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Sexy Robots - Stellaris


dekeche

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Posted

Anyone know of any sexy robot mods for stellaris? Sexy Xeno's and more only adds 3 machine images, and I'm wondering if there are any more.

Posted

Yeah, well, I'm still waiting for someone to figure out the potential behind robotic empires in terms of typical loverslab content (why has nobody thought of adding... I dunno... Rogue Sexbot equivalent Rogue Servitors starting civic and so on), so it's probably not going to happen anytime soon. 

Posted

Like this, only pushed a bit more towards being either nice to them or pretty mean (as in slavery and terror mean) plus some actually good set of traits they could chose for themselves and/or their organic little sex objects. Some mechanical sex traits for themselves, some pretty advanced sex traits for their 'slaves' in the name of more and more pleasure (as they were programmed to give pleasure but kinda went bad in the meantime). 

You could expand it into civics, technology and policies describing evolution of their society towards more and more widespread sex. 

Instead we'll get ten more mods with disgustingly big-titty aliens, more naked monstergirl species and even more general sex mods with almost shit-grade writing and absolute lack of balance that might have work if you could take few blocks from each since each of them has some good sides and some terrible ones, but of course they are each biiig and using all of them at once literally makes your game and all species be totally focused on sex and ruins all sort of balance and sense. And don't have me start on the fact that second least touched (while relatively interesting) field, namely the hive minds, are pretty much untouched as a whole.

 

So yeah, imho the stellaris modding community is about as far from being original and good as you can get. 

Posted
4 hours ago, Mirrond said:

Like this, only pushed a bit more towards being either nice to them or pretty mean (as in slavery and terror mean) plus some actually good set of traits they could chose for themselves and/or their organic little sex objects. Some mechanical sex traits for themselves, some pretty advanced sex traits for their 'slaves' in the name of more and more pleasure (as they were programmed to give pleasure but kinda went bad in the meantime). 

You could expand it into civics, technology and policies describing evolution of their society towards more and more widespread sex. 

Instead we'll get ten more mods with disgustingly big-titty aliens, more naked monstergirl species and even more general sex mods with almost shit-grade writing and absolute lack of balance that might have work if you could take few blocks from each since each of them has some good sides and some terrible ones, but of course they are each biiig and using all of them at once literally makes your game and all species be totally focused on sex and ruins all sort of balance and sense. And don't have me start on the fact that second least touched (while relatively interesting) field, namely the hive minds, are pretty much untouched as a whole.

 

So yeah, imho the stellaris modding community is about as far from being original and good as you can get. 

Lets be honest here, Paradox aren't exactly balancing their civics well either, just about every update has brought an OP civics build, an OP ship design, or OP resource. As for people adding new civics, events, polices ect, it is difficult to do at this stage, because Paradox just keeps on pumping out updates at an almost weekly basis sometimes, with every 6 months bringing a major and massive overhaul. Now look at the fact that most of those mini-updates will break your mod, and that is just is you creating custom species portraits.

 

Most of the "Shit grade writing" is due to the fact that the three largest LL mods for Stellaris, 2 are written by people who's primary language is French, with a small grasp of the English language, and a Russian guy, so you kind of need to expect poor writing. Most major modders wont touch the game until it hits the update schedule of CK2, where most small updates are bi-monthly, and you might get a yearly system overhaul.

Posted

Yes, it's shit grade writing. English is not my native which doesn't stop me from writing fantasy book - in english. It's called 'the need to find someone who can proofread/writ it for you' and is no excuse for shitty writing. Most people end up saying that english is not their native and think that it's perfect excuse for everything and they can ignore the rest. Well, no. 

Wasn't precisely the way I meant the lack of balance, I meant about trying to keep it balance in a sense of good ideas and bad ideas. Though, to be honest, I was wrong - there is no balance, just all mods being 50% good and 50% terrible. Sometimes I wish I was better in modding, I could just erase the parts of the mod that are an attrocity upon common sense. 

 

 



 

  • 3 months later...
Posted
On 2/2/2019 at 11:48 AM, Mirrond said:

Yes, it's shit grade writing. English is not my native which doesn't stop me from writing fantasy book - in english. It's called 'the need to find someone who can proofread/writ it for you' and is no excuse for shitty writing. Most people end up saying that english is not their native and think that it's perfect excuse for everything and they can ignore the rest. Well, no. 

Wasn't precisely the way I meant the lack of balance, I meant about trying to keep it balance in a sense of good ideas and bad ideas. Though, to be honest, I was wrong - there is no balance, just all mods being 50% good and 50% terrible. Sometimes I wish I was better in modding, I could just erase the parts of the mod that are an attrocity upon common sense. 

 

 



 

It's actually not difficult to change most things in mod files for Paradox game, as most of it is text-based. Removing entire parts of a mod that you don't like that involve gameplay mechanics might be a little bit trickier, but changing the point requirement on traits or chaging what traits/civics do is actually easy. Just requires some reading and careful editing in the trait or civic files of the mod. I even went in, with my utter lack of modding experience, and figured out how to repair an unfinished event chain in the old Stellaris 1.9 MASSA mod, to get it to fire properly. It just takes a little digging.

 

Editing the localization isn't too hard either. If you went in and fixed a mod's localization and then went to the mod developer with it, I'm sure they'd probably implement it for you and be pretty grateful. It's what I'm trying to help do with the new Lustful Void project. (Lithia's English localization is already top notch though.)

Posted

I think part of it too is that, until recently, a lot of the mods were relatively stand-alone and overlapped each other in places. So there were many differing ideas on how to approach things. With a singular, condensed mod in progress as a sort of framework to build off of, things should be easier to both refine and expand upon.

 

Of course I'll agree that gestalt consciousnesses in general seem to get neglected both in vanilla and in modding.

 

Though I'm a bit hesitant to add similar-but-different alternatives to Machine Empires since they break very easily if you don't set things up just right. So for them it'd probably be safer to build off of vanilla assets with traits and additional civics.

 

Hive Minds are even more neglected in general, which is rather disappointing, and is something I've been hoping to change a little. And since I figured out how to make a genuine hive assimilator civic there may be a way to actually do some themed events for them that doesn't require you to grab a high-requirement ascension perk first.

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