Stellaris

Stellaris

RIG Weapon Diversity 2.3+
121 Comments
MorallyGray  [author] 28 Dec, 2019 @ 7:04am 
Should be fine. Currently im just working on a patch, but i havent been excited to upload as i need to jump around game versions jsut to make the upload work. Its really dumb and demoralising.
lequocbaohle 27 Dec, 2019 @ 7:07pm 
ver 2.5.1 ??? will it work with that ??
Kaptin Dakkist 30 Oct, 2019 @ 2:19pm 
I'm using Heavy/Medium strike craft. I've noticed this behavior against ships as well, they'll (the strike craft) eventually engage the enemy, but only when they get in range. The 250 range of the artillery/carrier combat computer is way too far for the engage range of the strike craft.
MorallyGray  [author] 30 Oct, 2019 @ 8:38am 
What craft are you using? light craft are designed to stick by their ship.
Kaptin Dakkist 30 Oct, 2019 @ 7:49am 
Ships with Carrier/Artillery behavior equipped with Strike Craft can stay so far out of range that their strike craft no longer engage the enemy, they just buzz around the ship. Particularly noticeable against starbases in larger systems that have enough distance between the starbase and hyperlane exit points.
MorallyGray  [author] 28 Oct, 2019 @ 6:31pm 
The modules will be, but the UI elements wont be. But thats ok, if you are willing to have the S M L icons smushed together as they are in the base game.
DragoonBlade 28 Oct, 2019 @ 9:18am 
Is this mod compatible with the UI Overhaul mod?
Zia 25 Oct, 2019 @ 8:32am 
Awesome. It's gonna rock.
MorallyGray  [author] 25 Oct, 2019 @ 8:12am 
Yep. Its coming. New exotic weapons.
Zia 25 Oct, 2019 @ 7:25am 
Rad, any chance on getting a crystal weapon set for the new shipset?
Would be great to toss stones with my commie-rocks.
MorallyGray  [author] 20 Oct, 2019 @ 3:52am 
Yep, already on it.
Questionable 19 Oct, 2019 @ 8:09pm 
The tier one coil-gun equivalent and the tier one hangar techs have a really nasty bright white glow that really hurts to look at, would you consider giving it a colour or something so the bloom isn't so harsh?
Turning off bloom makes it so the shots aren't so painful to look at but it makes all the other glow effects in the game go away and it looks kinda nasty.
MorallyGray  [author] 16 Oct, 2019 @ 5:58pm 
The arty cannons dont have a trail effect that im looking for. I know how to replicate the cannon effect.
Pancakelord 16 Oct, 2019 @ 1:42pm 
You could look at how the kinetic artillery VFX does it, on the face of things it appears to be a segmented beam to fake it looking like shots with glowing tracers.
MorallyGray  [author] 15 Oct, 2019 @ 6:08pm 
Well they all use the same texture with colour being coded in. I wanted to create a particle stream effect on my first pass because i was unsure how to create trail effects for weapons. Im thinking ill rebuild the effect entirely by studying missile trail effects.
Pancakelord 15 Oct, 2019 @ 8:01am 
It kind of looks like the error you'd see if no particle was loading in, maybe there's a broken file link or something? The MK2 Gauss guns look OK (sort of like blue laser beams), maybe just use that and colour it amber or something as a quick n dirty fix lol
MorallyGray  [author] 15 Oct, 2019 @ 4:00am 
Well bugger, i thought i fixed that brightness. I have to hit it again.
Pancakelord 14 Oct, 2019 @ 4:38pm 
Getting some weird particle effects e.g. https://imgur.com/a/c896CUD mk 1 gauss cannons shoot really bright white beams of lights.

Also Has anyone else used this with Amazing space battles (ASB?) would like to use this + the graphics from that.
BlacKBurn 25 Sep, 2019 @ 3:06pm 
thanks
relytor 25 Sep, 2019 @ 11:23am 
@-_BlacKBurn_- In the base mod, Species Diversity, the event that grants the technologies, does the following after:
every_owned_starbase = {
limit = { has_starbase_size = starbase_starport }
set_starbase_size = starbase_outpost
set_starbase_size = starbase_starport
}
Omni-Man 25 Sep, 2019 @ 11:05am 
Hmmm, okay!
BlacKBurn 25 Sep, 2019 @ 10:20am 
also you said about fix for starbases ;

The starbases are prompted to deconstruct then reconstruct instantly upon the start of the game.

i didnt understand what change you made in file so that i can copy it to my modified version
BlacKBurn 25 Sep, 2019 @ 8:23am 
pd missiles cant prioritize strike c or missiles specially different sizes of ships so no not likely but there can be a work around adding a kinetic tag and pd tag then changing its projectile to a missile will cause it to fire missile projectiles instead of auto cannon rounds like vanilla flaks
MorallyGray  [author] 25 Sep, 2019 @ 2:33am 
Extremely unlikly. It seems this mod does the same things i do code wise. So you can try but i think the outcome will be uncomfortable.
Omni-Man 24 Sep, 2019 @ 7:07pm 
Is this mod compatible with
https://sp.zhabite.com/sharedfiles/filedetails/?id=1609850850&searchtext=
I really want to play with both mods.
MorallyGray  [author] 24 Sep, 2019 @ 3:13pm 
Ive been looking into pds missiles. Im not sure about them yet, but i do have a prototype. Also the power should be offset with aux. However i am building new items to help with this.

An no, i dont speak a word of russian.
Gergoric 24 Sep, 2019 @ 7:37am 
Shouldn't it be possible to add armour in the external slots of a ship? In the endgame I run into massive power issues even if I use reactor boosters if I try to use both psionic shields and endgame weaponry to my ship. I don't really want to downgrade my weapons and one slot of psionic shields doesn't seem enough, so i'd rather replace some hardpoints for some additional plating. By the way, would it be possible to add antimissile-missiles, wich are good against missiles and heavy fighters and bad against swarmmissiles, topedoes and light fighters (and could maybe shot down themselfes, but should be the lowest priority for any PD)?
BlacKBurn 24 Sep, 2019 @ 6:20am 
@GameMaster it is imcompatible with aux's weapon boosts but i have a patch for myself that i still working on if he agrees i can send him the files not interested in publishing myself
Rilloff 24 Sep, 2019 @ 3:45am 
is there any russian localisation of this mod?
MorallyGray  [author] 24 Sep, 2019 @ 2:46am 
It will b ed expanding massivly. I have yet to implement resource bonus weapons
GameMaster 24 Sep, 2019 @ 1:29am 
True, and it is interesting to say the least.
MorallyGray  [author] 24 Sep, 2019 @ 12:41am 
I have done some massive changes with weapons over the last patched. To be fair, you should only start with one weapon group.
GameMaster 24 Sep, 2019 @ 12:35am 
The other weapons only showed with a saved game after I started capturing enemy tech... so it might be because of using a game with the older version.
MorallyGray  [author] 23 Sep, 2019 @ 6:13pm 
Hmmm. Does it work without any other mods? If it does then youve found some game breaking conflict. That or for some reason steam isnt updating your workshop.
GameMaster 23 Sep, 2019 @ 5:53pm 
I am...
MorallyGray  [author] 23 Sep, 2019 @ 5:06pm 
@GameMaster Alpha is fine. Are you running RIGSD as well? This mod needs that.
GameMaster 23 Sep, 2019 @ 4:54pm 
I don't use those much... and I went off Alpha Mod recently...
MorallyGray  [author] 23 Sep, 2019 @ 3:35pm 
@Rushing Rasputin they're the cheapest XL, plus can hit on any angle. They do less damage, but they also take way less power. But truth be told, im not super happy with them.

@gamemaster its really odd you cant see any other weapons. I've used that mod many times with my own and it works just fine. What about other game altering ones like NSC or item balance mods?
GameMaster 23 Sep, 2019 @ 3:09pm 
@MorallyGray I've made sure that other weapon mods are deactivated and only using the Aux 2.0+ mod.
Subtle Butt ( >ω<)っ ♡ 23 Sep, 2019 @ 1:23pm 
Why are Plasma Torps X size? They deal as much as a L slot weapon
MorallyGray  [author] 23 Sep, 2019 @ 7:56am 
The starbases are prompted to deconstruct then reconstruct instantly upon the start of the game.
BlacKBurn 23 Sep, 2019 @ 7:00am 
may i ask how did you fixed starbases i kinda running my own modified version of this :D after i fixed pulse damage scaling
MorallyGray  [author] 23 Sep, 2019 @ 2:47am 
Ok, well, the starbases should be fixed as of this update im patching right now. Also the guns should be showing up. What other weapon mods are you running?
GameMaster 22 Sep, 2019 @ 11:01pm 
So far, it's a decent mod, just with the problem that I'm not able to access the other weapon lines...
GameMaster 22 Sep, 2019 @ 9:36pm 
Ah, understood. Also, I would like to report that the station has a problem that doesn't have any weapons until they are upgraded...
MorallyGray  [author] 22 Sep, 2019 @ 8:26pm 
So, the way the mod works is that you start with specific weapons based on the graphics. Try other graphics out.
GameMaster 22 Sep, 2019 @ 7:33pm 
So, just started playing with the mod and... I only get ACs... is this part of the mod?
MorallyGray  [author] 17 Sep, 2019 @ 10:53pm 
I felt that kinetic was too powerful. Odd.
BlacKBurn 17 Sep, 2019 @ 6:17pm 
am kinda done pulses myself :D also plasma start can go up to plasma rifle lane but kinetic start feels weak too flat
MorallyGray  [author] 17 Sep, 2019 @ 5:23pm 
Luls game design is so much trial and error. I'll tone down the missle HP when i get home. Also i skipped over the power reqs for the pulse. I need to get the patterns right on the weapon levels before i roll out tge next phase.