Stellaris

Stellaris

1,165 ratings
Extra Ship Components NEXT
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File Size
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34.431 MB
7 Nov, 2021 @ 9:04am
21 May @ 9:33am
63 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

"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 2. This mod must be loaded before NSC2
* 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 (2)
1
1 Apr @ 8:00am
Artillery weapons (Bug?)
Amadeus
0
2 May @ 4:15am
求住
与风同行
823 Comments
Hoche Neuwied 18 Jun @ 11:50am 
@Tuxedo In my last run I had both Skrand Sharpbeak and ESC NEXT. The Skravird strike craft is a little worse than ESC NEXT's strike craft 4. I had no techinical issue, no probelm to select strike craft 5 instead of Skravird in ships and in Ship Designer.
Prolbo 10 Jun @ 12:12pm 
Hi, I'm author of the "Ancient Dreadnought and Improved Titan" mod and recently one of my subscribers noticed that he cant use weapons from your mod with dreadnought from my mod.

Also, I remember that recenly I've changed shipsize from "dreadnought_a" to "dreadnought_plr" as part of refactoring of my mods. Can you check size restrictions?
Druark 10 Jun @ 7:51am 
@TheRealBlazing
I made an ASB visual compat a little while ago here
Currently is just for the beam visuals, adding the autocannons soon too. Many of the other visuals are inherited anyway if your load order is set correctly, like the explosions.
Werwolf 8 Jun @ 11:35am 
Is a certain load order needed?
Tuxedo 7 Jun @ 9:42am 
Hi, Awesome mod, cant play without it, I recently got back after getting the new dlcs in a sale, wanted to know how does the mod interact with the admiral legendary paragon and him giving a unique strike craft, does it give a unique upgrade or anything? how does his strikecraft compare to the mods? what about the beholder, sorry to ask a lot, just wondering, LOVE the mod, thank you for your had work
Zut0s 24 May @ 1:04pm 
those components aren't new with 3.12, they were just made more accessible with cosmogonists. but yeah it would be cool if they were overwritten to match ESC's nanite stuff
Zirimor 24 May @ 12:39pm 
Would it be possible to change the new Nanite Autocannon and Nanite Flak Battery(both added with 3.12) to work similarly to the current nanite weapons? As of now these two weapons have the same stats as the tier 4 flak and autocannon in this mod, but with more power usage making them not worth using.
xXKingEdwardXx 24 May @ 4:10am 
or move string theory to core research would be a better move i think instead of it being locked behind sensors
xXKingEdwardXx 24 May @ 4:06am 
thanks for the fix regarding Archaeotech weapons
now another problem is that if i have leviathans rewards only and i have beaten the enigmatic fortress it wont let me research enigmatic harvesting as it is locked behind string theory which i think is a fine tech to include in leviathans rewards anyways
Ronin Caido 22 May @ 11:39pm 
For some reason I cant research "Space Time Continuum" and "Planetary Core Mining"