Stellaris

Stellaris

RIG Weapon Diversity 2.3+
121 条留言
MorallyGray  [作者] 2019 年 12 月 28 日 上午 7:04 
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 2019 年 12 月 27 日 下午 7:07 
ver 2.5.1 ??? will it work with that ??
Kaptin Dakkist 2019 年 10 月 30 日 下午 2:19 
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  [作者] 2019 年 10 月 30 日 上午 8:38 
What craft are you using? light craft are designed to stick by their ship.
Kaptin Dakkist 2019 年 10 月 30 日 上午 7:49 
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  [作者] 2019 年 10 月 28 日 下午 6:31 
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 2019 年 10 月 28 日 上午 9:18 
Is this mod compatible with the UI Overhaul mod?
Zia 2019 年 10 月 25 日 上午 8:32 
Awesome. It's gonna rock.
MorallyGray  [作者] 2019 年 10 月 25 日 上午 8:12 
Yep. Its coming. New exotic weapons.
Zia 2019 年 10 月 25 日 上午 7:25 
Rad, any chance on getting a crystal weapon set for the new shipset?
Would be great to toss stones with my commie-rocks.
MorallyGray  [作者] 2019 年 10 月 20 日 上午 3:52 
Yep, already on it.
Questionable 2019 年 10 月 19 日 下午 8:09 
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  [作者] 2019 年 10 月 16 日 下午 5:58 
The arty cannons dont have a trail effect that im looking for. I know how to replicate the cannon effect.
Pancakelord 2019 年 10 月 16 日 下午 1:42 
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  [作者] 2019 年 10 月 15 日 下午 6:08 
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 2019 年 10 月 15 日 上午 8:01 
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  [作者] 2019 年 10 月 15 日 上午 4:00 
Well bugger, i thought i fixed that brightness. I have to hit it again.
Pancakelord 2019 年 10 月 14 日 下午 4:38 
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 2019 年 9 月 25 日 下午 3:06 
thanks
relytor 2019 年 9 月 25 日 上午 11:23 
@-_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 2019 年 9 月 25 日 上午 11:05 
Hmmm, okay!
BlacKBurn 2019 年 9 月 25 日 上午 10:20 
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 2019 年 9 月 25 日 上午 8:23 
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  [作者] 2019 年 9 月 25 日 上午 2:33 
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 2019 年 9 月 24 日 下午 7:07 
Is this mod compatible with
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1609850850&searchtext=
I really want to play with both mods.
MorallyGray  [作者] 2019 年 9 月 24 日 下午 3:13 
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 2019 年 9 月 24 日 上午 7:37 
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 2019 年 9 月 24 日 上午 6:20 
@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 2019 年 9 月 24 日 上午 3:45 
is there any russian localisation of this mod?
MorallyGray  [作者] 2019 年 9 月 24 日 上午 2:46 
It will b ed expanding massivly. I have yet to implement resource bonus weapons
GameMaster 2019 年 9 月 24 日 上午 1:29 
True, and it is interesting to say the least.
MorallyGray  [作者] 2019 年 9 月 24 日 上午 12:41 
I have done some massive changes with weapons over the last patched. To be fair, you should only start with one weapon group.
GameMaster 2019 年 9 月 24 日 上午 12:35 
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  [作者] 2019 年 9 月 23 日 下午 6:13 
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 2019 年 9 月 23 日 下午 5:53 
I am...
MorallyGray  [作者] 2019 年 9 月 23 日 下午 5:06 
@GameMaster Alpha is fine. Are you running RIGSD as well? This mod needs that.
GameMaster 2019 年 9 月 23 日 下午 4:54 
I don't use those much... and I went off Alpha Mod recently...
MorallyGray  [作者] 2019 年 9 月 23 日 下午 3:35 
@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 2019 年 9 月 23 日 下午 3:09 
@MorallyGray I've made sure that other weapon mods are deactivated and only using the Aux 2.0+ mod.
Subtle Butt ( >ω<)っ ♡ 2019 年 9 月 23 日 下午 1:23 
Why are Plasma Torps X size? They deal as much as a L slot weapon
MorallyGray  [作者] 2019 年 9 月 23 日 上午 7:56 
The starbases are prompted to deconstruct then reconstruct instantly upon the start of the game.
BlacKBurn 2019 年 9 月 23 日 上午 7:00 
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  [作者] 2019 年 9 月 23 日 上午 2:47 
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 2019 年 9 月 22 日 下午 11:01 
So far, it's a decent mod, just with the problem that I'm not able to access the other weapon lines...
GameMaster 2019 年 9 月 22 日 下午 9:36 
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  [作者] 2019 年 9 月 22 日 下午 8:26 
So, the way the mod works is that you start with specific weapons based on the graphics. Try other graphics out.
GameMaster 2019 年 9 月 22 日 下午 7:33 
So, just started playing with the mod and... I only get ACs... is this part of the mod?
MorallyGray  [作者] 2019 年 9 月 17 日 下午 10:53 
I felt that kinetic was too powerful. Odd.
BlacKBurn 2019 年 9 月 17 日 下午 6:17 
am kinda done pulses myself :D also plasma start can go up to plasma rifle lane but kinetic start feels weak too flat
MorallyGray  [作者] 2019 年 9 月 17 日 下午 5:23 
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.