Stellaris

Stellaris

RIG: Weapon Diversity
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
MorallyGray  [author] 3 Oct, 2020 @ 5:27am 
The game doesnt explain how the techdeck works. But, if you want a tech, know its field, and know its ethic type. Those two dramatically improve its draw chance. Plus you need to reserach a number of tech from T1, before you will receive options from T2. And if you get too far beyond a previous T, you can lose the ability to draw from that lower level.
MorallyGray  [author] 3 Oct, 2020 @ 5:24am 
The tech works for me, but i have noticed that some factors can make it harder to appear. If you didnt start with some torpedoes, then something broke. But if you have torpedoes, then i would put a scientist with propulsion in the research. You will get higher chances if you are military focused.
nanocamocat 3 Oct, 2020 @ 4:22am 
I'm playing with the machine shipset (and i'm using the Species Diversity mod) but i dont have any missile tech. I've had kinetic techs but not once have i seen a missile tech. i'm in the 2300's but still have only level one missiles.
Crusader_Jeffory 24 Sep, 2020 @ 8:19am 
Oh okay! Thanks for the clarification!
MorallyGray  [author] 24 Sep, 2020 @ 1:48am 
It doesnt replace weapons, but it does restrict them as starting options. You can gain all of the weapons from wreckage. To understand what weapons go on what ship, mouse over the faction bonus tab when choosing a ship type. You will be greeted by a wall of text that should help you understand what to look for. Plasma weapons are the coil guns youre looking for.
Crusader_Jeffory 23 Sep, 2020 @ 1:14pm 
Has this replaced coil guns? With this mod enabled I can not find the missiles, lasers, or coil guns anymore
MorallyGray  [author] 14 Sep, 2020 @ 6:23pm 
This mod is just weapons. Im still working on it. As work has been a real bitch as of last weeks. Im close tho.
Ryan Gosling 14 Sep, 2020 @ 5:44pm 
Is this compatible with the Machine Shipset yet?
MorallyGray  [author] 14 Sep, 2020 @ 3:27pm 
Guessing. It should edit some UI text, but beyond that, i dont think anything else.
MorallyGray  [author] 14 Sep, 2020 @ 3:26pm 
No idea.
The Badger 14 Sep, 2020 @ 4:01am 
How does this mod interact with the weapon techs available in Ancient Cache of Technologies?
MorallyGray  [author] 18 Aug, 2020 @ 6:07am 
I was never a fan of realspace scaling. It would be a lot of numbers work. If i had someone work with me on it. It could be a thing.
Nuu 18 Aug, 2020 @ 5:42am 
i would have to see this mod work with real space scaling that would be a dream!!
SensoryDepot 5 Aug, 2020 @ 2:39pm 
I wasn't sure but I doubted it worked together but I hoped. Basically it decreases the speed and and range of engines and weapons by a 3rd or 6th depending on the version to make the universe feel grand and large. Your RIG mod family and Real Space are my favorite groups of mods. I really appreciate the work you have put into the these mods that make the game feel more alive.
MorallyGray  [author] 5 Aug, 2020 @ 6:59am 
Unlikly. My mod remakes every weapon into new weapons. So that mod i suspect changes the existing weapons. Meaning it wont have any effect. Or if it does i dont understand the mod, because i dont use it.
SensoryDepot 4 Aug, 2020 @ 11:12pm 
Will the Ships in Scaling Lite/Hard from the Real Space family of mods change the weapons ranges for the weapons in this mod?
Zia 27 Jul, 2020 @ 2:49am 
Oh I feel that. I was the same when it first came out. Now I'm waiting on getting a regular crew first.
MorallyGray  [author] 26 Jul, 2020 @ 9:57pm 
Nearly done. Satisfactory slowed me
Zia 26 Jul, 2020 @ 2:49pm 
Fantastic so far! How's the progress on the Machine shipset?
MorallyGray  [author] 21 Jul, 2020 @ 8:51pm 
A www, thanks.
Resok 21 Jul, 2020 @ 12:10pm 
Just wanted to pop in and say thanks for the update.
MorallyGray  [author] 11 Jul, 2020 @ 6:26pm 
Yep. They will be there by normal just incase you find some other G weapins.
Last_Misadventure 11 Jul, 2020 @ 4:03pm 
Hello! Really enjoying the mod so far, thanks for all your hard work. I did notice that even with Neutron Launchers researched, Starbases have empty G-slots. Missile Battery buildings are also available without any research to arm them. Playing Mammilian.
MorallyGray  [author] 9 Jul, 2020 @ 5:38pm 
Very odd. No discriptor typically means your download screwed up. Id unsub, delete the RIGWD folder from steam then resub.
DefinitelyNotARobot 9 Jul, 2020 @ 1:12pm 
It says there is no descriptor file. Can't even enable the mod at all.
P!X_avsbes 9 Jul, 2020 @ 11:00am 
Is there any way for Arthropoids to get G-Slot weapons?
MorallyGray  [author] 9 Jul, 2020 @ 3:37am 
This is just the weapon mod. So yes, this will work with RS. But as for SD, yes, it will work. But the other ship sizes wont gain anything new.
Endless Void 8 Jul, 2020 @ 10:54pm 
does it work with realistic ships
MorallyGray  [author] 8 Jul, 2020 @ 9:14am 
Wow i totally forgot to post the SD link. God dam i am forgetful..
Blazingdevil 4 Jul, 2020 @ 10:13am 
can i have a link for that SD mod?
MorallyGray  [author] 3 Jul, 2020 @ 3:58pm 
Plasma weapons and missles will hit out at those ranges. XL in specifics. I should add some range boost mods just incase tho.
RobinHood192000 3 Jul, 2020 @ 8:08am 
Hey Mr Gray. Firstly big thank you for this and SD mod. Love them.

Some feedback however if I may? You have the Artillery range set to 250, until late game there are no artillery weapons that can hit that far out, The kinetic weapons line goes to 120 for example.

This makes the Titan completely useless beyond it's perdition beam. All those lovely artillery cannons remain silent as it sits 250 out firing the odd perdition shot. Even adding a closer range option for the Titan would be something

I do rekon this is intentional but I would like to know if I am overlooking something? or the reasoning behind the ranges?

Anyway hope you have a nice day and keep up the amazing work.
MorallyGray  [author] 2 Jul, 2020 @ 3:18pm 
if it doesnt touch the itens then sure. But this requires SD. So that will.
Blazingdevil 2 Jul, 2020 @ 12:56pm 
is this compatible with esc, guilli's mods, nsc, or zenith of a fallen empire?