Stellaris

Stellaris

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RIG: Species Diversity
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77.597 MB
1 Jul, 2020 @ 7:20am
21 Sep, 2020 @ 7:31am
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RIG: Species Diversity

Description
THIS MOD HAS BEEN MOVED TO A NEW PAGE.

THIS PAGE IS DISCONTINUED.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2286837494
LINK TO NEW MOD AND NAME CHANGE.

RIG: SPECIES DIVERSITY

Hello, Im Gray. The author of ReImagined Gaming: Species Diversity. Welcome to my very ambitious and unique mod on the Stellaris Workship. Let’s talk business. When you start a game of stellaris, you begin by designing a species. Of those choices there is an important, yet cosmetic choice. That being the design of your ships. You could pick Fungoids, Humanoids, Mammalians, even Avians, if you so desire. All of those choices, cosmetic as they are, go to build the identity of your species.

But here’s the question, what if that choice wasn’t cosmetic? What If that choice was an extremely important option on the list? As if you were picking Axis or Allies before starting a game of Company of Heroes. Where Avian ships would have distinctly different ship designs, compared to any other choice. What if those designs weren’t just slot loadout based? What if they also came with distinct role bonuses that gave individual ships within the fleet a sense of place? This is what I desired when I first started playing Stellaris.

WITH THE MOD ENABLED

With RIGSD enabled, your graphical choice is more like picking a faction, than a style of clothes. Each ship in the designer, from Corvette to the new Juggers, will be unique. The only exception is Colossus. The ships I have designed are significantly more powerful than the base game ship designs. Often by a factor of 2x. This means that you should expect to see much larger numbers on any fleet when playing the game. Any new turrets I have placed on a ship, have their own unique location marker. Meaning that unlike other mods, my turrets are distributed around the ship model in a way that is very pleasing to the eyes.

While there is AI support for the new logic needed to design the ships, it isn’t perfect. There will be moments where you see Ai ships not designing their ships fully. This is often due to the auto build not taking full account for power requirements, thus it skips on items. That being said, the AI on Admiral will often keep up with your fleet power throughout the game.

COMPATABILITY
This mod version works specifically for 2.7.2.
NSC
I’m sorry to say. I tried guys, I really tried. But seriously, I just can’t deal with how much additional things it adds, many of which are just slightly more powerful things than the previous thing. NSC isn’t compatible with RIGSD. I tried to write a patch for NSC. But once it dawned on me just how much work I would demand of my perfectionist arse, just to get NSC to work, I simply refocused my resources. I’m not saying it can’t be done, I’m just saying it’s too much work for me.

SHIP SKIN MODS
Machine Shipset https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2077186491&searchtext=machine+ships.

AI shipset https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2061998893
Popular Discussions View All (1)
4
8 Nov, 2020 @ 7:33pm
ACOT COMPATIBLE?
r2gallegosg
195 Comments
MorallyGray  [author] 21 Nov, 2020 @ 11:50pm 
Already has. But is a new mod. You scrolled past the link to write the comment.
KillerGestapo 21 Nov, 2020 @ 11:15pm 
When will this mod be updated for 2.8?
Snowstorm 14 Nov, 2020 @ 5:32pm 
So that shipset will be built into RIGSD instead of being its separate mod? Cool.
Crabpack 14 Nov, 2020 @ 8:12am 
uuuh sounds nice and the link works just subbed to the 2 new versions :)
MorallyGray  [author] 14 Nov, 2020 @ 8:10am 
Well, at present im working on Ascend perk tech trees. So that your ships adapt based on your choices. I expect that will scratch your itch.
Crabpack 14 Nov, 2020 @ 8:08am 
i mean you dont have to go that far if its a bit much work i just thought the ideas of both mods would work well with eachother to make the game even more diverse
MorallyGray  [author] 14 Nov, 2020 @ 8:05am 
Oh god, adapting that mod would be difficult. It would force me into increasing the size of the mod by around 3X. given the tiers mechanic. Overall, im not so sure that would be a good use of my time. I will look at their combat computers tho.
MorallyGray  [author] 14 Nov, 2020 @ 8:03am 
I;ll look at it. Also, other mod page should be live now.
MorallyGray  [author] 14 Nov, 2020 @ 7:53am 
I have no idea what that mod is. you should link it.