Stellaris

Stellaris

RIG Unique Shipset (Core) (Standalone)
223 Comments
MorallyGray  [author] 20 hours ago 
Also, i'll be back to working on RIG next week. School is starting to wind down. Still have a month to go before its just RIG.
MorallyGray  [author] 20 hours ago 
Even then, that section is only 110 alloys. With the highest rear its 150 total. The items would add to it, but it shouldnt be that much.
[EIV] fwbbb 21 hours ago 
I was confused too, it was the molluscoid point defense destroyer, the one with iirc 4 large components and 4 small components, it wasnt adding up, 4 large armors and 4 small shields don't cost that much
MorallyGray  [author] 21 hours ago 
Even then, thats a high guess. Most wont cost that.
MorallyGray  [author] 21 hours ago 
That depends on how you build them. But, not typically. Really most destroyers, even late game might cost around 500
[EIV] fwbbb 1 Nov @ 11:42am 
Are destroyers supposed to cost over 1k alloys?
Beatrice Cerise 30 Oct @ 6:48am 
Excited for the return of weapons! And specifically seeing what you come up with for weapons for infernal ships!
MorallyGray  [author] 25 Oct @ 5:13am 
plans are in place for Infernals. Once they launch, shouldnt be long for an update.
Zia 22 Oct @ 1:37pm 
Can't wait for the weapons.
ProfileName 18 Oct @ 8:11am 
Save them first, boss! We'll make do!
MorallyGray  [author] 17 Oct @ 9:52pm 
Soz everyone, school is very bust. My grade 12s are in panic mode. Ill be back dedicating more time to this at some point this year. :)
MorallyGray  [author] 12 Oct @ 8:14pm 
Thats mostly because i used to care about the naming conventions, until it really stopped mattering. Now i just name it whatever.
I should ask... why some code-name for modules, like, Destroyer - Mindwardens - ...BOM-M3 , but give 1G slot.

No issue whatsoever gamewise, modules give slots as shown in doc, just curious.
ESC should, but when main mod gonna be finished - there gonna be no need, as RIG itself have many components.
Fenrisúlfr 12 Oct @ 11:34am 
those mods should work together as one just adds components
OMNISCRONCHULON 12 Oct @ 9:29am 
Could this mod work with Extra Ship Components? Also, I found a couple bugs, namely when selecting ship sections you can select both vanilla and modded versions of the sections, and you can't outfit torpedoes on the central section of cruisers, at least in the psionic tech path.
MorallyGray  [author] 9 Oct @ 4:26am 
Yeh i dont really do anything with them. I could take a look at them, but worklife-modding balance must take first priority.
kequilla 7 Oct @ 3:08pm 
Nanoships and nanite interdictors seem left out =D
MorallyGray  [author] 7 Oct @ 3:53am 
@Profilename I wish so hard for this to be spotlighted some day.
ProfileName 6 Oct @ 10:31am 
I'm with Corey on this one! Having shipset-unique weapons made this game so much more interesting, and made me put another 300 hours into this ol' game!
Looking forward to seeing it on the mod showcase someday! :D
Eisekil 6 Oct @ 5:17am 
No. Way. One of best mods has returned.
I thought it's dead long time ago, and I really happy to see it's not the case. Thanks for returning to it!
MorallyGray  [author] 6 Oct @ 1:19am 
Awww thanks :)
Corey 5 Oct @ 6:43pm 
Man. I am so excited for this mod! Thank you for your hard work! Discovering this in 3.14 added so much to the Roleplay aspect of the game. Making thematic ships. This has brought back so much enjoyment to the game. Thank you for your hard work and passion.
MorallyGray  [author] 30 Sep @ 8:51pm 
@kOiGuhn you know, it might now be somewhat compat, as frigates are now working. Before it just caused an immediate crash. That being said. I wont be adding any shipsections for all the additional classes.

@Krusher99 I've been thinking about that. Nothing yet. But I am going to expand the organic shipset anyway. Given that you need organic to even take that path, the answer is yes. Although that will take some time.
Krusher99 30 Sep @ 7:22pm 
What about Behemoth Fury? Could this path has unique weapons and components?
John Deck Cannon 30 Sep @ 10:11am 
Somehow this is working with NSC3? Am I dreaming or did you mean incompatible, as in there's no unique designs for new ship types?
MorallyGray  [author] 30 Sep @ 3:02am 
Those will be both cosmo and FE. Im quite close to a release. This will completely rework the existing weapons in the base game. Then i will build upwards from there. All the role bonus will be in. Im currently working on getting the ascend paths started. Maybe a week or two. I'll need to be back at work next week. So lets see how i go.
Krusher99 29 Sep @ 7:21pm 
when we can see awesome weapons overhaul comes back?
I hope fallen empire weapons can be acquire via Cosmogenesis.Not only by salvage FE debris.
MorallyGray  [author] 28 Sep @ 3:48am 
Hmm, i might not have fixed the bug. I might have to disable the menu graphic again.
apx1701 28 Sep @ 12:13am 
Something is wrong with the priority of your modules; AI does not use them in corvettes, for example.
MorallyGray  [author] 27 Sep @ 8:40pm 
Its ok, the game has them. Its just a UI bug im working on.
Zalpha 27 Sep @ 8:36pm 
It does show up in some ship sets like the biological ships and many be one or the other will show up but for the most part they are absent.
Zalpha 27 Sep @ 8:26pm 
for most of them = being all the races you can choose from and the different ship designs they have, the Titans and Juggernauts to not appear in the ship viewer.
Zalpha 27 Sep @ 8:25pm 
I checked the xml file and it says it has Tians and Juggernauts but when setting up a species and choosing a ship class and while viewing the ships for most of them these two ships do not show up in the viewer. Would they be invisible in game while playing and it is a viewer bug or it a bug with the mod? I was only playing with this mod and no other mods.
MorallyGray  [author] 27 Sep @ 7:40pm 
A lot of that will not be a concern with the item mod. But if you have any other suggests, go for it.
Arphar 27 Sep @ 4:39pm 
I find that the Shroud shipset lacks some power and utility slots to be able to use as many shields as it wants to effectively (ie shield hardening), and suffers from comparison to the toxoid and aquatic sections, which boast higher defenses and utility slots.
Also the Juggernaut design is really weak even compared to the vanilla one.

Looking forward to your item release mod!
ProfileName 26 Sep @ 11:40am 
Grand Marshall, we're getting our guns back!
MorallyGray  [author] 26 Sep @ 5:39am 
I have patched the mod. Psionic and Mindwarden are now compatable. Im now going to focus the next few days on the Item mod, getting all the role bonus and whatnot ready to launch. Probs next week.
I think we all, currently, just farming new achievements.
MorallyGray  [author] 24 Sep @ 8:54am 
Well, trust me P weapons will become very interesting when you play Psionics.
S-weapon have combination of both*, khm. THE stongest weapon in mod.
Sure we do, our goat.

Still trying find best one... with full mod, if i remember, THE strongest was synthetic or cybernetic with focus on plasma/kineric, because one of FE ships have combination of both and very large range on S-weapon slot. Tho, cost of those ships was... a hell-lot.
MorallyGray  [author] 24 Sep @ 3:11am 
Also, please advertise the mod to anyone you know plays stellaris, if you like it. I want this to grow.
MorallyGray  [author] 24 Sep @ 3:11am 
Its a very weird thing, but i cant play Stellaris without my mod. I truly cant experience the DLC until this is done.
ProfileName 23 Sep @ 11:43pm 
Yay!
MorallyGray  [author] 23 Sep @ 11:03pm 
Mindwardens set is complete, but ill update with Psionics. So, know that half way point is complete.
Thorion 23 Sep @ 10:44pm 
I can see this becoming one of the very big mods one day
MorallyGray  [author] 23 Sep @ 6:42pm 
No changes there. I have no reason to do that.
ProfileName 23 Sep @ 6:23am 
Will the mammalian shipset still focus on kinetic with the autocannons and artillery or will there be changes to the old shipsets as well?
MorallyGray  [author] 23 Sep @ 3:39am 
Drones are coded to be only placed in H slot.