Stellaris

Stellaris

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RIG: Weapon Diversity
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16.441 MB
1 Jul, 2020 @ 7:20am
18 Sep, 2020 @ 4:25am
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RIG: Weapon Diversity

Description
Name changed, and also this page is discontinued. You can find the new version of the mod here
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2286837834

ReImagined Gaming: Weapon Diversity

RIGWD adds to the core RIG experience, is the other side of the coin to RIGSD. It features wide sweeping changes to the ship designing mechanic. Not only does it include massively reworked art work. But also includes significant expansions to the weapons and equipment. Ships and Starbases also have unique weapons. I've always figured it was weird that starbase weapons were the same as the ships.

YOU NEED THIS MOD TO RIGWD TO WORK
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2149612602

WHAT TO EXPECT

When starting a game you will not have access to all weapon types. This is part of how the mod is supposed to work. You will only start with 1 weapon type, in some cases 2 weapons types. This will either be Energy beams, Rail guns, auto cannons, or missiles. Each weapon type has atleast two weapons associated with its type, sometimes three. This means that your starting options will be restricted, but you can gain the other weapons by researching wreckage.

COMPAT ISSUES

I have specifically designed this mod to not overwrite vanilla weapons. Instead it moves all vanilla weapons onto an inaccessible tech tree. This means that if you play with any mods that also alter the vanilla tech tree, this mod should still function with them on. Keep in mind that new weapon mods, or mods that alter existing vanilla mods won’t break the game. They will just make things a bit more confusing. It should be perfectly safe to skyrim WD until it breaks without any real issues.

Good luck.
45 Comments
KillerGestapo 3 Dec, 2020 @ 10:49am 
Whoops. My bad. Thanks for the amazing work.
MorallyGray  [author] 21 Nov, 2020 @ 11:52pm 
Again, you scrolled past the link.
KillerGestapo 21 Nov, 2020 @ 11:18pm 
When will this mod be updated for 2.8? I love this set of mods, and I'm really hesitant to start a new game without them.
MorallyGray  [author] 3 Nov, 2020 @ 2:06am 
Odd. Ok, ill look into this. I be updating everything when i do the necroids pass.
CinnaMimi 2 Nov, 2020 @ 8:32am 
For clarification the game does start with the first unlock of the missile tech, providing Swarm Rockets for S, M, and G slots. But outside of that no other options have appeared in my tech lists and I also do not spot them under the "Techwieghts" console command.
CinnaMimi 2 Nov, 2020 @ 8:29am 
Playing the game with only the mods shown in your second screenshot, and loaded in the same order, I'm having an issue (maybe?). I assume that Swarm Rockets for the Machine shipsets have upgrade paths and possibly other types of rockets? If so, no matter how much I research I have yet to see any missile options appear under engineering (Or Phsics and Society, I checked there just in case). Is this intended for specifically the "Machine Shipset Focus". Its possible I misunderstood the intent of this mod and my assumption on there being more than 1 upgrade level and 1 type of rocket for Machine Ship Set is wrong.
MorallyGray  [author] 29 Oct, 2020 @ 8:15am 
No idea. Never played with that.
Nuu 29 Oct, 2020 @ 7:50am 
Is this compatible with Real Space System Scale??
MorallyGray  [author] 3 Oct, 2020 @ 3:14pm 
Heres another reason. All factions start with T0 weapons. Except machines. They start at T2. So the skip to the next level takes longer.
nanocamocat 3 Oct, 2020 @ 5:37am 
I started with torpedoes, but not missiles, i just find it strange that even after 100+ years i haven't come across the tech at all as an option