Stellaris

Stellaris

RIGaming: Species Diversity 2.2+
120 Comments
Feliaria 10 Aug, 2019 @ 7:26am 
...and it's showing up again. Huh. I had it up for one game and then it disappeared, but now it's back again. Not sure what's going on DX
MorallyGray  [author] 9 Aug, 2019 @ 9:08pm 
Thats true. It should show up. I haven't removed anything yet.
Garyx Starlight 9 Aug, 2019 @ 4:22pm 
That's odd, it should show up
No reason why it wouldn't
Feliaria 9 Aug, 2019 @ 3:32pm 
So, I'm subscribed to this mod (and your weapons diversity), but it isn't showing up in my launcher? Is that because of your upcoming update?
MorallyGray  [author] 9 Aug, 2019 @ 3:42am 
No plans. But i will be updating the mod soon
[☆] AresOfThrace 8 Aug, 2019 @ 11:43am 
Any plans to make this compatible with downscaled ships? I mean it technically is compatible, but the size difference really screws it for me. Nice mod otherwise though.
Zia 15 Jul, 2019 @ 6:35pm 
I mean I feel that. I end up spending more time setting up things, and debugging conflicts than actually playing the game.
MorallyGray  [author] 15 Jul, 2019 @ 6:07pm 
Its more that i work 55h a week. So im kinda dead when i get home.
Zia 15 Jul, 2019 @ 4:09pm 
Good to hear. No rush though, better something done right than done fast eh?
MorallyGray  [author] 15 Jul, 2019 @ 3:48am 
Very good overall. AI ships are in, Balance improvements are moving along nicely. Currently im just trying to work out some GFX additions. I have no idea when ill be updating it, but im by no means dead.
Zia 14 Jul, 2019 @ 10:16am 
How's the progress chap?
MorallyGray  [author] 6 Jun, 2019 @ 6:42am 
Ihad a serious system crash on my MOBO. I was unable to backup all my work on RIG and the AI shipset. I guess it will take a while longer.
MorallyGray  [author] 1 Jun, 2019 @ 4:34am 
It's not so much an issue with the game. Its mostly to do with an understanding of cause and effect. The way its coded is if X happens, do Y. So it requires a person like myself to code options of how it should act against X. Its possible to code good AI, but its extremely complex.
Daniel L Parry 31 May, 2019 @ 1:40pm 
To be fair thats an issue with the game right, Really liking the more aesthetic humanoid battleship sections by the way
MorallyGray  [author] 29 May, 2019 @ 8:41pm 
The Ai will use the new hulls over the default, always. But as to building really well thought out fleet comps, thats hit and miss.
MorallyGray  [author] 29 May, 2019 @ 8:40pm 
Working on that. They tend to go ok with various economic buffs. Givne that the AI operates like water down a stream, ive dammed some of the typical paths. But they operate as one would expect. Not perfect, but im working on that atm.
Daniel L Parry 29 May, 2019 @ 4:01pm 
How well does the AI handle the new options in the mod? I'm liking the changes but don't want to be walking over AI empires because they can't build sensible ships.
Zia 24 May, 2019 @ 9:51pm 
No problem! Thanks for your quick reply.
MorallyGray  [author] 24 May, 2019 @ 8:19pm 
Im still not fully happy with their overall purpose that im aiming for.
MorallyGray  [author] 24 May, 2019 @ 8:18pm 
Nope, not in yet. I meant my current build. That was poor communication from me.
Zia 24 May, 2019 @ 7:55pm 
I don't see them as an option, are they not implemented in the public build yet? or am I causing a conflict?
MorallyGray  [author] 24 May, 2019 @ 3:04am 
Current build is the default Cybrex looking Shipsets.
Zia 24 May, 2019 @ 3:01am 
Are you planning on using the Vanilla AI shipset? Or maybe something like the "Networked Intelligence" shipset?
MorallyGray  [author] 22 May, 2019 @ 5:46pm 
if someone does make a patch for NSC, good luck.
wesley 22 May, 2019 @ 12:49pm 
sounds like a nice mod but i will wait to see if anyone will make a compatibity patch for it to be used with NSC until then i'll put this on my to play eventually list (gonna stay subscribed to it though)
MorallyGray  [author] 9 May, 2019 @ 9:22pm 
Yep, i would expect that. Ill be adding some more modules in RIGWD to help ballance that out.
Zia 9 May, 2019 @ 10:57am 
Plantoid ships really get slammed by weapons that bypass shields =/
MorallyGray  [author] 4 May, 2019 @ 9:19pm 
I really should take the time to improve them. But, they should be using the weapons. They do in my games.
Garyx Starlight 4 May, 2019 @ 7:57pm 
Will you be buffing Fallen Empire ships as their ships are woefully undergunned compared to the enhanced sections on almost all gfxcultures, as well as using inferior vanilla weapons (for weapon diversity)
MorallyGray  [author] 4 Apr, 2019 @ 10:47am 
Doubt it would have any issues. The prompt is more about how the game is coded. All modders have to tell the game that the mod is compat. I have yet to try the beta patch.
the spy 4 Apr, 2019 @ 10:07am 
are there any problems with 2.2.7? games says it's incompatible, but I don't see that anything relevant to the mod changed
MorallyGray  [author] 24 Mar, 2019 @ 7:33am 
So im back into modding this. Im working on a whole host of updates to the code, as well as compat for the AI shipset.
MorallyGray  [author] 6 Mar, 2019 @ 3:59am 
100%. Currently my time is consumed with work, youtube, Apex, as well as a number of other little childhood games such as starwars gal battlegrounds. The Ion platforms have unique bonuses tho. So thats atleast something. When im overall this other baggage, and my attention returns to Stellaris, ill be jumping on that. as well as Unique platform sections. As well as the original 3 platform weight classes.
ShardTooth 4 Mar, 2019 @ 11:01am 
Would it be possible to add species unique defence platform sections in the future?
MorallyGray  [author] 13 Feb, 2019 @ 9:30pm 
Im mostly playing with the specific weapon sizes bonus. This is in preps for additional ship types to fill other roles.
ShardTooth 13 Feb, 2019 @ 12:10pm 
balance wise i find the size restriction on the weapon bonuses hurts more than helps, kinda makes one section setup the go to no matter your tech level instead of adding variety like RIG did before the new version, or you could try the reverse and make it so that size was what the bonus affected. but its your call ill keep using it regardless
MorallyGray  [author] 11 Feb, 2019 @ 6:04pm 
Your always welcome to help me balance by providing ideas towards that goal.
Drup 11 Feb, 2019 @ 1:46pm 
I really like the idea of this mod, but I have one big issue : the balance is complete wack. Not because of the fancy bonus, but because of the new sections. They don't follow the balance of the old sections, provide way waay more slots, notably auxiliary ones. Since the old sections are not removed, it means the AI is even worse at designing ships that it usually is. It also throws out the economical balance of the game quite a bit, since the prices are not aligned at all.

It would really prefer it it was all toned down: remove the old sections, add your new ones, but balanced in similar price and power range compared to the normal ones. And don't give billions of auxiliary slots that make cruisers faster than corvettes.
MorallyGray  [author] 10 Feb, 2019 @ 4:13am 
Hmm. Ill look into it when my addiction to Apex is over.
Master Senpai :-} 8 Feb, 2019 @ 10:39am 
I've got the same problem as ShardTooth has with Realistic ships. An extra Component slot appears on the ship types Realistic Ships adds and I can't save the ship design as an error message say Shipdesigner_savefail_wrong_required_components
ShardTooth 8 Feb, 2019 @ 9:35am 
i'v encountered an issue with Realistic ships when i have this mod active an extra UI slot appears, I think its the racial role bonus slot, which prevents me from saving any of the RS ship designs. I don't know if i'm just having a bug or not, but if you'd look in to it if you don't mind. thanks
Quin 31 Jan, 2019 @ 10:19am 
I am as well.
MorallyGray  [author] 31 Jan, 2019 @ 7:55am 
Its the default guns on my bases. Plus im using my weapons mod too.
Quin 31 Jan, 2019 @ 7:33am 
I'm not experiencing that right now so I don't know if some other mod is replacing that functionality issue or not? Right now I'm looking at one of my starbases I just upgraded and it's using blue lasers and a missile.
MorallyGray  [author] 31 Jan, 2019 @ 7:26am 
One thing thats bothering me, is that starbase weapons seem to be locked to kinetic weapons.
Quin 31 Jan, 2019 @ 7:08am 
Note this is with some mods I'm not entirely sure on the compat, not just rig by itself. There's no direct file conflicts but who knows what the prefix merge step does afterwards on similar files.
Quin 31 Jan, 2019 @ 7:02am 
As glavius is higher alphabetically than RIG, any changes directly to rig will get overwritten. Also I've been noticing that the ai isn't using the species modules even if I start the game after making the RIG stuff primary. Weird.
MorallyGray  [author] 31 Jan, 2019 @ 7:01am 
I didnt know that the strikecraft was overwritten. I could make a patch for that over the weekend.
Quin 31 Jan, 2019 @ 6:39am 
You can also use Glaviu's ai with this mod but you have to take the ship templates and the strike craft txts out of RIG and put them in a new mod that's named alphabetically higher like "!!!Apatch" or something. Obviously this means that the ai doesn't use glav's weighting for ship templates or strike craft but whatev.
MorallyGray  [author] 31 Jan, 2019 @ 6:32am 
Odd, it really should work together. As the tech is removed from the tree. It is granted to you at the start. So even if you have some mod which reworks the tree, it shouldnt be effected. What mod were you using?