Stellaris

Stellaris

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RIG Unique Shipset 4.0
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21 Jul, 2024 @ 12:58am
18 Jan @ 7:58pm
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RIG Unique Shipset 4.0

Description
For best compat, put my mod first so other mods, such as UI mods, load over mine.

RIG Unique Shipset
Hello. I'm Gray. It’s my great pleasure to present to the Stellaris community, my massive many years-long project. The total conversion, RIG Unique Shipset. A mod like no others. I think....

What Does It Do?
In the base game, your choice of shipset is effectively meaningless. Avians, Mammalians, Lithiods, whatever. You'll receive the same ships and weapons. Thus the same play style, every time. RIG seeks to change this. Pictured below is a comparison, highlighting a 'meta' build from just one (1) of sixteen (16) factions to choose from.

Vanilla Meta Cruiser.


RIG Humanoid Meta Cruiser.


I hope that got your attention, because this isn’t just a typical ship rework or 'new hulls' mod. Unlike other ship mods, RIG is an intensive combat tech-tree rework; An entire art rework featuring S M L XL icons for everything relevant; A massive AI rework to accommodate the new play styles; As well as role bonuses for each ship, to help promote each ship's personality within a fleet. Such as the humble Arthropoid Corvette.

RIG Arthropoid Corvette.


Each ship has a ‘role bonus’ that guides its personality in the fleet. This bonus levels up as you progress the tech tree, then alters based on your ascension perk choices. As can be seen in the above image, the Psychic role bonus is a possible choice for this Arthropoid.

Lets talk more about ascend perks.

Ascend Perks


As mentioned, in RIG, your ascend perk will have an enormous impact on your ship designs and play style. Some choices are synergistic, some asymmetric. Some just outright insane and absurd. From top to bottom, the ascend perk paths are as follows.

Archaeological
Synthetic (bio>machine)
Machine (only)
Hivemind (only)
Biological
Psychic
CRISIS (become Crisis)
--- Fallen Empire (cosmogenisis in the workshop photos) ---

In the original game, the crisis choice felt underwhelming, something as important as becoming a galactic crisis should mean something beyond a button click. With this mod, you become something that legends are forged from. The items associated with crisis, are unlocked through tech and menace score. This is partly because of balance, partly because progression. If any empire chooses to go crisis, you'll feel it. Here is an example.



Platforms Return

As ships in RIG are significantly stronger than the vanilla game, this proved to be a problem when balancing against starbases. The solution was two fold. One, upgrade starbases to become serious threats. All starbases have their own 'starbase' weapon sets. Effectively, the weapons on starbases, have moved up a weight class. P = S / S = M / M = L / L = XL / XL = XXL. You get the point. And two, all factions have level 1 / 2 / 3 platforms again.



INCOMPATIBILITIES

Understandably, when you see the true scope of RIG, most things won't be compatible with RIG. You should assume any mods that edit ships, like NSC, are incompatible. While some ship mods might work, this mod is designed to be played without other ship altering mods.

To be clear. NSC = No.

Weapon/item mods should work with this, so long as those other mods only add new things. However, you might find conflicts with other mods and AI logic.

ACOT: People ask me about this. I have no idea. I don't use ACOT.

COMPATABLITIES

As this mod adds logic to shipsets, there are a bunch of mods which also add shipsets. I am constantly scanning the mod workshop for other shipsets that i like. If I do, I’ll add them to the mod. Currently, only one shipset is compatible with RIG.

Machine set
https://steamoss.com/sharedfiles/filedetails/?id=2077186491

Gigastructures: Almost done. It's functional now. About 80%
https://steamoss.com/sharedfiles/filedetails/?id=1121692237

The Future Of RIG

As this mod evolves, I will balance, I will add shipsets, I will improve the set as best as I can. Hell, I would love to see this mod be highlighted by the Stellaris devs one day. But that's unlikely to happen. Until then, please post your feedback in the comments below. Bugs, or code suggests are very welcome.

Also, i have started work on a rather large upgrade to the god choices. The items for Psychic ascend will operate a bit differently to all the other techs in the game. In this case, you unlock the starting base item, then if you dedicate your empire to a god, items will immediately mutate into something new. Here's a bit of a tease for that.


This is a massive mod, I cannot say that it’s currently balanced. I've tried to balance with maths, but overall, I'm only one person.
Popular Discussions View All (4)
171
5 Jan @ 10:20pm
Post any Bugs or weirdness here
MorallyGray
24
10 Nov, 2024 @ 11:24am
Post things you'd like to see in RIG. Items, modules, buildings. Not shipsets. That type of stuff.
MorallyGray
24
27 Sep, 2024 @ 12:49am
Post Balance suggestions here
MorallyGray
425 Comments
Daarath 22 Jan @ 6:10pm 
Hope they also add 2 bio ship sets like in the machine age dlc. Maybe one neutral and a aggressive one. If of course any of this is gonna happen in the first place lol.
Death 22 Jan @ 10:41am 
@MorallyGray I really hope so
MorallyGray  [author] 22 Jan @ 6:52am 
Im suspecting something similar to the machine age.
Daarath 22 Jan @ 6:08am 
perhaps the "gene/bio" dlc witll be like the machine age dlc, and just break genetics down into different sections and playstyles. Perhaps only for Hive Minds.
It might be that gene-themed DLC gonna be after 4.0 patch near end of summer/start of autumn.
And we get sooner pop-change thing in may, as they mentioned.
Death 22 Jan @ 12:50am 
@MorallyGrayI wrote this because I'm pretty sure Paradox will be presenting us with Season 9 soon and will give us a brief overview of the DLC (possibly its theme). In the latest dev diary, they mentioned they were overhauling the pops and I still couldn't quite understand what they were doing with the species tab. So, I think we should at least hold off on touching the fauna, because we might soon get a proper bio-fleet in a genetics-focused DLC (although it's possible that the DLC coming with 4.0 won't necessarily be about genetics, and maybe it's just my paranoia)
MorallyGray  [author] 22 Jan @ 12:39am 
Its an interesting argument. Really i just put things together for the hell of it. Maybe i should add some torpedoes into them.
uni790 21 Jan @ 10:45pm 
So, random thought/question, why autocannons/artillery for aquatics? I would think missiles/torpedos/fighters(with the same kinds of weapons) would make more sense for them given they evolved underwater(since the little lore blurb mentions water filled ships when selecting them(at default anyways)), firearms would never have worked for them, as gunpowder doesn't function when wet, where missiles/torpedos would be far more familiar. (Not saying it's a bad choice, I can see the naval ship connection, just seems odd to me, since most playing them are probably also going to be an aquatic race coming from under the ocean, not riding on top of it)

Aside from that, love your mod, best thing to ever happen to Stellaris in my opinion, hope this coming major update doesn't break too much on you.
MorallyGray  [author] 21 Jan @ 8:43pm 
My god ive been trying to make the biofleets work, but seeing as whats been mentioned by PDX i probs wont touch them much. I might do some small edits to buff their overall numbers, but as for sections and whatnot, i think ill leave it be for the moment.
garyriley1982 21 Jan @ 5:00am 
hmm, well if they are FINALLY going to actually make one - i for one have been waiting years (since Hive minds from Utopia, i think?). that said, if they are going to be doing this, then ideas and plans for the bio ship set still need to be considered for this mod, as that DLC could be coming 2025.