RIGaming: Species Diversity 2.2+

If you liked this item, please rate it up on Steam Workshop page.

Author: MorallyGray

Last revision: 26 Apr, 2019 at 13:45 UTC (9)

File size: 247.81 KB

On Steam Workshop

Description:

Hello, welcome to Re Imagined Gaming Species Diversity.

Question Time: Have you ever felt that the graphics of your ship should denote some physical difference? Have you ever dreamed of Arthropods fighting Avians, but both have clearly taken different technology paths? WELL! Now you can.

Features of the mod.

– Species Diversity takes the choice of Graphical Factions, ie the visual style of your ships, and changes them from a meaningless visual choice, into a gameplay altering choice. In RIG, every ship in the game has their own unique paths based on their graphical faction.
—– See above pictures.

– Visuals are just as important as gameplay bonuses. All ships have unique locators for new weapons. Meaning that ship sections don’t just add weapons on top of other weapons.
—– See above pictures.

The ultimate purpose of this mod is to improve the already extensive, meaningful decisions that one needs to make when playing Stellaris. I have an Excel sheet which explains everything, which is distributed via the photos above. in future updates, i will be adding more factions. Starting with the AI shipset.

RIGSD is standalone, and should work well on its own. However you will notice how role bonuses intergrate with additional content outside of the mod. A companion mod is needed for the full RIG gameplay. RIG Weapon Diversity. RIGWD reworks the entire weapon list adding a ton of new play styles. I strongly urge you to download and play with this. https://steamcommunity.com/sharedfiles/filedetails/?id=1589073910

———————————-

Incompatible mod ‘types’.
Mods such as NSC, which modify the same flies as my own are incompatible with RIG. This goes for mods which attempt to fundamentally rewrite how vanilla ship classes or types work within the game. Mods such as these will always conflict with RIG, unless i write a specific patch mod for them. Patch mods such as these often tend to be more work than is desirable, and thus is something I’m unlikely to do.

Kinda Compatible mode ‘types’.
New graphic/skin mods will be compat so far as they should work as they normally would. My mod does not currently interact with them. Meaning that if you were to add the AI ship set to the game, then those new graphics will operate within the game, but will not be edited by my mod. I expect to tinker with AI ship set as the first skin compat patch. When it comes to skin mods, understand that the way the game codes meshes, you might either have a new coloured shipset without weapon locators, or just a new faction which will operate without any interaction. Hit and miss with skin mods.

Compatible mod ‘types’.
Anything that adds ship_size related content outside of the vanilia, such as Realistic Ships. Any mods that focus on new modules. Any mods that focus on new mega structures. Any mods that focus on space based entities. Any mods which tinker with fallen empires. Any mods which tinker with events. Any mods which tinker with AI behaviours. All of these should be 100% compat with RIG.

Please leave any feedback in the comments below.
Bug reports, balance suggestions, ect, more than welcome.

Much love, Gray.