Stellaris

Stellaris

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RIG:Weapon Expansion Module
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16.887 MB
14 Nov, 2020 @ 5:48am
9 Jun, 2021 @ 5:11am
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RIG:Weapon Expansion Module

Description
RIG: Weapon Expansion.
AKA Weapon Diversity

THIS MOD REQUIRES RIG-US TO OPERATE

This is the companion mod for RIG-Unique Shipsets Mod.

RIG-WE adds to the core RIG experience. RIG-WE features wide sweeping changes to the ship designing mechanic. Massively reworked art work. Significant expansions to the weapons and equipment variety. Ships and Starbase exclusive weapons. UI updates to accommodate all the new features. More weapon types. Explosive, Kinetic, Energy, Plasma, Exotic, Psychic, with more to come. New combat computers for Hive minds and Robots.


YOUR GAME START WILL BE DIFFERENT

When starting a game you will not have access to all weapon types. Rather you will have access to only a portion of weapons based on your choice of shipset. This will either be Energy beams, Rail guns, auto cannons, or missiles. Each weapon type has at least two weapons associated with its type. You can gain the other weapon's technology trees by researching them from wreckage.

COMPAT ISSUES

I have specifically designed this mod to overwrite vanilla weapons. it moves all vanilla weapons onto an inaccessible tech tree. if you play with any mods that also alter the vanilla tech tree, this mod will ignore them.

On the other hand, and 'new weapon' mods, won’t break the game. New weapon mods will just make things a bit confusing. Expect to see very limited interaction between RIG-WE and other mods.

Good luck.

UI MODS

RIG-WE does edit the UI. This is to facilitate the large number of new positions for icons. I would strongly recomend people use UI Dynamic Overhaul. I have already written a patch for Overhaul. You can find the patch in the link below.
https://steamproxy.net/sharedfiles/filedetails/?id=2149627689

Be warned, if other UI mods play with the ship designer window, my mod will look weird if placed above them in the load order.
264 Comments
MorallyGray  [author] 31 Mar @ 11:09pm 
Yeh i have an almost complete version. Here try it, and feed back me plz. This is prerelease. https://steamproxy.net/sharedfiles/filedetails/?id=3156424915
Zia 31 Mar @ 7:48pm 
Are you still doin this? It's been a while friend, I miss your amazing mod.
MorallyGray  [author] 17 Mar, 2023 @ 8:37pm 
I have other ideas for missiles, most of the code is there, but i wont be launching with it. Its not quite logical yet.
Archael 17 Mar, 2023 @ 1:32pm 
And Pint defence and flak, are those with some variances to compete with better strikecrafts and missiles than in vanilla?
Archael 17 Mar, 2023 @ 1:31pm 
I see, You figured out what to do with strikecrafts. And missiles? Are those stay as it was, or there was some changes?
Daarath 4 Mar, 2023 @ 5:39am 
Well then, I wish you a successful Uni time and hope everything works out for you :).
MorallyGray  [author] 2 Mar, 2023 @ 3:38am 
Nah i started Uni. Im studying to become a teacher. But at the same time, i can also get profoundly lazy at times. Honestly, its mostly factorio.
Nanoblast 17 Feb, 2023 @ 6:27am 
@MorallyGray do you have an ETA? did First Contact's combat content throw a wrench in your schedule?
Daarath 1 Feb, 2023 @ 12:10pm 
I am really excited too see the next version of the mod! Stellaris has been really dry lately no matter the mods...