Extra Ship Components NEXT
Military, Technologies
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: Extra Ship Components NEXT (Stellaris 3.3)
> Stellaris 3.4: Extra Ship Components NEXT (Stellaris 3.4)
> Stellaris 3.6: Extra Ship Components NEXT (Stellaris 3.6)
> Stellaris 3.7: Extra Ship Components NEXT ...
Author: NHunter
Created: 7 Nov, 2021 @ 9:04am
Updated: 27 Nov, 2023 @ 10:46am
Subscribers: 51398
Size (unpacked) : 22.930 MB
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: Extra Ship Components NEXT (Stellaris 3.3)
> Stellaris 3.4: Extra Ship Components NEXT (Stellaris 3.4)
> Stellaris 3.6: Extra Ship Components NEXT (Stellaris 3.6)
> Stellaris 3.7: Extra Ship Components NEXT (Stellaris 3.7)
> Stellaris 3.9: Extra Ship Components NEXT (Stellaris 3.9)
"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
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: 3x System Scale - reduces ranges of weapons by the factor of 3. Use this addon only if you play with system scaling mods. This submod has been discontiued.
* 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* 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.
- What was changed compared to Extra Ship Components 3.0?
- Changes from Extra Ship Components 3.0 include:
- Removed custom resources, associated buildings, jobs and starbase modules.
- Psionic components now use Zro.
- Gravitic, Enigmatic and Chronospatial weapons now use dark matter.
- Crystalline weapons now use rare crystals, Crystal Farms were repurposed to produce those.
- Psionic components now use Zro.
- Added a couple of new Psionic and Chronospatial components. Basic Psionic components can now be researched by machine empires that own psionic pops that aren't enslaved or being processed.
- Added Biological weapons and armor.
- Biological weapons are weak against shields and, to a lesser extent, armor but deal double damage against hull.
- Biological armor components add armor and hull and provide some hull regeneration
- Biological weapons are weak against shields and, to a lesser extent, armor but deal double damage against hull.
- Added Tesla weapons. These weapons are available to machine empires and empires that have completed synthetic ascension. Tesla weapons have a penalty against shields but have 50% armor penetration.
- MagnetoHydroDynamic weapons are now a separate sub-category of kinetic weapons rather than them being a T-slot kinetic mass-accelerators.
- Added presets to mod menu.
How do I download and install mods?
Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.How do I install this mod?
See the 'How to install' tab.Is this mod safe to use?
The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .This instruction is not written yet..