Stellaris

Stellaris

Kurosections Expanded
468 Comments
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://steamhost.cn/steamcommunity_com/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!
Gage  [author] 7 Jan @ 11:08am 
Updated To Version 4.1.4.

Fixes:
- Disabled the cap removal for influence.

Thanks to Noobazzah for the heads-up.
Gage  [author] 6 Jan @ 7:06pm 
@Noobazzah

First of all you are right. I simply overlooked that. Thanks for the heads-up.

I did some tests and the results are very interesting so to say. Seems the issue is a bit more complex than I thought it is.
Noobazzah 6 Jan @ 5:06pm 
The fastest way to see if you're suffering from the bug (which generally you will be unless something overrides the change to the Influence cap) is to unzip a save file and look for "influence"; the entries on things like power projection will be doubled and the bit that shows you an empire's current resources will have two entries for influence. The upper one is what you had when you saved, the lower one is what it will apply after you load that save again. Removing the uncapper fixes the issue next time you save; the double entries will be gone in that save file.
Noobazzah 6 Jan @ 4:44pm 
@Gage essentially you get only a fraction of your previous Influence back when you reload a save, this has been a problem with other mods that touch the cap as well. So I might have about 40 when I exit, reload the save and suddenly only have 3. Removing the file that does the uncapping has completely removed the problem for me.

I think it's just good practice to disclose outright if your mod does significant changes outside of it's immediate purview, and in general terms people simply are not going to navigate to their Workshop folder or even know where to look for it, change logs on here are usually what you can access in the Change Notes. It's literally just a folder with a jumble of numbers on it.

Just a suggestion I guess, but I do recommend checking if the issue happens in your own game as well with this mod. People don't usually pay all that much attention to their Influence which is why the issue sneaks past people most of the time.
Gage  [author] 6 Jan @ 8:16am 
@Noobazzah

Thanks for the suggestion.

I will think about it but if you have a look at the "Feature Description" above it is stated that there comes a changelog with the mod that contains all changes and added features since Vers. 1.0 of the mod.

I’m curious. What was the “annoyance”?
Gage  [author] 6 Jan @ 8:09am 
@Forbidjon

You can remove the shipset you are not using as a player. The AI can't use KGE or VSE.
Noobazzah 6 Jan @ 3:49am 
Let me just start by saying that I like the mod, especially the new ship sections etc.! However, I think it would be worth mentioning the "uncapping" of Influence and Minor Artifacts somewhere in the description, since I don't think that's something people would assume this mod does and it caused some annoyance in my specific mod load order before I finally figured it out.
Forbidjon 5 Jan @ 6:03pm 
Have a save with both Kurosections Expanded and Vengeance Sections Epanded for a while now, which one should i remove? or will it mess up the save?
Gage  [author] 5 Jan @ 3:03pm 
@Tal'Raziid

It's a ship class provided by this mod.
Tal'Raziid 5 Jan @ 2:24pm 
What is the Assault Troop Transport from?
Gage  [author] 4 Jan @ 8:38am 
@XCABAL

Nice but you should really add a titlecard. It will help the visibility and creditability of it big time.
XCABAL 4 Jan @ 6:14am 
I have created a patch for KSE and Real Space - Ships in Scaling. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3400301991
Gage  [author] 31 Dec, 2024 @ 5:21am 
@melon101

Many thanks for your kind words and same to you and your family.
melon101 30 Dec, 2024 @ 3:36pm 
Thank you. Will do next week once I am back…I wish you a happy new year and thanks again for your work ☺️
Gage  [author] 28 Dec, 2024 @ 6:59am 
@melon101

Feel free to contact me under the Discord ID below.
melon101 27 Dec, 2024 @ 3:48pm 
Hi, thanks for keeoing this mod Up.
I got the same problem as @youtubitz, when using this mod. Did you guys figure it out..maybe its just a load order problem, I tested it a bit but sofar i had no luck