Stellaris

Stellaris

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Extra Ship Components NEXT
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File Size
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46.227 MB
7 Nov, 2021 @ 9:04am
11 Jul @ 2:29pm
89 Change Notes ( view )

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Extra Ship Components NEXT

Description
Extra Ship Components: NEXT

WARNING: this mod is NOT compatible with existing ESC 3.0 saves. You need to start a new game.

Other mod versions:
Stellaris 3.3 -- Stellaris 3.4 -- Stellaris 3.6 -- Stellaris 3.7
Stellaris 3.9 -- Stellaris 3.10 -- Stellaris 3.11 -- Stellaris 3.14

"Extra Ship Components" aims to provide an extended and expanded technology tree, adding advanced weapons, shields and armor. Highlights include:
- Psionic weapons.
- Nanite weapons and armors.
- Gravitic weapons.
- Biological weapons and armors.
- Crystalline weapons.
- Leviathan rewards.
- Medium to Titanic autocannons.
- Advanced weapons derived from space creatures.
- And much, much more...

GitHub: ESC NEXT git repository[github.com]
Images: 1 - 2 - 3 - 4 - 5

In-built Compatibility

* Dynamic Mod Menu
* Ancient Cache of Technologies: Extra Defines and Changes
* New Ship Classes 3. This mod must be loaded before NSC3
* Space Combat Expanded
* Core Game Mechanics: Debris
* Core Game Mechanics: Buildings
* The Zenith of Fallen Empires 2.0 (hopefully)
* UltraJuggernaut
* Realsitic Ships
* At War: Starbase Improvements
* Ancient Dreadnought and Improved Titan 2.5
* !Expanded Starbases
* A Deadly Tempest
* Unofficial Hive DLC: Forgotten Queens
* Machines & Robot Expansion
* Wiirlak Additional Civics and Origins
* Defense Fortress ( needs test )

Addons

* ESC NEXT: Overwrites: Component Progression - allows for smooth upgrading progression from the most basic vanilla components to their ultimate forms in ESC NEXT.
* ESC NEXT: Overwrites: Global Ship Designs - upgrades Fallen Empire ships, Curator stations, Crises ships and some Leviathans to utilize new ESC NEXT components.
* ESC NEXT: Overwrites: Special Weapon Types Patch - updates turret definitions with assignment of entities for biological, nanite and psionic weapons and removes no-longer-needed secondary weapon types from those weapons (which were used to avoid issues with turrets).
* ESC NEXT: Overwrites: 6x System Scale - reduces ranges of weapons by the factor of 6. Use this addon only if you play with system scaling mods.

Language Patches
* Russian 1 | Russian 2
* German

FAQ

- Does this mod have any DLC dependencies?
- Extra Ship Components NEXT does not explicitly require you to have any of DLCs, but some content (primarily, leviathan rewards) will not be available unless you have a specific DLC active.

- Does this mod require a new game?
- No, Extra Ship Components NEXT does not require a new game, though, depending on the game state (particularly, leviathans), some technologies might remain unavailable.

- Can AI use new components?
- Yes. The only thing that might prevent AI from researching Extra Ship Components NEXT technologies is its own stupidity.

- What about mod compatibility?
- Extra Ship Components NEXT overwrites several vanilla icons to ensure that all components and technologies are distinct. No other vanilla files are changed. And as long vanilla technologies are known to the game, Extra Ship Components NEXT should work.
Popular Discussions View All (4)
4
18 May @ 9:01pm
Error: Invalid context switch [from] from [ship_growth_stage]
Mr.Hishprung
3
29 May @ 2:08pm
Artillery weapons (Bug?)
Amadeus
0
2 Jun @ 6:59pm
bug(?) report re: Gravitic weapon in static modifers
Erenadi
1,114 Comments
eqN 11 Jul @ 2:50pm 
Thanks again for your amazing mod. <3
NHunter  [author] 11 Jul @ 2:32pm 
MOD UPDATE:

- Add certain auxiliary components that were previously missing for the bioship empires.
- Update buildings.
- Implement alternative technology icons, titles and descriptions for bioship-using empires.
- Add overwrites for certain vanilla technology icons.
- Add global ship designs overwrites for the hive FE overwrites. (global ship designs submod)
- Some localisation fixes.
NHunter  [author] 11 Jul @ 2:31pm 
@Alyssa, how did you even get one that high? With overwrites, FE fleets only get ~950k.
Specimen 7 6 Jul @ 3:11pm 
it may be due to the weavers then
Alyssa 6 Jul @ 12:05pm 
how to counter 12kk biotitan?
NHunter  [author] 5 Jul @ 9:53am 
Just ran some synthetic tests with a pack of stingers loaded with only bio-weapons against big clusters of space amoebas. I haven't observed any friendly fire.
Specimen 7 4 Jul @ 12:23pm 
not crusiers the stingers.
Specimen 7 4 Jul @ 12:07pm 
it seemed to be all of them. my crusiers were doing the main damage. but the strike craft seem to be fine. just the weapons themselves seem to be the problem. i could try a fleet without weavers and see if that does anything. also also don't stress yourself out too much man. do what you feel like you can do sure but don't overload yourself.
NHunter  [author] 4 Jul @ 8:18am 
Sorry, work was rather taxing on me this week so didn't get to do much. Should have some free time for testing during the weekend.

At a quick glance at the bioships... was the issue with all of them, or just Weavers? Weavers have buffer computers that have targeting on allies (for buffing). If it's just them, there might be a bug that causes computer targeting priority to overwrite that of a weapon
Specimen 7 3 Jul @ 12:23pm 
i can do some more testing if you want. just incase you can't replicate it or other stuff of the sort