Stellaris

Stellaris

!!! ESC : 3x System Scale [Actual]
54 Kommentare
NHunter  [Autor] 22. Nov. 2021 um 8:33 
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  [Autor] 26. Sep. 2021 um 3:07 
MOD UPDATE:

- Update for the new version of the base mod.
NHunter  [Autor] 22. Aug. 2021 um 7:09 
MOD UPDATE:

- Remove duplicate entry for Playable Fallen Empire Battlecruiser thrusters.
NHunter  [Autor] 6. Aug. 2021 um 12:03 
MOD UPDATE:

- update for new version of the base mod
NHunter  [Autor] 18. Jul. 2021 um 9:26 
MOD UPDATE:

- Add asteroid thrower weapons.
- Fix scourge strikecraft armor penetration values.
NHunter  [Autor] 30. Mai 2021 um 14:15 
MOD UPDATE:

- Update for the new version of the base mod.
NHunter  [Autor] 18. Apr. 2021 um 4:09 
MOD UPDATE:

- Update for Stellaris 3.0
NHunter  [Autor] 17. Apr. 2021 um 7:23 
it will work.

I'll post a 3.0-cleaned-up update later
Alizia 17. Apr. 2021 um 7:14 
Does is it needed to update for playing with real space and ESC ?
NHunter  [Autor] 14. Mrz. 2021 um 14:39 
I'd say it should be:

ESC - ESC overwrites - 3x scaling base - this mod

even if you will be losing component transition this way. Otherwise you're going to have overwritten vanilla components with default ranges.

------- I should probably expand the mod include rescaled overwrites from overwrites, but...
Punished Dwight 14. Mrz. 2021 um 11:25 
@NHHunter: Should I put this before or after the ESC overwrites?
NHunter  [Autor] 23. Jan. 2021 um 13:20 
MOD UPDATE:

- Updated for new version of base mod (Shroud Avatar components)
NHunter  [Autor] 16. Jan. 2021 um 13:24 
MOD UPDATE:

- Fix supersized autocannons' projectiles
Sentry Ward 15. Jan. 2021 um 15:59 
> added overwrites to missile speed and strikecraft attack range/engagement range/speed
Probably will be issues with Guili's technologies - didn't test it yet. There is +projectile speed technologies.

Also, does crystaline buildings still BIS or they were balanced from ~year ago? Nothing about it in changelog
NHunter  [Autor] 1. Dez. 2020 um 6:46 
it's a general 1/3 system scale mod. it merely cuts all weapon ranges (and missile/strikecraft speeds) down to 33%.
Strawberry Conquest!! 1. Dez. 2020 um 4:22 
So this is really intended to be used with Real Space - Space Battles even though that mod hasn't been updated since 2.3?
BlackRush 30. Nov. 2020 um 7:06 
I fixed it, it was because of Irony, i merged the files and it screwed with the load order, without merging load order and ranges are fine. I verified the game files as well and those are good :)
NHunter  [Autor] 29. Nov. 2020 um 2:02 
hm.. in mod's files it has updated range. did steam update everything correctly? - it is known to sometimes be working a bit weirdly
BlackRush 29. Nov. 2020 um 1:16 
The Crystal Shard Thrower still has vanilla ranges in my game, I placed this patch at the bottom of my load order, is this something on my part or is it not updated in this patch?
NHunter  [Autor] 28. Nov. 2020 um 7:07 
MOD UPDATE:
EXPERIMENTAL:

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

please report if there are issues with this update.
NHunter  [Autor] 29. Okt. 2020 um 10:08 
MOD UPDATE

- Update target Stellaris version to 2.8.*
NHunter  [Autor] 17. Okt. 2020 um 4:57 
they should be using the tier V acceleration --- though it will only work for vanilla classes
Uight 12. Okt. 2020 um 11:03 
Would it be possible to make the mod compatible to the new real space scalign system. As real space introduced the drive acceleration (ships in scaling hard) the two highest thrusters are actually worse than the ones from the base game.
NHunter  [Autor] 5. Sep. 2020 um 4:39 
MOD UPDATE:

- Update for gravitic weapons' buff.
- EXPERIMENTAL: added overwrites to ESC-overwrites crisis weapons.
NHunter  [Autor] 23. Jun. 2020 um 14:20 
MOD UPDATE:

- Update ranges of extradimensional weapons.
NHunter  [Autor] 24. Mai 2020 um 4:15 
Maybe after I'm done with missile GFX-caused CTDs some players are reporting.
rig2018 23. Mai 2020 um 18:07 
i enjoy your mod so much, it will be perfect if you made esc compatible with ship scaling hard x6:steamhappy:
Medved 20. Mai 2020 um 6:11 
Is it posible to make same mode for HARD (x6) system scale ?
NHunter  [Autor] 17. Mai 2020 um 3:42 
MOD UPDATE:

- Remove forced turret entities.
NHunter  [Autor] 12. Mai 2020 um 12:07 
UPDATED for 2.7.*
Rogue Serenity 15. Apr. 2020 um 0:47 
Thats the answer I needed thanks for your help. Seems my assumption was right. Its the first time I've had to sort out a mod load out. But everything works as intended so thats great :steamhappy:
NHunter  [Autor] 13. Apr. 2020 um 22:23 
it is not full self-contained mod, you need base ESC 3.0 as well. But, otherwise, this patch should be below both ESC and RSSB.
Rogue Serenity 13. Apr. 2020 um 15:39 
@NHunter Firstly thanks for your other two main mods I've had a blast with those two. I'm building a new mod playlist for when I am not playing with my class friend, what would the load order look like for this be with real space?

Would it look like this?
1. Real Space mods
2. Extra Ship Components 3.0 mods plus patch

Thanks in advance
Lifariz 7. Apr. 2020 um 0:47 
@NHunter I think the issue the previous people are trying to point out is that both LITE and HARD versions of [ Real Space - Ships in Scaling ] are now using 6x. I think Real Space did that before 2.6, but I only came back a month before 2.6 so don't quote me on that.
NHunter  [Autor] 5. Apr. 2020 um 7:46 
this mod ONLY reduces ESC weapons' range to 33% or vanilla "scale". It has no other explicit dependencies. You can use it either for (old) RSSB or (new) 3x scaling mod of Real Space suite
Lotussy 5. Apr. 2020 um 6:59 
so this isnt needed for real space 3.5?
NHunter  [Autor] 3. Apr. 2020 um 10:00 
LITE as far as I know, uses same component names as the original ESC, but since this patch has all weapons from base ESC, I'm not sure how it will work with LITE - you should probably ask Enduriel about that
Byter 3. Apr. 2020 um 8:56 
I have no idea which of the two it is, as it doesn't mention that on any of the pages. I assume you mean "Lite"?
NHunter  [Autor] 3. Apr. 2020 um 8:47 
this is 0.33 range modifier version
Byter 3. Apr. 2020 um 8:27 
Because "Space Battles" was split up, do I need this patch for the new mods too?
MightyShark 2. Apr. 2020 um 19:54 
Thanks NHunter !
Is it possible to get a version where the Ranges are divided by 6 instead of 3 ?
NHunter  [Autor] 2. Apr. 2020 um 12:05 
MOD UPDATE:

- Updated with balance changes to ESC penetrating weapons.
NHunter  [Autor] 19. Mrz. 2020 um 14:02 
MOD UPDATE:

- Updated for 2.6.* and new version of ESC.
NHunter  [Autor] 28. Feb. 2020 um 15:52 
MOD UPDATE:

- Updated for new ESC version. (extradimensional weapons)
Aus1rathia 29. Jan. 2020 um 5:53 
Comparing by WinMerge against up-to-date Extra Ship Components 3.0 [2.4+] found that this patch contains some outdated codes causing numerous minor differences.

Though nothing is serious, update would be preferable.
Kathrynerius 14. Jan. 2020 um 21:48 
I was actually looking for something just like this. Seems that 6x is their focus now, but not finding any patches to make extra components 3.0 work with it.
Vive la Raclette 7. Jan. 2020 um 10:10 
Nice, could it be possible to have one with a reduced range by factor of 6 ? No problem if too much work, it's already great and thanks
NHunter  [Autor] 6. Jan. 2020 um 16:14 
this mod merely reduces ranges of all ESC weapons by factor of 3 - no non-ESC files have been touched. I don't use rescaling mods, so I have no idea what factor(s) they use.
Vive la Raclette 6. Jan. 2020 um 15:59 
Hi, thanks for this mod, as asked bellow, does it work with the x6 scaling replacing RS-SB ? It would be great as it seems the x6 is the main focus of their work
Regards
Machiranae 29. Nov. 2019 um 8:26 
Does this work with the new Real Space- Ships in scaling x6/x3? The Space Battles mod is being continued under those titles.