Stellaris

Stellaris

RIG:Weapon Expansion Module
264 Comments
MorallyGray  [author] 31 Mar, 2024 @ 11:09pm 
Yeh i have an almost complete version. Here try it, and feed back me plz. This is prerelease. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3156424915
Zia 31 Mar, 2024 @ 7:48pm 
Are you still doin this? It's been a while friend, I miss your amazing mod.
MorallyGray  [author] 17 Mar, 2023 @ 8:37pm 
I have other ideas for missiles, most of the code is there, but i wont be launching with it. Its not quite logical yet.
Archael 17 Mar, 2023 @ 1:32pm 
And Pint defence and flak, are those with some variances to compete with better strikecrafts and missiles than in vanilla?
Archael 17 Mar, 2023 @ 1:31pm 
I see, You figured out what to do with strikecrafts. And missiles? Are those stay as it was, or there was some changes?
Daarath 4 Mar, 2023 @ 5:39am 
Well then, I wish you a successful Uni time and hope everything works out for you :).
MorallyGray  [author] 2 Mar, 2023 @ 3:38am 
Nah i started Uni. Im studying to become a teacher. But at the same time, i can also get profoundly lazy at times. Honestly, its mostly factorio.
Nanoblast 17 Feb, 2023 @ 6:27am 
@MorallyGray do you have an ETA? did First Contact's combat content throw a wrench in your schedule?
Daarath 1 Feb, 2023 @ 12:10pm 
I am really excited too see the next version of the mod! Stellaris has been really dry lately no matter the mods...
Archael 1 Feb, 2023 @ 2:32am 
:D ^.^
MorallyGray  [author] 31 Jan, 2023 @ 9:53pm 
Its not just the shipsets. Its the ascend perk paths too.
Nanoblast 31 Jan, 2023 @ 8:58am 
W W W WAAIIITTT

different shipsets get different role boni?
xDanilor 31 Jan, 2023 @ 6:33am 
waaaa i can't wait!!
MorallyGray  [author] 31 Jan, 2023 @ 6:05am 
I just need to finish the role bonus.
xDanilor 31 Jan, 2023 @ 5:25am 
I literally can't wait to see this mod being updated. 100% gonna be a must in my future playsets
Nanoblast 24 Oct, 2022 @ 11:35am 
now that is very interesting news. I would love to add this masterpiece to my load order again!
MorallyGray  [author] 24 Oct, 2022 @ 9:29am 
Am working on it
niewiadomokto 24 Oct, 2022 @ 1:28am 
update pleaseeeee
Zia 31 Jul, 2022 @ 12:22pm 
:(
Mr Toast 4 Jul, 2022 @ 4:32am 
ok well good luck with whatever version of hell your going through
MorallyGray  [author] 4 Jul, 2022 @ 4:31am 
Soz, life is once again being crap. Im thinking of de listing these mods untill im in a good place to update things.
Mr Toast 4 Jul, 2022 @ 4:29am 
@StormyStrife check the update list
Slimurgical (Stormy) 27 Jun, 2022 @ 1:55am 
Hey, any updates?
Tilur 24 May, 2022 @ 4:48pm 
You do some great work here, excited to see what you cook up when you do.
Daarath 20 May, 2022 @ 7:32am 
No way :D That's amazing.
MorallyGray  [author] 20 May, 2022 @ 7:26am 
I know tib essence. I did concept work for that years ago. That Nod helipad redesign was my idea. But i have made significant progress overall. The file i have here, the 4.0 file, is about double in size. The drone rework needs to be updated to the new ai code in overlord. There are a great number of things in overlord code i need to get right. But i am working on this. Also, here, have my old concept work.

https://www.moddb.com/members/50shadesofgray/images/nod-airfield-remodel#imagebox
Daarath 20 May, 2022 @ 6:46am 
Take your time my dude, hope you are doing well / better.

I don't really care how long I have to wait.
I am still waiting for Terraria tmodloader to update to the newest version 1.4. I have been around for almost a decade for Tiberium Essence (Command & Conquer Tiberium Wars mod) and can't wait for its next release. And ever since I found this mod, I knew it was perfect for me and worth my time and became quickly part of my core mod collection.
Guess what I want to say is, that quality has its price and most people understand that, no need to rush things.

I have tried lots of ship altering and expanding mods out there and for me non comes even close to the fun and immersion of your mod.

Take care dude
Nanoblast 14 May, 2022 @ 11:09am 
glad to have you back, captain!
MorallyGray  [author] 14 May, 2022 @ 10:56am 
Kinda. Im back on my feet. I have done a fair amount of things to this when i feel motivated. Which i must say, the next expansion is a good motivating factor.
Zia 10 May, 2022 @ 9:58am 
has things gotten better?
MorallyGray  [author] 7 Mar, 2022 @ 5:46am 
Yeh, sorry ive been away. My life took a bit of a turn at xmas. as a result I havent been playing stellaris or working fruther on the mod. While i do I want to complete this thing, at this present point, i do have other concerns to focus on.
Archael 5 Mar, 2022 @ 12:43pm 
How is going? i hope you are doing well :)
How is mod going :D some newsletter? :x
Ros[É] 14 Feb, 2022 @ 12:16am 
I keep getting those no model boxes on the turrets when I use this mod, is there a way to fix?
Archael 17 Jan, 2022 @ 1:17am 
Or maybe set a flag, and give techs as starting one to empire with certain flag?
Archael 17 Jan, 2022 @ 1:13am 
Only response i got from forum was page on wiki, and link to discord server.
https://stellaris.paradoxwikis.com/Technology_modding
Maybe setting technology as starting isnt bad decision, but then if every shipset has its own, different, starting technology then i dont think its possible... i dont know if there is variable "shipset" or something?
Because if there is such, then maybe:
start_tech = {
shipset_avian = yes
others = no
}
But as i said, im not a modder, im just trying to think this out, sorry if this was obvious and you already thought about it.
But maybe this discord server could be a good thing?
MorallyGray  [author] 16 Jan, 2022 @ 2:08am 
I will take a look over that document. I recognise much of that code. Its a matter of just working it out. I know i will solve it in time.
Daarath 16 Jan, 2022 @ 12:11am 
maybe this can help you? https://gist.github.com/ttowncompiled/7faa311431acbbb6841700eab850a4c8

For the AI spawning after the player thing, I have started a new game and went into observer right after cklicking on the start game promt at the beginning and everything was already spawned AI + Player.

In the current and older versions of your mods I also used your event string to execute it later in my games via console command, becuase I play with other mods and sometimes they spawn empires later into the game or primitives reach the final step and become an active empire. So I just fire that event every time that happens and they will eventually switch to the better ship sections from your mod.
MorallyGray  [author] 15 Jan, 2022 @ 11:41pm 
I would love to. I have no idea how to code it. Thats the problem. I'll work it out eventually. Untill then im coding everything else. almost finished the ascend perk tech trees and crisis trees.
Archael 15 Jan, 2022 @ 11:47am 
If you have such suspicious, you could try to fire this event a one day later?
Daarath 15 Jan, 2022 @ 12:27am 
I guess your best bet would be the Stellaris Modding Den Dirscord then. I heard they help out alot over there. modder to modder that is.
MorallyGray  [author] 15 Jan, 2022 @ 12:01am 
Well as i said, there is no difference at all with the code, when you auto fire it, or manual fire it. The only thing i can think of that is causing it, would be the timing window the game uses to create empires. My suspicion is that the player empires are spawned before the AI empires. As the event will always work for players. The event must fire auto, before the AI are created. So that when the AI are created, they have missed the event.

Hence why it works the way it does. I have no idea how to truly test this, its just a suspicion given my years of coding.
Daarath 14 Jan, 2022 @ 11:48pm 
Maybe you hava a typo somewhere? I mean it worked before right? Unless you changed the the code for the giftig the tech it should still work or not? lol
Archael 14 Jan, 2022 @ 11:44pm 
i pretty much know how it looks from previous versions. But have you tried to make this techs researchable, and depand on already existing, starting research like "Offworld Construction", if event does not work?
I have also wrote a forum post with question, and wait for answer. But its all i can do.
MorallyGray  [author] 14 Jan, 2022 @ 10:28pm 
The tech isnt researchable at all. The tech is gifted upon start with the existing event. I have asked for advice, but overall, replies are slow or insufficient to what i need. I need someone to sit down with me and walk me through the event code. I learn by doing, and while everything in this mod is self taught, the event was originally that of Realistic Ships. They accidentally wrote the code, then i realised its potential for each faction to have different things.

I know how to do artwork and most coding for ships and items. But outside of them im kinda trash.
Archael 13 Jan, 2022 @ 2:35pm 
Or, make this techs cost 0 research points and have 10000 weight for draw and same for AI to research it. They will start without the tech but got it the next month, its not much.
Archael 13 Jan, 2022 @ 2:33pm 
have you tried to ask for advice on the forum?
MorallyGray  [author] 13 Jan, 2022 @ 5:28am 
The problem for me, is i know how to solve it, in theory. All i need to do is to get the event to refire ONCE and once only, at any point after game start. Preferably day 1 so as to not break emersion. Otherwise, there is a VERY high possibly that all the AI with start with no tech. The event will ALWAYS fire for the player when the current code fires. But whats weird, is manually firing the event, which is the exact same code as the auto fire, will gift to the AI correctly.
Archael 12 Jan, 2022 @ 12:19pm 
Im unskilled, i would help with pleasure, but i cant :(
MorallyGray  [author] 12 Jan, 2022 @ 5:39am 
Its seriously screwing with me. The code should be working but it its only half working. I need more experience with events.