Stellaris

Stellaris

RIG Species Diversity 2.5+
115 Comments
MorallyGray  [author] 1 Jul, 2020 @ 7:15am 
Yup, i had to due to steam not promoting it. In about 30mins ill have it back up again.
Warlord Titan 1 Jul, 2020 @ 5:57am 
I was having a fun game with it. No issues with it all. Get up this morning to play again and you've removed it
Warlord Titan 1 Jul, 2020 @ 5:51am 
You had 2.7 up and it worked. Why did you take it down?
Ferrados 27 Jun, 2020 @ 9:48am 
No backsies!
MorallyGray  [author] 27 Jun, 2020 @ 9:42am 
Launching new version at the end of the month.
RobinHood192000 27 Jun, 2020 @ 6:38am 
You have spoken.
MorallyGray  [author] 27 Jun, 2020 @ 1:32am 
Juggers are not allowed to be less than 150k power. I have decided.
Ferrados 25 Jun, 2020 @ 11:20am 
Definitely checking every day! Was about to start a new playthrough, but it sounds like it's close to being released. So I think I'll wait a few more days.
RobinHood192000 25 Jun, 2020 @ 5:53am 
@MorallyGray Take your time dude, quality is better than quantity :)
MorallyGray  [author] 25 Jun, 2020 @ 1:56am 
Not launching atm, i noticed some stupid balance issues last night.
MorallyGray  [author] 25 Jun, 2020 @ 1:55am 
I am currently building the mod workshop page. Legit right now.
DragoonBlade 24 Jun, 2020 @ 2:54pm 
@Robin192000 Can confirm, not the only one checking (though maybe not every day)
RobinHood192000 24 Jun, 2020 @ 2:17pm 
Is it just me who checks back here every single day to see if Gray has released the new version yet? Love your work MorallyGray! looking forward to seeing more!
MorallyGray  [author] 13 Jun, 2020 @ 7:19pm 
Idk, but i understand starcitizen
Warlord Titan 13 Jun, 2020 @ 8:38am 
How much longer do you think it'll be till the new version is released?
MorallyGray  [author] 1 Jun, 2020 @ 6:53pm 
Dont tempt me. I dont want to keep withholding the mod.
DragoonBlade 1 Jun, 2020 @ 6:23pm 
Is the new mod going to give all portraits unique traits like the Lithoids portrait set?
MorallyGray  [author] 1 Jun, 2020 @ 8:08am 
Getting happier with it. Will launch sometime this month.
Ferrados 26 May, 2020 @ 11:14pm 
That'd be awesome!
MorallyGray  [author] 25 May, 2020 @ 5:10am 
So heres the thing, ive been busy with life. But that doesnt mean ive given up on this. indeed ive been playtesting and constantly building on this. I now have a 3d tool at my disposal and another modder working with me on this to intergrate two new shipsets into the mod.

Heres what im thinking. Im thinking ill dive hard into the things i want ot do this week. then probs launch it next week. Then keep building on it. Because im in a mindset where i want perfection. But if i have that, ill never release it. at this point ive entirely skipped a game version. So its about time i get it up and out there.
Ferrados 25 May, 2020 @ 12:29am 
How's progress coming along? I'm really looking forward to this mod!
Zia 1 May, 2020 @ 12:10pm 
Sounds fantastic dude.
MorallyGray  [author] 1 May, 2020 @ 2:35am 
first release wont have them. But soon after it will. I think ill very quickly mash up some role bonuses for them, so people know things are coming.
Zia 1 May, 2020 @ 2:33am 
Fucking rad dude. Fucking Rad
MorallyGray  [author] 1 May, 2020 @ 1:33am 
WAY AHEAD OF YOU
Zia 30 Apr, 2020 @ 10:56pm 
Oh shit sounds rad. Odd question/suggestion, have you considered this new mod for machine shipsets? Likely way too much work but I figure'd I'd ask because shit's pretty
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2077186491
MorallyGray  [author] 30 Apr, 2020 @ 10:22pm 
things have doubled in size. ive reworked a massive number of icons. added a whole host of AUX modules. New armour and Shield items. Juggers are almost good.
Zia 30 Apr, 2020 @ 9:58pm 
how's it holding up chief? I am excited to see what you do next.
nosivaste 13 Apr, 2020 @ 8:17pm 
ah yeah that sounds good, its better than having a mammilian jugger
MorallyGray  [author] 13 Apr, 2020 @ 8:15pm 
I might just reupload the AI ship set right now. Im not 100% happy with the jugger, but atleast it allows people to see where im going with it.
nosivaste 13 Apr, 2020 @ 8:04pm 
thats nice, i am excited for this update! :D
MorallyGray  [author] 13 Apr, 2020 @ 7:49pm 
The AI has been given more options on how to build ships. But nothing im super happy with. I really wish i could code the AI better. Id love to get someone into a project with me, specifically for AI coding. New graphics for plasma weapons. XL weapons for every weapon group. New research for AUX modules. on and on this goes. I cant promise a full patch notes, because im lazy as fuck, and i really just make things up as i go.
MorallyGray  [author] 13 Apr, 2020 @ 7:49pm 
AI shipsets arent in the mod by default. Only compat for them. Currently the AI ship set modder has allowed me to reupload it with juggers added. So when RIG comes out, Ai shipsets will come with it as additional download. Im working hard on RIG this week. Im very comfrotable with RIDSD at the moment. Currently its RIGWD thats my main focus. Im flying through the drone reworks.

Drones will now be ship size dependent. Thus covettes can only have light drones. Destroyers can have light and medium, ect ect. There are entire trees of Drone tech. The ships that start with Missiles start with both their long range and short range weapons. The XL turrets have been fully implemented, and juggers are now unique. 104k power juggers are a great sight. All juggers use capital sized weapons / starbase weapons. Im thinking of making capital sized guns, which are different from Starbase guns. As starbases should be very powerful, to offset their strat value.
nosivaste 13 Apr, 2020 @ 6:20pm 
i dont see ai shipsets in this mod
Wahops 21 Mar, 2020 @ 11:11am 
Damn all these updates, yes I know its a good thing that Paradox still adds content but damn, its the Mods like this that add that extra somethin that pepper to Stellaris............untill they copy the Modders Ideas/work and charge us 20 bucks for it.
Warbeard 19 Mar, 2020 @ 11:01am 
Looking forward to it. Your mods were my favorite ship sections mods until the launcher broke everything.
MorallyGray  [author] 18 Mar, 2020 @ 8:01pm 
Yep. im aware. the code base changed significantly. As a result, i am rebuilding this mod as a differnet mod. This one will be for patch 2.5
Riddle 78 18 Mar, 2020 @ 2:00pm 
The latest update broke this mod,and most likely Weapon Diversity as well. Ship segments from the mod lack weapon slots in the Ship Designer,and attempting to pull up an existing ship design with such a segment (Such as from an old save) or trying to implement one of these segments in a new ship design will crash the game. While Gray is incommunicado until their compatibility project finishes,I figured I'd post this here.
MorallyGray  [author] 1 Feb, 2020 @ 8:40pm 
Sadly the launcher will not cooperate with me. This mod page will be dead from this point onwards. When i finish updating this to be compat with NSC, i will reupload.
MorallyGray  [author] 28 Jan, 2020 @ 3:15am 
Ah yes, i as going to suggest it as part of real space. I love the graphics of real space, but the combat changes are uncomfortable.
[TAG]Alblaka 28 Jan, 2020 @ 3:01am 
@MorallyGray Sorry, forgot to update my previous comment. The battles taking too long was a combination issue of this mod with RealSpace (which applies a plain global -firerate to make battles more 'scenic').
MorallyGray  [author] 27 Jan, 2020 @ 5:54pm 
Its a thing with some stacking bonuses. However, the battles shouldnt take that long. Ive never had anything last that long. So im concerned that might be some overlap with other weapon mods or whatever. That is unless you were plants against mollus. Those naturally regen HP so that could do it.

I agree the AI is trash, its because coding it is rather complicated. Im trying my best but im not sure i have the tools needed to fully adapt the AI in the ways i want. I would argue the neuts and crisis are mostly benign by default. This is why i play with crisis on 5X. Even without my mod. As for neuts, i would encourage you to play with Monster Waves 4 mod.
[TAG]Alblaka 27 Jan, 2020 @ 10:17am 
I like the general direction of the mod, but sadly there's a couple issues:
1. Battles take insanely long. I'm talking 20vs20 corvettes 10 year long (with 1-3 corvettes lost at the end of it). I think this stems from the fact that the new ship body parts have way more defensive slots. Might be a issue of conflicting mods.
2. The AI is utterly incapable of designing ships. Means this mod is a straight up buff to players in SP. And it's already a struggle to not outpace the AI entirely, so this really doesn't help.
3. Ships are generally more powerful per tech/navalcap. This is fine for balance across empires, but completely wrecks neutral and crisis enemies. In 3 games, all 3 time the Great Khan got his face stomped in by the very first empire he expanded against. Likewise, I was able to clear the Space Crystal Stronghold (with it's sum of 10k) by the time I got Destroyers... that's just way too early.
MorallyGray  [author] 22 Jan, 2020 @ 7:29am 
I was thinking the same time.
Phoenixblood 20 Jan, 2020 @ 4:30am 
Wouldnt one fix be to just enable all the computer behaviours for each ship size? then the range/ship size problem goes away pretty easily
MorallyGray  [author] 18 Jan, 2020 @ 10:03pm 
Yep. Ive addressed that in my current build. It was short sighted of me to have done that in the first place. Please, more feed back with other races if you can.
Phoenixblood 18 Jan, 2020 @ 11:48am 
Ok, some short feedback. The different species ship sizes need to be balanced with the combat computers available in mind, e.g. Reptillian Battleship: Role Bonus: +10% Plasma damage, +50% small plasma cannon RoF, +25% weapons range, +100% hull, but the closest range Battleship computer is Line at range 70, and small plas cannons have 20 range, the available Battleship configs also have tons of small weapons, but most small weaps have insufficient range, even with the buff.
MorallyGray  [author] 11 Jan, 2020 @ 5:24pm 
I was thinking the same thing about the rails. Its just hard to ballance all the differences i want for the weapons, when all the ships fly into melee for no reason
Steel Dragon 11 Jan, 2020 @ 3:16pm 
Thanx for the advice...I did try to make a stand alone version myself and I managed to get them working for me but the ai has no clue what to do now lol. I think I'll just have to enjoy the all or nothing .
I really enjoy your icon sizes. That is an incredible achievement and really adds to the feel of ship classes.
1 bit of feeback though. I feel you have made the railguns ranges too large. When it out damages and ranges the artillery I think it needs to get scales back some