Stellaris

Stellaris

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RIG Unique Shipset 4.0 (OUTDATED)
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210.722 MB
21 Jul, 2024 @ 12:58am
18 Jan @ 7:58pm
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RIG Unique Shipset 4.0 (OUTDATED)

Description
For best compat, put my mod first so other mods, such as UI mods, load over mine.

RIG Unique Shipset
Hello. I'm Gray. It’s my great pleasure to present to the Stellaris community, my massive many years-long project. The total conversion, RIG Unique Shipset. A mod like no others. I think....

What Does It Do?
In the base game, your choice of shipset is effectively meaningless. Avians, Mammalians, Lithiods, whatever. You'll receive the same ships and weapons. Thus the same play style, every time. RIG seeks to change this. Pictured below is a comparison, highlighting a 'meta' build from just one (1) of sixteen (16) factions to choose from.

Vanilla Meta Cruiser.


RIG Humanoid Meta Cruiser.


I hope that got your attention, because this isn’t just a typical ship rework or 'new hulls' mod. Unlike other ship mods, RIG is an intensive combat tech-tree rework; An entire art rework featuring S M L XL icons for everything relevant; A massive AI rework to accommodate the new play styles; As well as role bonuses for each ship, to help promote each ship's personality within a fleet. Such as the humble Arthropoid Corvette.

RIG Arthropoid Corvette.


Each ship has a ‘role bonus’ that guides its personality in the fleet. This bonus levels up as you progress the tech tree, then alters based on your ascension perk choices. As can be seen in the above image, the Psychic role bonus is a possible choice for this Arthropoid.

Lets talk more about ascend perks.

Ascend Perks


As mentioned, in RIG, your ascend perk will have an enormous impact on your ship designs and play style. Some choices are synergistic, some asymmetric. Some just outright insane and absurd. From top to bottom, the ascend perk paths are as follows.

Archaeological
Synthetic (bio>machine)
Machine (only)
Hivemind (only)
Biological
Psychic
CRISIS (become Crisis)
--- Fallen Empire (cosmogenisis in the workshop photos) ---

In the original game, the crisis choice felt underwhelming, something as important as becoming a galactic crisis should mean something beyond a button click. With this mod, you become something that legends are forged from. The items associated with crisis, are unlocked through tech and menace score. This is partly because of balance, partly because progression. If any empire chooses to go crisis, you'll feel it. Here is an example.



Platforms Return

As ships in RIG are significantly stronger than the vanilla game, this proved to be a problem when balancing against starbases. The solution was two fold. One, upgrade starbases to become serious threats. All starbases have their own 'starbase' weapon sets. Effectively, the weapons on starbases, have moved up a weight class. P = S / S = M / M = L / L = XL / XL = XXL. You get the point. And two, all factions have level 1 / 2 / 3 platforms again.



INCOMPATIBILITIES

Understandably, when you see the true scope of RIG, most things won't be compatible with RIG. You should assume any mods that edit ships, like NSC, are incompatible. While some ship mods might work, this mod is designed to be played without other ship altering mods.

To be clear. NSC = No.

Weapon/item mods should work with this, so long as those other mods only add new things. However, you might find conflicts with other mods and AI logic.

ACOT: People ask me about this. I have no idea. I don't use ACOT.

COMPATABLITIES

As this mod adds logic to shipsets, there are a bunch of mods which also add shipsets. I am constantly scanning the mod workshop for other shipsets that i like. If I do, I’ll add them to the mod. Currently, only one shipset is compatible with RIG.

Machine set
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2077186491

Gigastructures: Almost done. It's functional now. About 80%
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1121692237

The Future Of RIG

As this mod evolves, I will balance, I will add shipsets, I will improve the set as best as I can. Hell, I would love to see this mod be highlighted by the Stellaris devs one day. But that's unlikely to happen. Until then, please post your feedback in the comments below. Bugs, or code suggests are very welcome.

Also, i have started work on a rather large upgrade to the god choices. The items for Psychic ascend will operate a bit differently to all the other techs in the game. In this case, you unlock the starting base item, then if you dedicate your empire to a god, items will immediately mutate into something new. Here's a bit of a tease for that.


This is a massive mod, I cannot say that it’s currently balanced. I've tried to balance with maths, but overall, I'm only one person.
Popular Discussions View All (4)
188
26 May @ 11:41am
Post any Bugs or weirdness here
MorallyGray
26
22 Feb @ 3:30pm
Post things you'd like to see in RIG. Items, modules, buildings. Not shipsets. That type of stuff.
MorallyGray
26
12 Feb @ 2:31pm
Post Balance suggestions here
MorallyGray
485 Comments
MorallyGray  [author] 20 Jun @ 10:55pm 
I have a lot of work to do on this. It might take me a bit to get this in order. I need to unlist this. I will create a new file for this when i need to.
MorallyGray  [author] 20 Jun @ 10:49pm 
Hello everyone, i have now graduated. For basically the remainder of the year, im back ot working on Stellaris. This has been one hell of a year for me. Sorry for being absent.
Renji Kentarou 11 Jun @ 3:54pm 
Is there any ETA on when this may be updated by? I've become unable to play the game without it. :steamsad:
ProfileName 9 Jun @ 2:57pm 
Really lookin' forwards to playing with this mod again!
Zangism 22 May @ 8:32pm 
Definitely wish for this to be updated for 4.0
xXBulletJusticeXx 16 May @ 9:32am 
The 4.0 in the title has nothing to do with gamer version, that is the mods version
Crabpack 16 May @ 7:28am 
@expedition71 i mean its not updated for 4.0 (even though ''4.0'' is in the title)

it'll propably be a long while before it gets updated but this mod is always worth the wait
expedition71 12 May @ 10:28am 
I'm seeing a slight bug with Playing in 4.0 ^^! i notice The AI has only empty ship designs
Snowstorm 10 May @ 3:23am 
Oh cool this mod is still getting updated
Can't wait for biological ships to be added; maybe for general role bonuses shellcraft should favor armor defenses and long range while spinovores should favor speed, shields, and close range firepower
Specific weapon technology categories that they should specialize in (energy, hybrid, projectile, missile, exotic) and other shipset-specific traits can generally be up to you to decide
xXBulletJusticeXx 8 May @ 1:10pm 
@nanoblast, it's really a treat. A few bugs still but I've been enjoying it a lot