Stellaris

Stellaris

RIG Species Diversity 2.3+
114 Comments
MorallyGray  [author] Nov 19, 2020 @ 4:14pm 
No idea why it would. Plus others are fine. Find the 2.8 verson. RIG unique shipset.
Fallen Angel Nov 19, 2020 @ 8:45am 
the link for updated version gives me a steam warning of unsafe contend
MorallyGray  [author] Jun 11, 2020 @ 8:11am 
The fuck. It hasnt been updated for months. Nothing has changed to it.
Porcinus Jun 10, 2020 @ 8:18pm 
the 2.5 link has been marked by Steam as malicious :(
MorallyGray  [author] Nov 8, 2019 @ 4:55pm 
Ugh. i cant update the original mod on 2.3.3 either. It will only want to create a new mod.....
MorallyGray  [author] Nov 8, 2019 @ 4:47pm 
@dastormdragon Exotic weapons are a type of weapon in my companion mod. RIGWD.
MorallyGray  [author] Nov 8, 2019 @ 4:46pm 
That is insufferable. Why would i have to go to the old launcher? Paradox. What the fuck.
relytor Nov 8, 2019 @ 1:00pm 
@MorallyGray It's actually best to revert to 2.3 and use the old launcher to update the mod, then come back to 2.5. The new launcher still is having issues with uploading mods.
DragoonBlade Nov 8, 2019 @ 8:03am 
Sort of like how AI ship set gets a pulse laser bonus.
DragoonBlade Nov 8, 2019 @ 8:01am 
Grant them a crystal weapons bonus I think.
DSD Nov 8, 2019 @ 8:00am 
What does the 'exotic bonus' of the lithoid shipset do?
DragoonBlade Nov 8, 2019 @ 7:50am 
I am going to try and find some modders who I now have been updating to try and get some help.
MorallyGray  [author] Nov 8, 2019 @ 3:52am 
So im trying to update to 2.5 on workshop. But its still failing.
MorallyGray  [author] Nov 6, 2019 @ 7:31am 
Updated the page somewhat. So you can now see what the designed load outs are for the Lithoids.
DragoonBlade Nov 5, 2019 @ 4:04pm 
Thanks
MorallyGray  [author] Nov 5, 2019 @ 4:04pm 
Overall its a question of how many more things i want to include. I think i could comfortable patch SD tonight. Im just working on WD, making sure the ai follows my new logic.
DragoonBlade Nov 5, 2019 @ 2:56pm 
How far along are you on the patch notes? Just want to get an idea how much longer I will need to wait. (It helps me be more patient so you don't need to answer if you don't want to)
MorallyGray  [author] Nov 3, 2019 @ 4:58pm 
Ive been building a full patch notes for everyone to read. Its kinda big.
DragoonBlade Nov 3, 2019 @ 1:28pm 
You've got me hyped for 2.5.1. Can't wait to see the lithoid ships in action. I have to thank you for showing how far along you are to the next big patch. It's really useful.
MorallyGray  [author] Oct 31, 2019 @ 5:29pm 
Well, i guess i could bonus the pdc a bit more. Im also working on my AUX expack to complement to tag system. I do need icon help with that tho.
DJ_Anuz Oct 31, 2019 @ 4:29pm 
Kite tactics + fighters > Every other fleet comp.

I think a proper balance would be to reduce the number of fighter slots that a ship has for the arthopod faction and replace it with more PDC or missile slots. That or make fighters cheaper, and greatly reduce their health.

Or don't. I love watching the light show of thousands of tiny fighters ripping my enemies to shreds :P
DJ_Anuz Oct 31, 2019 @ 4:29pm 
I will agree with Repartiendo that the strike craft are OP currently. I think the issue is that the PDC just are too weak to reliably counter them.

I've had games where a fleet of 3 Battleships, 5 cruisers, 10 destroyers, and 15 corvettes with tier 3 fighters could take on enemy fleets that hogged up like 400-500 naval capacity on GA, and they were missile/pdc built with flak cannons, tier 3 flak, and tier 5 missiles. At the end of the battle I would have dealt about x10+ more damage and they would have destroyed, maayyybe 100 of my fighters.

PDC\flak just can't keep up with fighter swarms, even when the pdc slots outnumber the fighter slots in fleet comps.
Servant of CTan Oct 31, 2019 @ 11:20am 
Really excited to see what you have cooking up for the lithoids' shipsets. These mods look like they are the perfect immersion/roleplaying tool for my multiplayer sessions.

I saw that you are planning on working on the Kurogane ships next, curious to see what you have in mind for them.

Looking at that mod it really makes me think about how those ships and stations look more utilitarian rather than wholly ascetic; like the species that uses them are more interested in building things that work efficiently over appearances. Maybe you could take that concept and run with it; something to do with "modular ship design"?

A reduce to ship upkeeps and/or cheaper building and upgrading costs maybe?
MorallyGray  [author] Oct 30, 2019 @ 5:05pm 
Odd. What was your shipset?
Markuis Oct 30, 2019 @ 4:38pm 
i couldnt... It makes sense but i couldnt even damage their ships while they destroyed mines
MorallyGray  [author] Oct 29, 2019 @ 8:15pm 
Its deceptive in how the game calculates strike craft. You need only one point of knowledge to proceed. The strike craft are calculated in an unrealistic way. The game doesnt factor in a whole host of variables. Build ships with PDC and those numbers from the arthropod ships seem small. Its the sam ed with missles. Their numbers look big on paper, but you can shoot them down.

Id encourage you to try again with pdc on your corvettes. You'll find an 1000 can easily take kn a 2500.
Markuis Oct 29, 2019 @ 2:42pm 
Hello. I was using this mod earlier and early game a FP spawned next to me. They had the artropoid bonus I think (aircraft). I'm using some other mods but still... they had a fleet of 3k power with 20 corvets, while mine was like 600-800. I don't dare to try that again... Please fix the balance of the buffs.
DragoonBlade Oct 28, 2019 @ 6:34pm 
Thanks
MorallyGray  [author] Oct 28, 2019 @ 6:33pm 
I was thinking of expanding RIG to smaller levels such as the portrait you choose. For the moment, the idea scares me but also tickles that part of me wanting it to be real. I will be looking into it, but ill need to work out the code first.
DragoonBlade Oct 28, 2019 @ 10:23am 
And this:

Amphibian:
-25 leader lifespan (Half of life spent under water).
+40% leader exp gain (Must learn fast).
+50% habitability on Wet worlds.
-50% habitability on Dry worlds.

Arthrapoid:
Shells of Arthropods:
+100% Defense Army defense.
+100% Army defense.
Do to affects of Gravity:
-50% habitability on large worlds.
+50% habitability on small worlds.

Funggoid:
-50% Food upkeep (Fungus can eat anything organic, even waste) (Can use sun as energy!).
+50% Pop growth speed (Spores spread fast!).
-50% ethics attraction (Change quickly!).
-100% Army and Defense Army strength (Made of...Fungus).

Plantoid:
-25% Pop upkeep (All upkeep) (Sun provides energy).
-10% job production (Slow to move at night).
DragoonBlade Oct 28, 2019 @ 10:23am 
Something like this:

Human:
+5% to all jobs (Good at many tasks).
+20% Habitability on all worlds (Very adaptable).

Avian:
-25% housing (Fly a lot).
+25% Army strength (Can see very far (Snipers!)).

Reptilian:
+25 Leader lifespan
Lizards and Warmth:
-20% food upkeep on Cold worlds.
+20% food upkeep on Hot worlds.
+50% habitability on Hot worlds.
-50% habitability on Cold worlds.
DragoonBlade Oct 28, 2019 @ 9:45am 
I thought that the 2.5 patch notes said you could now tie traits to species portraits. Considering you've made a mod for ship portraits, I thought that you might be interested in making a mod that adds traits to species portraits like the lithoids trait.
DragoonBlade Oct 28, 2019 @ 8:03am 
Paradox has made a beta version 2.5.1 that you can change into that *Supposedly* fixes the modding upload issue. You can try that.
relytor Oct 27, 2019 @ 8:13am 
MorallyGray - You can still upload updated mods on the old launcher. Go back to version 2.3.3 to upload the mod on the old launcher, then come back to the current version. The new launcher's mod upload doesn't work well, and half the time the mod is unusable even if you are able to upload it.
MorallyGray  [author] Oct 27, 2019 @ 7:29am 
So it seems in my tests up update the new launcher isnt able to find this mod on the workshop. So i will have to re upload this mod. Which is annoying. Still, give me time to really think about the new version.
MorallyGray  [author] Oct 26, 2019 @ 9:46pm 
Crystal weapons are also already in the code. So that will be there. The lithoids will be the first to start with exotic weapons.
MorallyGray  [author] Oct 26, 2019 @ 9:44pm 
I love the bombardment idea. 100% going in.
Garyx Starlight Oct 26, 2019 @ 7:35pm 
Now how would you implement that?
DragoonBlade Oct 26, 2019 @ 12:21pm 
Lithoids using crystal weapons would be great and greater Hull strength but weaker shields and hull sounds good. I would add that lithoid ships excel at bombardment from above. (I.E. Dropping bits of their own ships on the planet below) Having no shield slots at all, but using a special armor class that is a medium ground between shields and armor could be another idea for this ship set.
Zia Oct 25, 2019 @ 7:30am 
Rad news on the lithoids
MorallyGray  [author] Oct 24, 2019 @ 9:29pm 
Not 100% sure on that. Ill see when im home. Atm its all theory. Im focusing on Lithoids. About 30% complete.
Jinxawo Oct 24, 2019 @ 9:13pm 
Which version of kurogane are you talking about by the way, the original one which doesn't seem to be getting updated much if at all, or the alternative version made by another guy that's updated(Atleast in the compatibility department with a lot of the other big mods)?
MorallyGray  [author] Oct 24, 2019 @ 1:38am 
Ill be updating this once i finish tinkering with lithoids.
MorallyGray  [author] Oct 20, 2019 @ 3:53am 
I was looking at the swarm ship set. I was thinking kurogane first tho.
Garyx Starlight Oct 19, 2019 @ 9:26am 
I don't think massive hull would be good, nor would be another kinetic focus as autobuild can't handle it due to minimum range

Having 2 different specialisations per ship, from which you can choose one, would be interesting
Either heavy energy weaponry (such as crystal focused lasers) or kinetic/missile focus
Both would have reduced shields (30-50%) but increased hull and armour (15-25%)

We already have the pulse laser gimmick AI shipset and kinetic mammalians, shield tank plants and hull tank reptilians, strike craft spam arthropoids and missile spam fungoids


And then a good idea would be to incorporate the swarm shipset mod in with Prethoryn like bonuses for those who want a full bio devouring swarm
BlacKBurn Oct 19, 2019 @ 7:15am 
kinetic only weapons and negative to armor and shield but 5x hull also negative speed
MorallyGray  [author] Oct 18, 2019 @ 7:05pm 
So there seems to be a new species pack coming to the game as DLC, Lithoids. What do people think the lithods could be in my mod?
MorallyGray  [author] Oct 14, 2019 @ 4:01am 
No when. But it was concerning how endgames work. However, im still working on it, as learning the endgame events is something new for me. It will take a while for me to get that going as i want it to. I'll work more on RIGSD and RIGWD for the time being
BlacKBurn Oct 13, 2019 @ 2:06am 
and when ?
BlacKBurn Oct 13, 2019 @ 2:05am 
you had another mod coming what was it other than species as weapon