Stellaris

Stellaris

Extra Ship Components 3.0 [2.3.3]
 This topic has been pinned, so it's probably important
NHunter  [developer] 9 Dec, 2018 @ 5:45am
Suggestions and Bug Reports
Please post your bug reports and suggestions regarding the mod balance here. Thank you.
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Showing 1-15 of 127 comments
aciel.samael 9 Dec, 2018 @ 1:32pm 
So, is there a reason the resource files have to be the same name as the vanilla file? It seems like most other things can just be named whatever as long as they're in the right folder and the game will just add them in.
Last edited by aciel.samael; 9 Dec, 2018 @ 1:33pm
NHunter  [developer] 9 Dec, 2018 @ 1:33pm 
long story short, this was the only way I could get them to actually display. If someone shows me a better way, I'll gladly switch over to it.
aciel.samael 9 Dec, 2018 @ 5:00pm 
Yeah, sorry about that, shouldn't have said anything without actually looking at the files myself, but its really confusing that they can't just format everything to allow for modded additions, this wouldn't be a problem for traits. :/
JenkoRun 10 Dec, 2018 @ 6:45am 
Bug Report: I have 2 "ESC 2.0 Control Panel" Edicts
Horny Rooster 10 Dec, 2018 @ 7:08am 
with the advent of the 2.2 mod update, I really hope you put some dependencies on the bigger badder weapons such that you can't just crank out ships with components without getting the appropriate rare elements to make them with. This will not only increase fun, but also make it so you feel a need to secure certain key resources others may have so you can make the best fleets possible.
Last edited by Horny Rooster; 10 Dec, 2018 @ 7:08am
NHunter  [developer] 10 Dec, 2018 @ 8:13am 
@HighKings_Ruin: must have missed that one...

@Horny Rooster: those are already in place (e.g. gravitic weapons require gravitic anomaly special resource (amount might need tuning, but the requirement is present))
Inny 10 Dec, 2018 @ 12:34pm 
Hi, the "Gravity Manipulation Techniques" tech is missing a bit of text:
mod_starbase_buildings_alloy_cost_mult
NHunter  [developer] 10 Dec, 2018 @ 12:48pm 
that's vanilla modifier. blame pdx for it. ;)
ManimaL 11 Dec, 2018 @ 1:56am 
hi
i would like to try this mod but i dont wanna start over a new game , is it savegame compatible?
NHunter  [developer] 11 Dec, 2018 @ 8:23am 
it should not require a new game (but if a leviathan was killed before installing ESC, some associated techs will be unavailable)
ccostigan 11 Dec, 2018 @ 3:34pm 
Can/have you added scrap launcher Titan weapon from Scavenger? can't find it on the tree.
Strange thing I've noticed currently in my game. Not sure if it's been mentioned before, but for some reason the Central Research Bureau keeps self-destructing itself on my homeworld. I recently upgraded the capital building into the highest level one, the System Capital-Complex, and that is when it started to happen. Worth mentioning, I have more than enough resources to support it.
NHunter  [developer] 12 Dec, 2018 @ 8:38am 
Not, it's a new bug. No idea, what's causing it, though:

potential = {
NOT = { has_modifier = resort_colony }
NOT = { has_modifier = slave_colony }
NOT = { has_global_flag = ESC_buildings_forbidden }
}

allow = {
exists = owner
owner = { NOT = { any_owned_planet = { has_building = nhsc_building_centralresearchbureau } } }
}

this is the code that determines, whether it can be built, and it has no in-built trigger for self-destruction.
Lazy_AJ 13 Dec, 2018 @ 11:54am 
Originally posted by Meowchirp:
Strange thing I've noticed currently in my game. Not sure if it's been mentioned before, but for some reason the Central Research Bureau keeps self-destructing itself on my homeworld. I recently upgraded the capital building into the highest level one, the System Capital-Complex, and that is when it started to happen. Worth mentioning, I have more than enough resources to support it.


Are you ever losing any pops on your world? If the population decreases below the threshold for a building slot to be avalible, the building will be ruined and unrepairable until the population increases agian.
Silentiea 14 Dec, 2018 @ 10:42am 
Is it possible for a replacer patch so that vanilla components are upgraded to ESC equivalents? It's always a little disappointing when you get a ship from an event and it has all maxed out vanilla gear (making it much weaker than a starbase-built version).
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