Stellaris

Stellaris

RIG Unique Shipset (Core) (Standalone)
55 Comments
Realhollow Jul 29 @ 2:35pm 
smart :)
MorallyGray  [author] Jul 29 @ 3:08am 
Yes
Realhollow Jul 28 @ 11:19am 
@gray are you doing it this way so its easy to update in the future?
doctornull Jul 28 @ 1:19am 
Ah! Okay, understood. Thanks.
MorallyGray  [author] Jul 27 @ 8:47pm 
@doctornull Future stuff. This is mod will just be the shipsets. The items are in the second mod im building atm.
doctornull Jul 27 @ 5:24pm 
Could you add something about which shipsets get which weapons?

I see the slots documented very nicely in a spreadsheet, but not the weapons.
Giroro Jul 27 @ 11:41am 
sounds interesting , i'll give it a try :lunar2019grinningpig:
MorallyGray  [author] Jul 26 @ 8:22pm 
@Alexander Nope. I wasnt a big fan of the set. Its incomplete. However, if anyone is willing to help with the models. I would include it.
bcbc2425 Jul 26 @ 4:28pm 
Was devastated to see the old mod page had gone down a while back, amazing to see it updated so soon though, even in a reduced state.

Congrats on front page! It definitely deserves the recognition!
Alexander Jul 26 @ 6:19am 
There will be a comp patch for Kurogane 2.0?
MorallyGray  [author] Jul 26 @ 12:16am 
@sdschildberg I have to rewrite EVERYTHING. I dont know yet. Although i will say, im not full time teaching this term. So more than previous.
sdschildberg Jul 25 @ 10:52pm 
What's the timeline on the AI changes? My favorite feature in this mod is that the AI understands the ship designer, so I'm looking forward to the re-addition of the AI changes.
MorallyGray  [author] Jul 25 @ 8:42pm 
@†MLS† KIRINAS ';,†,;' ;,,; I can do that. I'm not at rockets yet.
Fenrisúlfr Jul 25 @ 1:07pm 
good to know as i have quite a few modded shipsets and wanted to add this but didn't want to completely break it
[DFS]SciMan3010 Jul 25 @ 1:06pm 
if it's like the old versions of the mod, unsupported shipsets will just be Vanilla
Fenrisúlfr Jul 25 @ 12:51pm 
if i use this mod with other modded shipsets what would happen?
May i suggest rebalance rocket low-ranges due to current rocket meta (and longrange in general) and rework artillery-type weapons for future updates?

I wrote about last one on 4.0, because its really was only thing than can bruteforce nearly any shipset, even if empire dont have focus on them. They too good and too powerfull due to huge range and high burst damage that melts anything.
Death Jul 24 @ 10:20pm 
@ Daepapa Yeah, you're right — Stellaris in its base form isn’t really suited for this... But in my opinion, this system is much better, more logical, and just really well made.:crusader_helmet:
Realhollow Jul 24 @ 8:20pm 
Ah ok i thought i was doing something wrong
MorallyGray  [author] Jul 24 @ 8:03pm 
@IvyMooreChild Oh i know what youre talking about. DW about that. I've fixxed that. You'll see it when i publish the bioships.
MorallyGray  [author] Jul 24 @ 8:02pm 
@Realhollow. Tech isnt in. I have to rewrite everything. Ships are in. Working on Bioships now.
Realhollow Jul 24 @ 2:17pm 
Does this version on have the ships in it? as iv got the vanilla techs
Realhollow Jul 24 @ 1:15pm 
YES you are back :)
IvyMooreChild Jul 24 @ 10:44am 
@MorallyGrey
Starbase Buildings, that seems to be the only thing though.
Daepapa Jul 24 @ 5:20am 
@Death so basically artificially forcing the game into a playstyle that it's not meant for
MorallyGray  [author] Jul 24 @ 3:33am 
Should work fine. What are you getting that text on?
IvyMooreChild Jul 23 @ 10:56pm 
Does this work with Gigastructures? I assumed it did because that doesn't edit ships but I'm also getting funky names like "sm_pd_large"

(It could also be another mod conflict, but I don't have anything else that changes structures/ships in any way.)
MorallyGray  [author] Jul 23 @ 7:52pm 
@Zia, working on that. The new code allows this.
MorallyGray  [author] Jul 23 @ 7:52pm 
@Large_Gremlin i do have all my other mods up from previous versions. However i wont be updating them at all.
Zia Jul 23 @ 7:33pm 
A simple request: Having a quick summery of what each ship set is specialised towards more easily readable either in this page, or in game (something more aces sable than a excel document) would be amazing and likely draw more users.
Zia Jul 23 @ 7:06pm 
Oh my gosh, as someone who's been using these mods since your earliest versions I am so happy to see this back. A reason to install the game again...
Daarath Jul 23 @ 3:43pm 
I can't belive my sore eyes =.= I thought this was a fata morgana. But for real I have been starving to play stellaris with your mod/s, glad you are doing well.
Large_Gremlin Jul 23 @ 3:29pm 
By the way, is there a legacy version of this for 3.14?
Andromeda Jul 23 @ 11:32am 
Very happy to see this updated!
Red Skull Jul 23 @ 10:45am 
Is this the mod that adds ONLY the shipet sections? I dont want to have anything else
MorallyGray  [author] Jul 23 @ 7:04am 
@BroncoXeno2035

All the unique traits and tech paths arent in the game atm. I have to entirely rewrite them due too all the changes in the code this update. At present the ships are only altered by the shipsets. Meaning, if i were to give you the other faction shipsets with random other shipsets, you'd just look like the avians, if you picked the avian bonus.
BroncoXeno2035 Jul 23 @ 5:21am 
Is it possible to make modded shipsets at least take on other factions' unique traits in the meantime so modded ones can still enjoy this as well?
MorallyGray  [author] Jul 23 @ 4:44am 
Those arent the best sets for the inclusion. Broken due to updates. However, i did find a better version of pirates which i will look at including. I wish there was a pirate advisor to go with this.
Large_Gremlin Jul 23 @ 3:17am 
MorallyGray  [author] Jul 23 @ 2:40am 
@†MLS† KIRINAS ';,†,;' ;,,;

Cosmo sets will need some more work, as they were tied to the tech paths before. But yes.
MorallyGray  [author] Jul 23 @ 2:40am 
Pirates are a very likely option. Link them. I will also want to do synth queen set.
Large_Gremlin Jul 22 @ 11:30pm 
I do wonder if there'll be support for modded shipsets outside of the unofficial machine shipset.
(Like the White-Gold or Pirate shipsets?)
And any plans for cosmogenesis ships? There currently 4 for bio and 3 for non.
MorallyGray  [author] Jul 22 @ 6:44pm 
Working on Bioships now. They will have their own.
So bioships is currently dead with this mod or it just not gonna have anything special? Im pretty sure that AI can be randomized with them or with civic for fauna-focus ships.
Death Jul 21 @ 10:52pm 
@victoriousdread07 (private) The idea is that you choose, for example, human ships, and at first you only have access to a few types of weapons — like missiles and lasers. For humans, there also seems to be a warp drive. You play against either humans or bots, who, for example, use Necriod ships that only have various types of plasma weapons and cloaking (at least that’s how it was in the older version — maybe some of this isn’t implemented yet). That’s roughly how it works.
MorallyGray  [author] Jul 21 @ 10:36pm 
I can try to make this clearer, although im basically quoting the above text. All the shipsets are different. Think factions, not cosmetic.
victoriousdread07 (private) Jul 21 @ 8:46pm 
"our choice of ship set is meaningless"? what the hell does that mean? they're cosmetic. factions? do you mean ship sets? can we use any ship set we want in a single play-through? (looking at photos) whats the difference supposed to be? better weapons? i have other mods for that. different ship sections? that's nice i suppose, but i already have a mod for that. your mod description doesn't explain anything. can you fix that?
Death Jul 21 @ 7:01am 
@Krusher99 most likely they will hack it because if I'm not mistaken the description of the DLC about psionics also talked about new types of ships