Stellaris

Stellaris

!!! ESC : 6x System Scale [Actual]
34 Comments
NHunter  [author] 22 Nov, 2021 @ 8:34am 
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 @ 7:10am 
MOD UPDATE:

- Remove duplicate entry for Playable Fallen Empire Battlecruiser thrusters.
NHunter  [author] 6 Aug, 2021 @ 12:04pm 
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 @ 2:16pm 
MOD UPDATE:

- Update for the new version of the base mod.
NHunter  [author] 6 May, 2021 @ 9:58am 
ESC overwrites is NOT meant to be used with rescaling mods (since I'm too lazy to manage three versions of it for 1x/3x/6x)
Nidoking 6 May, 2021 @ 9:24am 
Some of weapon's ranges was not reduced in my case. Firstly I thought there would be a some conflict with other mods. But after some rearranging works, I realized that this also happend when I activate only three of ESC mods. I loaded it as following order.

Extra Ship Components 3.0 [Actual]
Extra Ship Components 3.0 - Overwrites [Actual]
!!! ESC : 6x System Scale [Actual]

Every case was happend on the weapons of 'spaceborn aliens' such as void clouds, space amebas or ancient mining drones. (ex: the range of Cloud Lightning was 60.)

Thank you for your great mod. I enjoyed your original ESC mod very well :)
NHunter  [author] 25 Apr, 2021 @ 10:05pm 
MOD UPDATE:

- Fix outdated thrusters' overwrites.
NHunter  [author] 18 Apr, 2021 @ 4:10am 
MOD UPDATE:

- Update for Stellaris 3.0
rig2018 6 Feb, 2021 @ 3:47pm 
hi NHunter, I am very found of the amazing work of yours, it is possible for you to do a x9 system scale patch for the mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=928285305&searchtext=system+scale

:steamhappy:
NHunter  [author] 23 Jan, 2021 @ 1:21pm 
MOD UPDATE:

- Updated for new version of base mod (Shroud Avatar components)
NHunter  [author] 16 Jan, 2021 @ 1:25pm 
MOD UPDATE:

- Fix supersized autocannons' projectiles
NHunter  [author] 28 Nov, 2020 @ 7:10am 
MOD UPDATE:
EXPERIMENTAL:

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

please report if there are issues with this update.
jowe01 16 Nov, 2020 @ 9:25am 
@NHunter: Excellent to have this. Playing with the 6x system scale and the resulting much better manoeuvering abilities is great fun, thanks that you support this.
One proposal: I think you should not only adjust the range of missiles but also their speed. If they are essentially able to fly all their range in 1 to 3 days, this makes it very much more difficult for point defense to hit them, thus unbalancing the game.
Mrr Gypsy 12 Nov, 2020 @ 4:44am 
Strikecraft units from vanilla and ESC have upwards of 12 weapon range (not deployment range) which would seem to out range point defences which have a range of 5. While it doesn't seem to matter much in big fleet battles it would matter in battles with a small number of ships
NHunter  [author] 29 Oct, 2020 @ 10:09am 
MOD UPDATE:

- Update target Stellaris version to 2.8.*
NHunter  [author] 5 Sep, 2020 @ 4:40am 
MOD UPDATE:

- Update for gravitic weapons' buff.
- EXPERIMENTAL: added overwrites to ESC-overwrites crisis weapons.
Wrath 26 Aug, 2020 @ 2:32pm 
Hi NHunter. Thank you for the great mod! Just wanted to point out, if its not intentional, that some of the crisis components found in ESC overwrites isn't overwritten to have 1/6 scaling. Cheers!
NHunter  [author] 18 Jul, 2020 @ 8:22am 
strikecraft never had much range themselves (and they are launched at <longest weapon range> * (1 + modifier)) distance. Mods that change weapon ranges (like this one) will proportionally reduce the range at which strikecrafts are deployed.
Forever 18 Jul, 2020 @ 7:38am 
Strike craft seems to be very affected by these mods and sometimes they take ages until they reach each other in order to fight and sometimes they get buggy and run around instead of going straight to the enemy target.
xXGamerGirl47Xx 29 Jun, 2020 @ 2:16pm 
This mod works fine for the weapon range but seems to add an extra 100% sublight speed after the first level of thrusters
NHunter  [author] 23 Jun, 2020 @ 2:19pm 
MOD UPDATE:

- Update ranges of extradimensional weapons.
rig2018 31 May, 2020 @ 12:16pm 
thanks:steamhappy:
NHunter  [author] 31 May, 2020 @ 12:09pm 
MOD UPDATE:

- Added overwrite to ship system scaling events (tier VI thrusters will have same boost as tier V due to what I have access to)
NHunter  [author] 31 May, 2020 @ 11:14am 
this modifier is not set within components, but is added via event -- and I don't even have access to the master-event that calls for modifier setter. It will be impossible for me to add acceleration modifier for tier VI engines. I can do a hacky way for tier V, though, since there is an event for that already present.
rig2018 31 May, 2020 @ 11:00am 
https://filebin.net/y7ynbsoavju06h7a

this site contains the shipscaling patch, I am not a modder so I can't tell you the precise location of the 'cruis acceleration' code but it should be in localisation/english
NHunter  [author] 31 May, 2020 @ 10:29am 
there is no such thing as "cruise acceleration" in vanilla, so I don't have any reference code.
rig2018 31 May, 2020 @ 8:28am 
Sorry for not being clear, when I referred to the acceleration problem, I am talking about an additional feature added by the ship scaling hard mod called 'cruise acceleration', this is a different thing from base ship speed and hence the newly added engine is still slower than the original ones even after the update. I will try to upload some comparing images to demenstrate my point. Again, sorry for not being clear as English is my second language:steamsad:

(if you are going to modified this patch in the future, I suggest increasing the cruise acceleration' to 500/600% for the 2 newly added engines, the base ship speed can increase to 150/175%)
NHunter  [author] 31 May, 2020 @ 7:17am 
MOD UPDATE:

- Increased thrusters' speed bonus to 400% for tier V and 500% for tier VI
rig2018 30 May, 2020 @ 7:25pm 
hi there is an issue with the newly-added engines added in esc. When using the mod with ship scaling hard, the engine actually slows down the ship speed compare to all the other engines, this is caused by change in shipscaling hard mod, where the engines has the 'cruise speed' which increase 100/200/300/400% of the sublight speed of a ship. Hence I have a suggestion to make the newly added engine increase the sub-light speed to 500/600%, hope this is achieveable for this patch
rig2018 26 May, 2020 @ 2:32pm 
thank you!!!:steamhappy: