Stellaris

Stellaris

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Extra Ship Components 3.0 [2.7-2.8]
   
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17.533 MB
10 Apr, 2021 @ 4:45am
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Extra Ship Components 3.0 [2.7-2.8]

Description
Extra Ship Components 3.0 : Stellaris 2.7 - 2.8 Legacy version

Other mod versions:
- Stellaris 1.9: Extra Ship Components 1.9.
- Stellaris 2.2: Extra Ship Components 2.0.
- Stellaris 2.3: Extra Ship Components 3.0 - [2.3.3].
- Stellaris 2.4-2.6: Extra Ship Components 3.0 [2.4-2.6].
- Actual version: Extra Ship Components 3.0.

Full tech tree image --- github repository[github.com]

"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.
- Crystalline weapons.
- Leviathan weapons and armors.
- Medium to Titanic autocannons.
- Advanced weapons derived from space creatures.
- And much, much more...

- French Localizations - by @calvitix

In-built Compatibility

* New Ship Classes 2.
* Space Combat Expanded
* Core Game Mechanics: Debris
* Core Game Mechanics: Buildings
* The Zenith of Fallen Empires 2.0 (hopefully)
* UltraJuggernaut
* Realsitic Ships
* EAC: At War (defense platforms)
* At War: Starbase Improvements
* Ancient Dreadnought and Improved Titan 2.5
* !Expanded Starbases
* A Deadly Tempest
* Unofficial Hive DLC: Forgotten Queens

Optional Addons and Compatibility Patches

* Extra Ship Components 3.0 - Overwrites [2.7-2.8] - A supplement mod that merges vanilla and ESC tech tree and gives Fallen Empires and crises upgraded ship designs.
* Universal Resources Patch. IMPORTANT: For Universal Resource Patch to work correctly it must be located below ESC in the mod list in the launcher.
* 3x system scale mods patch [2.7+]. IMPORTANT: for the patch to work correctly, it must be located below ESC in the mod list in the launcher.
* 6x system scale mods patch [2.7+]. IMPORTANT: for the patch to work correctly, it must be located below ESC in the mod list in the launcher.
* AM 2.6/ESC 3.0 2.4+ Compatibility Patch. IMPORTANT: for the patch to work correctly, it must be located below both ESC and AlphaMod in the mod list in the launcher.

* Stellaris Enhanced Sound Project - this mod hasn't been updated in over a year and is not up to date with this version of ESC3.0. Use at your own risk.
* Chinese localization
* Alternative Chinese localization
* Japanese localization
* Zenith of the Fallen Empires tech tree merge addon.
* Alternative Laser Graphics - this mod hasn't been updated in over a year and is not up to date with this version of ESC3.0. Use at your own risk.

Alternative Versions

* Extra Ship Components 3.0 LITE by @Enduriel. Provides a smaller and simplified tech tree, and removes ESC-original resources as well as several buildings added by ESC.

FAQ

- Does this mod have any DLC dependencies?
- Extra Ship Components 3.0 does not explicitly require you to have any of DLCs, but some components will not be available unless you have a specific DLC active.

- Does this mod require a new game?
- No, Extra Ship Components 3.0 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 3.0 technologies is its own stupidity.

- What about mod compatibility?
- Extra Ship Components 3.0 overwrites 2 vanilla icons to ensure that all components and technologies are distinct. And a UI files for strategic resources. No other vanilla files are changed. And as long vanilla technologies are known to the game, Extra Ship Components 3.0 should work. This is not true for the supplement mod. If you use Universal Resource Patch, make sure that is is locate below Extra Ship Components 3.0 in the list of mods in the launcher, otherwise it will be overwritten.

- This mod adds additional resources. There are no deposits on the map. What is wrong?
- Resources added by Extra Ship Components 3.0 do not have deposits and have to be collected by pops. Living Crystals can also be bought from the galactic market once someone puts any there.
Popular Discussions View All (1)
0
24 Apr, 2021 @ 5:14pm
Does using during active game affect the "Fallen empires"?
V-09
7 Comments
NHunter  [author] 25 Apr, 2021 @ 10:30am 
this mod overwrites only UI and a couple of icons. so it can go pretty much anywhere. UI patches and ESC supplements should go below it, but otherwise...
Fikus 25 Apr, 2021 @ 6:58am 
Hello.
Is there a Load order for this mod ?
where should or shouldnt it to be put in ?
thanks
NHunter  [author] 25 Apr, 2021 @ 2:56am 
base ESC doesn't affect pregenerated entites, including FEs. (though, if you've started with overwrites and then removed it, they will keep upgraded loadout for already created ships).
V-09 24 Apr, 2021 @ 5:11pm 
if i use during old game, does it affect (gimp the fallen empires)?
masternetra 17 Apr, 2021 @ 9:08pm 
Great mod. Reminds me of the old space empires series, I miss having the different tech branchs in SE a number of them like Crystalline, Organic, and Psyonic techs (which included components/weapons and could as well include unique unit types and ships/bases) were available as a racial (species) trait. Though I never cared for it being available ONLY that way but perhaps it's something a corresponding species/civ could start off with/in and have a easier time researching further (and might just be more proficient with in general).
♯Rognd 15 Apr, 2021 @ 11:50am 
Thx for your work, it give me a lot fun
Astro ^-^ 13 Apr, 2021 @ 3:29am 
Holy mother of god thats a big tech tree, and I love it!