Stellaris

Stellaris

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Kurosections Expanded
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121.447 MB
10 Nov, 2021 @ 5:21pm
8 Jul @ 12:16pm
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Kurosections Expanded

Description
Supports Stellaris 4.**.* (Vanilla) NSC and ACOT


IMPORTANT
Do NOT use Kurosetions Expanded (KSE) AND Vengeance Sections Epanded (VSE) in the same playset!
This will lead to overleaps and cause unwanted side effects!


Needs KUROGANE 2.0 to work.



Download KUROGANE 2.0 here:
https://cs2bus.com/sharedfiles/filedetails/?id=3245080043


For maximum fun and firepower use ESC NEXT and it's new sub-mods:

https://cs2bus.com/sharedfiles/filedetails/?id=2648658105

https://cs2bus.com/sharedfiles/filedetails/?id=2653789292

https://cs2bus.com/sharedfiles/filedetails/?id=2653699311


IMPORTANT:
-----------------

The use of KSE with [JP_EN]Kurogane Turret Weapons. Is not recommened.

The mod uses a very "special" way to modify sections and many other elements of Kurogane disabling the correct auto-creation (sections show up empty and as" Common") of ship-designes in the Ship-Designer.

This is true for both mods. Kurogane as a standalone and Kurogane + KSE.

In general It is "working" but expect side-effects not caused by KSE. NSC compatibility is limited. Use on your own risk.

To avoid questions. No there will be no compat patch for it as this would require a total overhaul of the mod.

Load order:
---------------

- NSC (optional)
- Kurogane 2.0
- Kurosections Expanded (KSE)
- Extra Ship Components NEXT (optional)
- ESC NEXT: Overwrites Component Progression (optional)
- ESC NEXT: Overwrites Global Ship Designes (optional)
- UI-Overhaul Dynamic (mandatory for Starbase Extentded 3.0 and NSC users)
- Starbase Extended 3.0



- KSE is Save Game friendly. Check your ship designer to make adjustments after loading a save.


Preliminary Remarks:
---------------------------

Read the Q + A section.

Don’t use in multiplayer. It gives you an unfair advantage.


Features: (As of Vers. 1.0. Check the change log for full feature list.)
------------

- New Sections:

- Corvette:
- KSE Advanced Corvette
- KSE Advanced Missile Corvette

- Destroyer:
- KSE Advanced Missile Bow
- KSE Long Tom Bow
- KSE Advanced Missile Stern

- Cruiser:
- KSE Advanced Hangar Core
- KSE Advanced Core
- KSE Heavy Core
- KSE Advanced Missile Stern
- KSE Heavy Artillery Stern

- Battleship:
- KSE Advanced Hangar Core

- Juggernaut:
- 3 New KSE Core Sections
- 4 New KSE Port Sections
- 4 New KSE Starboard Sections

- Starbase Defense Fortress:
- KSE XL Weapons Section

- KSE Troop Transport:
- Added 1PD-, 1 Torp- / Mis- , 1S Utility- and 2 Aux-Slot

- KSE Defensive Cannons:
- Hades Annihilator-Cannon Section
- Zeus Ion-Cannon Section
- Stations have costs now and components add to costs.
- Build times for Defensive Cannons are reduced to 180 and 270 days.

- KSE Components
- Optimized Juggernaut Afterburners

- KSE Reactors
- Optimized KSE Reactors for Juggernauts and Defensive Cannons
- KSE Advanced Explorer Reactor
- KSE Nova Reactor
- KSE Supernova Reactor


Fixes:
--------

- Adds Missing Loca Entries
- Adds Missing Section Icons
- Fixes Some Glitches in the “Engine Room” Of KGX (NEW)

Questions And Answers:
---------------------------------

Q:
I don’t see the KSE sections in the ship-designer sections screen. Is this a bug?

A:
No. You have a scrollbar on the right side of the screen. Use it.

Q:
The new sections seem to be overpowered. Do they make any sense?

A:
Yes they are overpowered and unbalanced to a certain degree when you play Vanilla at low levels like Ensign or Captain with low settings for AI aggressiveness, Crisis Strength and no Scaling Difficulty.
They are meant for players who play with high aggressive settings at Admirals Level or higher with AI Mods like Starnet, Startech and / or ACE active.
The sections have a hefty price-tag compared to the base sections to balance them.
You don’t have to use them if you don’t want to.

Q: Does the mod contain any new models?

A:
Yes.
- Assault Troop Transport (ATT)
- Frigate
- Conquistador DSARV (Armed Science Ship)
- Ironclad SBS (Super Battleship)

Special thanks:
----------
To James Fire for letting me use and rewrite parts of code of his Juggernaut Revamp mod.

Check out my other mods:
-----------------------------------
Kurogane 2.0 Shipset:

https://cs2bus.com/sharedfiles/filedetails/?id=3245080043

Vengeance Shipset:

https://cs2bus.com/sharedfiles/filedetails/?id=2960574667

Vengeance Sections Epanded

https://cs2bus.com/sharedfiles/filedetails/?id=2960000167

U. C. F. Starship Troopers

https://cs2bus.com/sharedfiles/filedetails/?id=2869427983

German Historic Namelist:

https://cs2bus.com/sharedfiles/filedetails/?id=2816754742


Strongly Recommended:
---------------------------------

Irony Mod Manager

https://bcssov.github.io/IronyModManager/

Special thanks to:
Rage for the rescaling of the ship models. Great job. All credits for that go to him.

Please check out his Fleet Formation Mod. It is really worth it to be part of your playset.

https://cs2bus.com/sharedfiles/filedetails/?id=2525278602
Popular Discussions View All (2)
22
31 Oct, 2022 @ 5:10pm
PINNED: Need Help With Load Order? Go Here And Find A Load Order Example And Support
Gage
16
18 Jul @ 4:05am
KSE General Discussion.
Gage
472 Comments
Gage  [author] 15 Jul @ 3:02am 
@belltower

You will see the effect when e. g. the Contingency crisis is triggered and you face massive fleets of ATTs.
belltower 14 Jul @ 9:02pm 
What kind of issues should I keep an eye out for? I haven't noticed any in the past but maybe I thought they were intentional.
Gage  [author] 14 Jul @ 5:32pm 
@belltower

It is fully intentional. The check did not work for at least 2 years. I've found the glitch shortly before I've pushed the update.

You are fully free to modify the files but keep one thing in mind. Playing around with the prereq will cause serious issues during gameplay. Do that on your own risk.
belltower 14 Jul @ 2:11pm 
I've been using Kurogane for a bit now and I almost exclusively play gestalt empires. After the last update though, Kurogane mostly disappeared when I started a new game. I tried playing without Kurogane but I've gotten so used to it that I'd prefer to keep it. I went looking through the files to see if I could figure out why it doesn't show for me and I found in the KSE start tech that just above the check for the AI is a "is_gestalt = no" condition. Was that added recently? If I remove it, the tech and some ship types show back up. Is it intended to be there? Also, KSE_att.txt has a prereq that looks like it is pointed at the VSE start tech. After fixing that and starting a new game, the ATT ships showed up for me as well.
Gage  [author] 8 Jul @ 12:33pm 
Updated Version 4.1.8.

Changes:
- The AI has no access to the ATT class any longer.
xkuripuri 7 Jul @ 7:29pm 
I've also noticed that the AI is somehow using the ATTs as well. I'll see if I can't mess around with my modlist and figure it out, because it doesn't seem to be every AI either. Just randomly, a few seem to just spam nothing but armies, because then all their armies spawn in ATTs that they use instead.
(Not that it seems to be saving them to AIs that are building actual fleets, surprisingly)
Gage  [author] 5 Jul @ 11:41pm 
@tjimagineer

To answer your question and comment:

1. Correct.

2. I have no problem with the destroyer sections on my side. None is missing.
tjimagineer 5 Jul @ 7:35pm 
Also the Destroyer and cruiser appear to be missing their front halves.
tjimagineer 5 Jul @ 7:33pm 
Is it ok for the new ship types to be blank for the other ship sets as they are not able to be build by the IA Ie. the conquistador etc?
好次de盒饭 1 Jun @ 9:30am 
thanks