
... just the improved scouts and armed colony ships ...
Using Hero Ships rather than HS2 ends up duplicating the pirate ships because ESG gives all players the pirate ships with the tier-3 military tech that unlocks privateers. (ESG also disables generic ships on the market, so this lets players build their privateers).
So the shipbuilding UI dies if you try to have even one extra major race set.
The other annoying thing is different slot placements on the pirate ships; most pirates end up with 5+ defense slots because they get both sets. Worse, ESG tries to make the initial designs for most ships when you research them more sensible, but the different slot placements end up with things like a drive in a defense slot.
I'm about to try this specific mod but don't have high hopes. ARKON Small Ships (my fave) is a very unlikely hope. In both cases they've tweaked some of the base ship designs so I expect a mess.
Have you any interest in making a version of Small Ships or Fleets that fits on top of ESG?
Have fun with the game!
Do you have a Patreon?
I'm glad you like the MOD.
P.S. The MOD does not require DLCs.
If the DLC1, DLC2 or DLC3 are missing, the corresponding ships of the Vaulters, Hisshos and Umbral Choir can still be built.
The ships may then lack the textures, so that they are represented as "white ghosts" in the game.
However, the DLC4 is required for a correct display of the Nakalim ships ...
I thought that it wasn't working, because i only saw the ships i have as faction in the presets, but it actually does work, because i can see the other models in the "new ship" tab
my bad once again, works like a charm
i'm using a custom faction, however, so maybe that's it
i did the first research for the hulls, but i only have the ones for my faction
There might be one more little step to perfection. Most factions having 7 ship classes may now choose up to 2 main factions adding 2x6 ships. This leaves room for 1 minor faction with 2 ships. Could you please make separate traits for each minor faction? This could add more flexibility.
P.S. Lumeris could take up to 2 minor factions. Vodyani who actually have 9 their own ships could not add minor factions to their fleet, but it's OK since they're xenocidic basterds
I think, the problem may be caused by Lumeris, Sophons, Cravers and Vodyani, who get extra ships classes. For instance, UE+Vodyani+Horatio combo works but looks like to be the maximum ship count (7xUE, 8x Vodyani, 7x Horatio = 22)
Of vanilla factions (i don't have DLCs) one has 8 ships (Vonyani) while others basically have 7 without armed colony ships.
I think, for compatibility reasons, to make any combo of 3 factions work, it would be better to remove armed colony ships you've added (or keep only armed colonists), so all factions except Vodyany would have 7 ships.
However, this means that only a few technologies unlocks the respective blueprints for the extra ship types ...
The game designers have not planned so many types of ships to be build there.
The fact that so many ship types are concentrated in the research tree is due to the compatibility with the main game and other mods.