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2 hours ago, vunrtdofrt said:

While we wait for the next version, I'm completed my efficiency overhaul of the events assigning temporary inter-breeding traits; if anyone who was finding the mid/late game slow wants to try with these replacements, I'm curious to see how much (if any) of an improvement you see.  I believe it should(?) be possible to simply drop them into an existing game safely, but it might screw up existing species traits.  Not sure about that one.


It also blocks off the AI from randomly starting with or modding its species to have all female/male, or to be brood parasites, or have intercompatible organs, though custom-designed empires species can still have these traits if you set them to spawn.  Adds in an (currently unlocalized) temporary trait for all-female species breeding with xeno males, like the one for the reverse situation. 

 

Additionally, I've reconfigured the hybridization event so that a hybrid can only be created if at least one of the contributing species has not created a hybrid before, with the resultant species also counting as "hybridized" for this check.  It's not quite perfectly sensible (it means, for example, that if A makes a hybrid with B, and C makes one with D, then A and C cannot hybridize when they meet each other.)  But it should certainly cut down on the species spam, which I think is good.  (And the most common situation, player species A making hybrids with B, and C, and D, and E... still works).

 

(It also reverts the species points/max traits from the hotfix, along with the 4 point cost of the cross-breeding traits)

 

Just unzip the contents into the mod folder, overwriting as necessary, if you want to give it a try.

 

alterations.zip 28.55 kB · 2 downloads

Crazy question because I was thinking about this as I was playing.

 

Why not move the modifier to the planet level?  And apply all applicable ones at once, sure some will cancel each other out but it is what it is.  Even in a 1000 star game it's got a be a lot fewer checks than every population point across the map.

 

PS:  Played with the Alterations and it did make a world of difference.  Works much better now.

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26 minutes ago, cniht said:

Why not move the modifier to the planet level?  And apply all applicable ones at once, sure some will cancel each other out but it is what it is.  Even in a 1000 star game it's got a be a lot fewer checks than every population point across the map.

Because that wouldn't distinguish between the species that should be benefiting from the boost and those that shouldn't.  Particularly, a monogendered species with interbreeding capability, presuming that the monogender trait keeps a fertility malus, would be chosen for growth only very infrequently; the additional pop growth due to their interbreeding would mostly go to the secondary species which are capable of normal growth on their own.

 

You could avoid that by not giving any fertility malus to monogendered aliens.  But then the internal logic breaks down somewhat.

 

Quote

PS:  Played with the Alterations and it did make a world of difference.  Works much better now. 

Excellent.  You know, I was halfway through with that when I realized it could be done even more efficiently with planetary events that fire every time a planet's population changes, and perform a single assessment for each pop on that planet.  I'll probably get around to re-doing them like that...not quite yet, though.

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9 hours ago, vunrtdofrt said:

Are you sure it actually changed your starting species, and not some other species that migrated to your planet?  Because yes, both being all-female and having intercompatible wombs each make it impossible for that to happen.  And conversely, having intercompatible wombs means your species can cause that to happen to other species.

Maybe? So I only had two planets at that point; the homeworld and one colony... I did have a group of caravaneers stay behind prior to that, but the references in that event were to my 'Angels of Ecstacy' species, not to the 'Racket' caravaneer species.

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32 minutes ago, TheCaptn said:

Maybe? So I only had two planets at that point; the homeworld and one colony... I did have a group of caravaneers stay behind prior to that, but the references in that event were to my 'Angels of Ecstacy' species, not to the 'Racket' caravaneer species.

That's gotta be it, that it was converting the caravaneer.  The event description actually refers to the planet on which it happened, an ambiguity which I agree can be a bit confusing.

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I remember there used to be a civic in one of the mods (MASSA I think) called Tentacle Symbiosis that was supposed to make tentacled beings spawn on habitable planets across the galaxy (including your original home world) but was taken out because the maker of the mod never got around to fully implementing it. Any chance of this civic or a similar one making it into Lustful Void?

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18 hours ago, Ozvelpoon said:

So trying out the new hotfix now, I will let you know if I find any bugs.

 

My hot take on the balance changes: The change to cost 4 on the breeding traits seems... inelegant. Interbreeding of species is king of the reason we are all here, so making this cost 4 along with the "all female/male" traits feels like a limitation of creative freedom rather than a progressive balance change. It makes it prohibitively expensive to take one of both. Is there any way to code these traits to be less appealing for the AI to pick? I feel like these sexy traits are more descriptive rather than hard stat modifiers so I am of the opinion that they should be cheep and not consume many choice slots.

 

Keep up the good work!

I kind of want to second this. Personally I wouldn't want to give these traits more than a cost of 2 while 4 just feels unnecessarily expensive.

 

I'm probably going to feel this cost change harder than most as well because the species I created to play myself uses -both- of the intercompatible traits, since I wanted both genders of the species to be intercompatible and there isn't a trait that covers both at once, and that adds up to a whopping 8 point cost leaving little room for much else.

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Well, been playing all day, and most of the bugs I think are buried in the vanilla game, not in the mod. (why don't my people eat food? why is the sector AI pulling money out of my pocket instead of the Stockpile I gave it? why did the game put three planets that were close together into three different sectors all by their lonesome? why am I having to grind my way through 50-ish stars against an AI that can't comprehend it lost until I take star 51?)

 

But there is one non-vanilla thing I noticed that seemed a little off. Later in the game I was going through my researches quickly when one popped up for me. A 1000-point research (among the 20,000-point techs I was grinding at the time) about breeding. It was clearly mod tech from the text, describing how my all-female race needed to study the wildlife to learn how to mate with them. I took it, then quickly a 2000-tech popped up that was similar, talking about psionically reading the wildlife to safely mate with it. Did you intend for these techs to show up so far late in the game that they get blown through in a month or two?

 

(also with all the sexy new traits, the Genetic Template screen gets really crowded and overflows trait options top and bottom, but I'm not sure if anything can or should be done about that)

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Guys, keep in mind Lithia did mention that at the moment her primary concern is reworking the way Hybrids work to remove the lag. I don't know how it differs from the way Vurtdorft programmed it, so I suppose we'll see, but I don't expect any work done on trait balance until she deals with the elephant in the room. 

 

The mod has to be playable first before it's balanced :D 

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4 hours ago, Raana said:

I kind of want to second this. Personally I wouldn't want to give these traits more than a cost of 2 while 4 just feels unnecessarily expensive.

 

I'm probably going to feel this cost change harder than most as well because the species I created to play myself uses -both- of the intercompatible traits, since I wanted both genders of the species to be intercompatible and there isn't a trait that covers both at once, and that adds up to a whopping 8 point cost leaving little room for much else.

I hear you. I needed to revert the code because it broke my Syncratic Evolution/All Male Intercompatable Sperm/All Female Intercompatable Womb race. 

 

1 hour ago, Canaris said:

So does this mod work with Sexy Xenos 1.9 ? Because im little confused. 

It does for me. I installed it as follows:

1) Lustful Void main File
2) Any of the Sexy Xenos Files you want (Most important is the 1.9 file; the rest are to your taste, but I installed them all)

3) Lustful Void "Patches" file back from here.

 

Just overwrite everything as it prompts you. 

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On 4/20/2019 at 4:31 PM, Dagome_Iudex said:

Is it possible to have a interbreeder trait that does not produce hybrids? So something that would increase the growth of the species with other Xenos around on the planet, whilst decreasing the Xenos growth rate, slowly changing the planet population to favour the interbreeding species? 

You can turn off hybrid events in the options menu.

 

On 4/20/2019 at 4:49 PM, Ozvelpoon said:

So trying out the new hotfix now, I will let you know if I find any bugs.

 

My hot take on the balance changes: The change to cost 4 on the breeding traits seems... inelegant. Interbreeding of species is king of the reason we are all here, so making this cost 4 along with the "all female/male" traits feels like a limitation of creative freedom rather than a progressive balance change. It makes it prohibitively expensive to take one of both. Is there any way to code these traits to be less appealing for the AI to pick? I feel like these sexy traits are more descriptive rather than hard stat modifiers so I am of the opinion that they should be cheep and not consume many choice slots.

 

Keep up the good work!

 

On 4/20/2019 at 6:25 PM, blightedmarsh said:

One solution to the hybrid bloat is to make the hybrid event do something other than make hybrids. Lock actual hybridization behind the accention perk.

 

You could make it so it boosts stability, xenophile attraction and population growth.

 

Another thought is that it could give you a tempory modifire to your pops, Some kind of "hybrid vigor". Like habitability for a given type or population growth or the cost to run the modifide species project. You could make it random, maybe with negative modifires as well as a they might have a bad mix.

 

 

 

7 hours ago, Raana said:

I kind of want to second this. Personally I wouldn't want to give these traits more than a cost of 2 while 4 just feels unnecessarily expensive.

 

I'm probably going to feel this cost change harder than most as well because the species I created to play myself uses -both- of the intercompatible traits, since I wanted both genders of the species to be intercompatible and there isn't a trait that covers both at once, and that adds up to a whopping 8 point cost leaving little room for much else.

 

I'm reworking that whole system...I've just been a bit busy irl, sorry about that.

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2 hours ago, Ozvelpoon said:

It does for me. I installed it as follows:

 1) Lustful Void main File
2) Any of the Sexy Xenos Files you want (Most important is the 1.9 file; the rest are to your taste, but I installed them all)

3) Lustful Void "Patches" file back from here.

 

 Just overwrite everything as it prompts you. 

It seems to work okay... Thx. 
Waiting for more ;>

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9 hours ago, Zorlond said:

why don't my people eat food?

I've seen that one before; last time it was because the people weren't being recognized as an organic species.  The trigger for that used to be a big list of species classes, which meant you had to add new species classes individually to the trigger, but now it runs off of the archetype; do you know if the species class you're using (I assume it's not one of the vanilla ones) is defined with "archetype = BIOLOGICAL"?

 

9 hours ago, Zorlond said:

(also with all the sexy new traits, the Genetic Template screen gets really crowded and overflows trait options top and bottom, but I'm not sure if anything can or should be done about that)

There's another mod that addresses that that I've been using, the creation interface:  https://steamcommunity.com/sharedfiles/filedetails/?id=1371513720

 

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I'm using Lewd Xenos (from a bit lower in this forum), which apparently hasn't been updated in a good while. My bad, thought all it did was graphics.

 

More on-topic, in my current run, among a 20-races galaxy, only three have Intercompatible parts. I'm playing one, another is a custom race I made, and the last is a random. So, inelegant as it was, the 4-point-cost Intercompatible traits have certainly cut down on the number of sources of hybrids. And I can also report that despite having more than five other species in my empire, numbering about a third of my overall population, I have not yet once had a hybrid race spawn. And it's not for lack of trying, my Succubi are rather nuts about rampant breeding.

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As a laugh, (v0.3) I had a species with both inter compatible traits, I ended up with three interesting results from a single  'refugee' species. 1 allmale another all female and the base species, all while using the restricted breeding policies. Not a complaint, but I found the results to be hilarious.

 

On that note, however, despite using the policy to avoid breeding other species to allmale etc.,it still keeps happening. 

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@Lithia<3 Really appreciate all the work your doing here, long time fan of MASSA, Dark Place, etc. Haven't played at all since the last update (Le Guin is super intimidating) but thanks to you I'm determined to figure it out ?.

 

On 4/10/2019 at 9:59 AM, Zaroth_0 said:

I'm fairly certain adding buildings will be the next step we take.

The milk must flow.

On 4/16/2019 at 6:30 PM, Zaroth_0 said:

Dairy stuff will be a fairly big part of the mod as we go into buildings.

Music to my ears (eyes?). 

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11 minutes ago, rookie189 said:

@Lithia<3 Really appreciate all the work your doing here, long time fan of MASSA, Dark Place, etc. Haven't played at all since the last update (Le Guin is super intimidating) but thanks to you I'm determined to figure it out ?.

 

Music to my ears (eyes?). 

Thanks lol...and yeah after I finish reworking these mechanics buildings are next, don't worry. ;)

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Over the easter weekend I've managed to burn through two relatively quick campaigns to try out LV, so here are my thoughts on it (keep in mind that I have no idea what's possible in Stellaris modding, or how deep it can go):

 

1) This is a vanilla problem, but it effects LV: All the fun seems to be stacked in the early-game. Once borders are established and anomaly research dries up, the shenanigans slow WAY down. I'd love to see more mid-game events in particular, since for me that's by far the longest stage (I turtle a lot). So I'd really like to see:

  • Events tied to the Pleasure Gardens and the various upgrade levels.
  • Events for being a vassal, sex slave/breeding/concubine species... Like tribute demands, festival entertainment, diplomatic honeypots.
  • Events tied to the caravaneers and raiders (since they're pretty regular mid-game visitors).
  • IDEALLY some other use for science ships; travelling breeders for single-gender species, travelling sluts and horndogs for Xenophiles/Egalitarians, slavers or spies for Authoritarians/Militarists... In my head it would be an 'upgrade' for the ship, that makes them no longer science-capable, but they'd work in similar way by contacting inhabited planets for a chance of an event, instead of scanning an anomaly.

 

2) I still had pop growth with an All Female species... I was kinda hoping that trait would have a more complex interaction with the growth formula, something like:

  • Zero, or very slow growth until contact is made with another species; then
  • Growth that scales with the species diversity in your empire. Either from migration agreements and visitors, or from aggressive slavery and abduction.
  • Gambling on the use of simple non-sentient-life events for breeding purposes; i.e. you'd definitely get some pop growth but the impact of the new genetic material would be uncertain (I really wanted my alien sexpots to integrate those migrating forests on their colony and make plant-hybrids).
  • Habitats that would let some slut/horndog pops be resettled to otherwise hostile environments to provide breeding or social or economic benefits to the alien settlements in your empire (depending on government traits).
  • Paying the scholars/artists/raiders with population from the capital (i.e. giving them concubines or stuntcocks) instead of resources... There's actually a caravaneer event that takes payment in Specialists, so this should be possible?

 

3) My pacifist playthrough was much more interesting than my aggressive playthrough. Maybe it was just the luck of the draw on anomalies and such, but I seemed to have plenty of submissive options with Xenophile 2/Egalitarian 1 whereas I didn't get any dominant options with Authoritarian 2/Militarist 1... I was playing an All Female species both times, and on that second game I was really hoping for some kind of "Strap their men into Stud Harnesses; kill all their women!" moment, but I never got one.

 

4) Finally, I feel like maybe you've blown some of your very best artwork on the loading screens? Personally I'd be fine with a much more generic loading screen, titled so that it's clear the mod was installed properly, and then save some of those beautiful pieces for future in-game events?... That said, I personally don't think every event needs its own art. For storytelling purposes I'd rather have many more events, with interesting choices and rewards, even if there's no artwork available for them.

I know LV is still really early in its development, and I don't intend any of this as a criticism. They're just my rough thoughts on where I think the content could be focused, or what kind of direction I'd love for it to take.

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