Stellaris

Stellaris

RIGaming: Weapon Diversity 2.2+
106 Comments
MorallyGray  [author] 8 Sep, 2022 @ 7:12am 
Nope, soz. Id love to continue the mod but life be life. At some point ill pick this back up.
It's UwU 31 Aug, 2022 @ 8:40pm 
so is there a 3.4 version?
[☆] AresOfThrace 9 Aug, 2019 @ 8:05am 
Thx for the response. I'll give it a try.
MorallyGray  [author] 9 Aug, 2019 @ 3:43am 
Kinda. RIGSD has specific code for this to work with. It might work, but it will be obviously half cooked.
[☆] AresOfThrace 8 Aug, 2019 @ 11:45am 
Does this work without RIGSD?
Resok 9 Jul, 2019 @ 7:12am 
Excellent news. Appreciate the update!
MorallyGray  [author] 8 Jul, 2019 @ 11:45pm 
ive been expanding this, balancing, and planning. the AI set is back in and im just finding a good time to update
Resok 8 Jul, 2019 @ 12:07am 
How goes the progress recovering the work from the crashed MOBO? Hopefully you didn't have to re-do too much extra work.
Resok 8 Jun, 2019 @ 11:16am 
Excellent, thanks for the update!
MorallyGray  [author] 7 Jun, 2019 @ 11:55pm 
Oh and a fix for the 1440p UI
MorallyGray  [author] 7 Jun, 2019 @ 11:55pm 
100%. i have many code improvements coming. however. this upload will be erased for a new upload. As i had a MOBO crash. thus i lost all the core files tied to this specific mod page. You will see this pop up again as a 2.3 version. Same with RIGSD. which will include the AI shipset.
Resok 7 Jun, 2019 @ 11:37pm 
Any plans on updating the mod for the new 2.3 version? It seems to be working fine so far playing with it while ignoring the 'out of date' error on the launcher but it'd be nice if it was marked compatible.
Garyx Starlight 28 May, 2019 @ 11:11am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1754468879
RIG Override is out now, and I'd be glad if people here could test it
Garyx Starlight 27 May, 2019 @ 5:41am 
Other than that FEs are working well enough to be called complete
FE Revision 1.0
New FE starbase generation (recycled from ACOT): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1753365936
Major overhaul of platforms (Spiritualist and Machine shown): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1753365889
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1753365814
New FE fleet generation (recycled from ACOT): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1753365847
FE ships will use starbase weaponry to compensate for the lack of weapons: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1753365781

Now moving over to Enclave stations
MorallyGray  [author] 27 May, 2019 @ 5:24am 
Yes, the Ame is a fallback. It pops up as a result of auto gen. Its something to do with the autogen mechanics. Ive tried to overcome this, but my coding isnt doing exactly what i want. Ive reached out to devs, but no one seems to be willing to help me overcome that issue.
Garyx Starlight 27 May, 2019 @ 5:11am 
I don't have any issues with FEs getting correct weapons while having fleets granted during galaxy generation
However I'm slightly annoyed at how their starbases can use any weapon (which turns out to be XL Matter Voids)
Speaking of starbases, I know why normal empires have only amoeba weapons on them, the empire has no weapons before the event that grants species specific stuff fires and amoeba weapon is apparently some sort of fallback weapon
MorallyGray  [author] 27 May, 2019 @ 3:40am 
I also need to get the granting event to fire again on day one. Id like to create a menu to facilitate this.
MorallyGray  [author] 27 May, 2019 @ 3:18am 
OH im aware of how FEs are granted things. But because of how the mod works, the weapons don't exist at the start. I need to delay the fleet creation event until after the first month.
Garyx Starlight 26 May, 2019 @ 7:10pm 
FEs don't build ships, they are granted a fleet through an event if they have low fleet power and at random if they are at peace
Awakened Fallen Empires build ships normally, and if they're not building ships, there's something horribly wrong with something
MorallyGray  [author] 26 May, 2019 @ 6:39pm 
Id be welcome for any help. Id like to start targeting some of the issues with FE. For some reason in my game FEs are no longer building weapons, despite them being granted them.
Garyx Starlight 26 May, 2019 @ 4:15pm 
I'm going to be working on an override for global_ship_designs to replace weapons with your weapons, might take a few weeks to balance enough for a public beta as some weapons lack a good counterpart

I'll also include heavy buffs to FEs in terms of fleet size and count
MorallyGray  [author] 24 May, 2019 @ 8:18pm 
Thanks, ill fix that.
Garyx Starlight 24 May, 2019 @ 11:27am 
Medium Matter void has 'Matter twice'
Small Matter Void has Extra Large's name
MorallyGray  [author] 17 May, 2019 @ 10:12pm 
@TomtheWonderDog oh yer? lol the fuck.
TomtheWonderDog 17 May, 2019 @ 7:58pm 
Each engagement could be decided in a few days leading to a quick surrender. Or could last months tying up your fleet so that your fringe colonies are more exposed. And by increasing the chance that ships can Emergency Jump, even losing a battle results in a second chance without breaking your bank having to rebuild from scratch.

Fair and equal is boring when the AI always makes the same decisions and loses or wins the same exact way. The more unpredictable a campaign, the more memorable it is. Keep going down the zany path!
TomtheWonderDog 17 May, 2019 @ 7:58pm 
I think that the (+50%/-50%) stat that each weapon got against shields/armor limited the game too much into rock/paper/scissor combat. I like how your mod upsets that by making things wildly unbalanced or unpredictable. In every game, no matter how things are balanced, the AI always loses.

So what if you ramped up the unpredictability? Double or Triple the base Hull/Armor/Shields, increase the build cost and time, but maintain upkeep, Increase the chance that ships will make Emergency Jumps, and make weapons deal damage varying wildly from 1-200(?). So it's like rolling a D20 every shot. Instead of making it (+50/-50) you can do (+30/-10) or (+80/-20). That gives you more options than rock/paper/scissor. This would also mean that even nations with low technology can compete if they get really lucky.
MorallyGray  [author] 17 May, 2019 @ 3:44am 
I would like to ask people for advice on how to proceed in differencing the weapon types. I will be including Ascend perk weapon paths with their own bonuses in the coming months as well.
MorallyGray  [author] 17 May, 2019 @ 2:28am 
Those icon typos are fixxed now. thanks for the reports.
MorallyGray  [author] 17 May, 2019 @ 12:21am 
@Ashryn Moonshadow Awwww

@SteinmanVonManstein I don't understand how this would break Realistic ships. This was built off the understanding of its code. It doesn't touch weapons. Plus, ive never played with At War, but i always suspected i would conflict with it. Sorry.
Vault Assault 16 May, 2019 @ 12:35am 
@MorallyGray, thank you for taking your time to look into this. My friends will be happy to hear that there isn't a bug. =D I'll have to rebuild my species to ensure that I have the guided weapons for several of the modded ships I use. Again, thank you, and my friends and I do love your mods.
伊尔德莉亚 14 May, 2019 @ 8:26am 
If go on like this, I probably won't use this mod anymore. because I think it's silly that planets can't build defenses.By the way, I like this mod. I really don't want to stop using it.
伊尔德莉亚 14 May, 2019 @ 8:22am 
I really don't like this change. It will make this mod no longer work with "At War" and “Realistic Ships”. I can't do without those two mods. I hope the author uploads a version that does not conflict with other mods. The previous mod is compatible with other mods.
MorallyGray  [author] 14 May, 2019 @ 3:36am 
@SteinmanVonManstein they do exist. They haven't been removed. They have been granted differently based on ship choice. You can gain all the other techs by salvaging from other factions with those type of guns.

As Gary noted, @Ashryn Moonshadow. What you're experiencing isn't a bug. Its on purpose. You can find in the description of this mod, what ship types start with what type of weapon. I'm not sure how your friends would be bypassing this, unless they have other weapon mods which convert the whole game like i do.
伊尔德莉亚 12 May, 2019 @ 7:46am 
I beg you to add the Level 1 Weapon technology back,No weapons technology can be found in scientific research,I don't know why,I was almost driven mad.
Garyx Starlight 12 May, 2019 @ 2:57am 
Ashryn Moonshadow, the mod disables starting weapons and grants the empire 1 of them based on shipset (only vanilla shipsets for now, non-vanilla shipsets get everything)
Vault Assault 11 May, 2019 @ 1:25pm 
Oh, and if you need any specifics, please feel free to message me directly. Thanks, again.
Vault Assault 11 May, 2019 @ 1:18pm 
Thank you.

I downloaded the mod about a week ago, and I am not sure what is going on. When I have the mod active, I do not have access to two of the starting technologies - Mass Driver & the starting guided missile tech (Nuclear Missiles, I think). I also am unable to research the follow on technologies. When I turn off the mod, the technologies are there.

Two of my friends have the exact same mod list as me, and they do not have any issues. I also tried unsubscribing and resubscribing, which didn't work. I did verify the game files and restart my computer. The only thing I have not done yet is uninstalling Stellaris and reinstalling and adding each mod again.

Do you have any recommendations or thoughts on the matter? Thank you for taking your time to read through this and helping me.
MorallyGray  [author] 11 May, 2019 @ 4:01am 
Just type things here. Ill see it and note it.
Vault Assault 10 May, 2019 @ 2:54pm 
Is there a specific location for bug reports?
MorallyGray  [author] 9 May, 2019 @ 9:38pm 
Also, @SteinmanVonManstein There are level 1 weapons. They can be easily salvaged from the dead ships of other empires. But i wouldn't expect this to break other mods which add weapons, given that this doesn't replace research, only the things attached to that research. You might not be going about this with all the information at your disposal.

Also, fuck 1000 char limits.
MorallyGray  [author] 9 May, 2019 @ 9:37pm 
I was thinking that the Arcs should be a further step upon the lightings, thus moving them to exotic. Then replacing their missing spot in plasma with a big fuck off railgun. Your feedback is helpful. As im only one person on this mod, i have a lot of ballance work to do. And here i am trying to introduce the AI ship set next month
MorallyGray  [author] 9 May, 2019 @ 9:37pm 
The Platforms i find can be countered rather easily, im not sure if this is just me tho. Ive been playing with friends, and yes we come up against 400k at late game, but we still power through these given that the ships are also quite powerful. I will look at increasing their cap per unit tho. That is a good idea regardless. Perhaps some people just have issues with bases, where as i seem to understand their weaknesses. Which could make sense, i made them after all.
MorallyGray  [author] 9 May, 2019 @ 9:37pm 
@GaryxGaming Odd with the armours, i have created those icons and put them in the game. When i get my PC back, ill look at the coding, its possibly a typo. I will also be touching up the Plants soon, i was never fully happy with how i implemented them, as they are still my 1.0 designs. As for the Nulls or Voids, those are endgame weapons. But, i will be creating endgame weapons for each weapon type. So at present they feel out of place, agreed. But i suspect this will change in time. I will be lowering their tracking soon tho.
Garyx Starlight 8 May, 2019 @ 12:56pm 
- Arc Emitters are overpowered, and there is really no way around that other than making them behave more like the Cloud Lightning Emitter and its upgrades, maybe with their own gimmick
- Null Void Weapon, Matter Annihilator and Matter Void are also a tad overpowered due to them behaving much like Arc Emitters, both of these weapons make Plantoid shipset really bad
- Ion cannons need a complete rework as some are currently far better than other (I put this here to have all in one place) and they all suck compared to Fortresses

And some minor aesthetic stuff I noticed
- Dragonscale Armour is missing M and L slot icons
- Crystal-Forged Plating is missing L slot icon
Garyx Starlight 8 May, 2019 @ 12:56pm 
I took a quick look at balancing the mod a little, and here's a list of content that I think just isn't ok

- The old-new defense platforms (Defense Station and Fortress) consume way too little platform capacity considering they are insanely powerful due to getting the enhanced starbase weapons, I suggest Defense Station "size" is raised from 2 to 6 and Fortress from 3 to 12. Currently 400K+ starbases are possible and there is no practical way to take them down due to their massive range and damage output, even with ZOFE Battlecruisers outfitted with ACOT weaponry (Stuff that is overpowered and everyone knows it)
- Proton and Plasma launchers need a major buff as they currently can't hold against any other X slot
伊尔德莉亚 8 May, 2019 @ 9:14am 
there is no No Level I Weapons technology, the weapon technology tree can not be unlocked,This makes this mod no longer compatible with many other mods.
伊尔德莉亚 6 May, 2019 @ 8:55am 
Because I don't think plasma is like a weapon that a civilization just entered the space age should have.
MorallyGray  [author] 6 May, 2019 @ 5:48am 
Ok, do expand on this. Why?
伊尔德莉亚 6 May, 2019 @ 5:16am 
I think Humanoid's initial weapon should be missile.
DracoMcGee 26 Apr, 2019 @ 3:14pm 
sad panda