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I added a few more small fixes and re-added limited localizations (including some actual incomplete Russian translations). I also added a few more portrait patches and will make more soon!

 

@Raana Sorry about not replying, I'll take a look tonight...but pm me if you have a new version or something lol

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The brothel and sex market are pretty similar to certain base-game buildings. How would you feel about, instead of making them their own building tree, adding policies that reflavor the jobs at existing, in-game buildings?

 

I'm attaching a small example, and wanted to know if people (especially @Lithia<3) are interested in more of this sort of thing before I spend time on it.

 

This attachment is the Lustful Void mod, but rather than adding a Brothel and Bordello, it adds another research, "Sex Trade Policy", which allows you to decide how you want sex work in your empire - if allowed / encouraged, it adds Escort / Whore jobs to the Commercial Zone (in addition to its default jobs).

 

Also, git repo please? Way nicer to share this sort of change, and merge it with other changes you may already be working on. The above changes just added, for example, which I haven't included here yet.

 

(also this is my first time touching a Stellaris mod, sorry if I messed anything up - tested it in-game and seemed to work fine)

!!Lustful Void With Modded Sex Jobs.zip

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Is too much ask for a silder on the gene moding window? Also, now feels better the traits but the "muscule head" , it dosn't be "muscule body" as seems the description says so? , also, the excess of testoerone.. why add materialist atraction, the excess of that hormone can cause violence but why materialist atraction?

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3 hours ago, Lithia<3 said:

@Raana Sorry about not replying, I'll take a look tonight...but pm me if you have a new version or something lol

As long as the Enslaved Pop Ratio is kept between 20% and 25% I think the Sex Trade civic works pretty well as-is.

 

I actually supplemented the vanilla consumer goods and amenities building chains with the slave market chain in the game I tested them in, and it actually kept pretty good pace income-wise. Not quite as much as I'd get through the vanilla buildings and without the unity, but my trade value was much stronger and I could focus my other workers on other things more. Which I felt was a nice trade off.

 

Plus it synergized surprisingly well with the milking buildings.

 

Also ran a game with the hive civic as well, and merging them all into one "Brood Hive" civic would probably be a good idea. Would probably make the concept a bit more flexible in how it's played and how it's expanded upon.

 

Tested it with the following additions as well to counter the large opinion penalties they get and I think they worked pretty well at making the AI think twice about outright attacking. Right before the story pack update I'm pretty sure half the galaxy was federating for an attack on my hive.

Spoiler

+ 15% Evasion

+ 15% Sublight Speed

+ 20% Habitability (gotta be able to survive on the planets your hosts are on, also kind of pairs with the machine / cyborg habitability bonus from machine assimilators)

+ 40% Army Morale Damage (demoralize instead of flat damage because of the other things they do to their foes instead of killing them)

+ 20% Biology Research

+ 25% Ship Build Speed (instead of ship cost reduction)

+ 33% Naval capacity

Though the habitability and biology research should probably be removed from the symbiotic evolution civic in exchange. Since having those bonuses on both civics is a bit ridiculous.

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Reminded of something. 

 

Way back in the days of 1.1 Stellaris, there was a small event mod.  Tiny really.  Randomly, two techs would show up by event.  Two pieces of equipment.  Babel sensors and Aetherial ship power systems.  Powered by tiny little creatures making love.  The text even said "Yes, let's power our ships with love."

 

Seems to be something that should be resurrected.

 

...While we're at it: Ravage Bombardment isn't showing up for Brood Swarm.  Admittedly, it might because we're Futanari, or it might be because we're a Hive.

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1 hour ago, Bloodly said:

Reminded of something. 

 

Way back in the days of 1.1 Stellaris, there was a small event mod.  Tiny really.  Randomly, two techs would show up by event.  Two pieces of equipment.  Babel sensors and Aetherial ship power systems.  Powered by tiny little creatures making love.  The text even said "Yes, let's power our ships with love."

 

Seems to be something that should be resurrected.

I was thinking on something similar but applied to weapons, it could be energy weapons powered by the lusty crew like a plasma or laser weapons, or we could add colossus changes the gender of every pop on a enemy planet or something else it come to mind

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2 hours ago, Bloodly said:

...While we're at it: Ravage Bombardment isn't showing up for Brood Swarm.  Admittedly, it might because we're Futanari, or it might be because we're a Hive.

Toggle through the bombardment stances on the fleets themselves. It should show up there since it's copy/pasted directly from the vanilla game Raiding stance.

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On 6/7/2019 at 1:40 AM, BlueWinds said:

The brothel and sex market are pretty similar to certain base-game buildings. How would you feel about, instead of making them their own building tree, adding policies that reflavor the jobs at existing, in-game buildings?

 

I'm attaching a small example, and wanted to know if people (especially @Lithia<3) are interested in more of this sort of thing before I spend time on it.

 

This attachment is the Lustful Void mod, but rather than adding a Brothel and Bordello, it adds another research, "Sex Trade Policy", which allows you to decide how you want sex work in your empire - if allowed / encouraged, it adds Escort / Whore jobs to the Commercial Zone (in addition to its default jobs).

 

Also, git repo please? Way nicer to share this sort of change, and merge it with other changes you may already be working on. The above changes just added, for example, which I haven't included here yet.

 

(also this is my first time touching a Stellaris mod, sorry if I messed anything up - tested it in-game and seemed to work fine)

!!Lustful Void With Modded Sex Jobs.zip 17.49 MB · 23 downloads

I am liking this addon so far.

I however would like to suggest adding an option to restrict certain species from working in these jobs, maybe even a option to only have robots/synthetics work there as well.

 

Yes, I am aware of the Job manager mod in Steam's Workshop, but it haven't yet been updated, and it seem to be incompatible with some other mods i use as well (including LV).

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23 hours ago, Ultim said:

I am liking this addon so far.

I however would like to suggest adding an option to restrict certain species from working in these jobs, maybe even a option to only have robots/synthetics work there as well.

 

Yes, I am aware of the Job manager mod in Steam's Workshop, but it haven't yet been updated, and it seem to be incompatible with some other mods i use as well (including LV).

 

That's not a bad idea, but outside the scope of what I want to touch right now.

 

Anyway, I gave the Sex Market a similar treatment, pulled my changes out into their own patch-mod, and opened up a repo. If this gets much bigger I'll create a separate Lovers Lab release for people, but for now I still hope that it just gets integrated here rather than stays as its own project. :)

 

https://github.com/BlueWinds/lvb/releases/tag/0.0.1 - LV.Blue.Edits.zip is the file. Install it alongside the 6/6/2019 release of Lustful Void as you would any other mod.

 

It removes the Sex Market and Brothel, and instead adds sex work jobs (locked behind a tech + policy choice) to Commercial Zones and, with a second research and policy choice, as jobs-per-pop without any construction needed.

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Stellaris question for people; can you make a Authoritarian/Xenophobe civ that lets you use slavery? I am trying to work around the "You value xeno species to highly" tag that prevents you from taking slaves. Syncratic evolution; one race as sadistic/dominant the other as submissive/masochistic with the second servile pop as slaves is what I want. Any ideas?

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1 hour ago, Ozvelpoon said:

Stellaris question for people; can you make a Authoritarian/Xenophobe civ that lets you use slavery? I am trying to work around the "You value xeno species to highly" tag that prevents you from taking slaves. Syncratic evolution; one race as sadistic/dominant the other as submissive/masochistic with the second servile pop as slaves is what I want. Any ideas?

I'm assuming you mean Xenophile here, and the only thing I can think of would be a combination of Parallel Evolution and Slaver Guilds for civics, since slaver guilds doesn't mesh with syncretic evolution.  it's not an ideal solution since you can't choose which pops are enslaved though.

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29 minutes ago, Moonhaven said:

I'm assuming you mean Xenophile here, and the only thing I can think of would be a combination of Parallel Evolution and Slaver Guilds for civics, since slaver guilds doesn't mesh with syncretic evolution.  it's not an ideal solution since you can't choose which pops are enslaved though.

You are exactly right, Xenophile. I tried combining the two and I can confirm that you get a mixed bag of who gets enslaved which actually hurts as you end up with pops in the wrong specializations who take large penalties from the Submisive/masochistic/dominant/sadistic traits negatives.

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When I go to download this mod, I see four different downloads. But I do not see any description of them in the download section.

 

I presume that this means I am expected to download all four of them, and then study how they are built, before using them...?

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45 minutes ago, Moonhaven said:

I'm assuming you mean Xenophile here, and the only thing I can think of would be a combination of Parallel Evolution and Slaver Guilds for civics, since slaver guilds doesn't mesh with syncretic evolution.  it's not an ideal solution since you can't choose which pops are enslaved though.

 

14 minutes ago, Ozvelpoon said:

You are exactly right, Xenophile. I tried combining the two and I can confirm that you get a mixed bag of who gets enslaved which actually hurts as you end up with pops in the wrong specializations who take large penalties from the Submisive/masochistic/dominant/sadistic traits negatives.

Syncretic Evolution and Slaver Guilds used to be usable together before 2.2 I think, but I guess it was too powerful a combination or something and suddenly they're exclusive.

 

But yeah, sadly I think the only real options are via the pop enslaved ratio modifier which enslaves a portion of the entire population, or enslaving an entire species which xenophiles obviously don't like.

 

Really wish they'd make species rights less hard-coded and more moddable. Not only would it open up new possibilities with custom slavery, assimilation and purge types, but it would probably allow the enslaved ratio to be added to an individual species instead of being a blanket on the empire.

 

The only workaround with parallel evolution I can think of would require a bit of micromanaging by opening up specialist and ruler slots by relocating pops to force the game to switch their slavery status.

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Is it just me or does inter breeding and brood parasites not work? Have all male and all female species on a single world, both with intercompatability traits, and with the interbreeding ascension perk. Nothing happens. 

Have brood parasite species alongside a normal one and they also get no events.

Edit: nevermind, apparently it just takes ages.

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4 hours ago, heehatatt said:

Is it just me or does inter breeding and brood parasites not work? Have all male and all female species on a single world, both with intercompatability traits, and with the interbreeding ascension perk. Nothing happens. 

Have brood parasite species alongside a normal one and they also get no events.

Edit: nevermind, apparently it just takes ages.

In a trial game, it seemes brood parasites will act when citizenship of the spicies is residency or they have imposed controls on reproduction

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10 hours ago, Raana said:

 

Syncretic Evolution and Slaver Guilds used to be usable together before 2.2 I think, but I guess it was too powerful a combination or something and suddenly they're exclusive.

 

But yeah, sadly I think the only real options are via the pop enslaved ratio modifier which enslaves a portion of the entire population, or enslaving an entire species which xenophiles obviously don't like.

 

Really wish they'd make species rights less hard-coded and more moddable. Not only would it open up new possibilities with custom slavery, assimilation and purge types, but it would probably allow the enslaved ratio to be added to an individual species instead of being a blanket on the empire.

 

The only workaround with parallel evolution I can think of would require a bit of micromanaging by opening up specialist and ruler slots by relocating pops to force the game to switch their slavery status.

This seems to be something I keep running up against; hard coding sucks! It seems that slavery and purging are particularly bad with not being able to access the code for moders. Ah well I will just need to keep trying things until I get something I like.

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On 6/7/2019 at 1:40 AM, BlueWinds said:

The brothel and sex market are pretty similar to certain base-game buildings. How would you feel about, instead of making them their own building tree, adding policies that reflavor the jobs at existing, in-game buildings?

 

I'm attaching a small example, and wanted to know if people (especially @Lithia<3) are interested in more of this sort of thing before I spend time on it.

 

This attachment is the Lustful Void mod, but rather than adding a Brothel and Bordello, it adds another research, "Sex Trade Policy", which allows you to decide how you want sex work in your empire - if allowed / encouraged, it adds Escort / Whore jobs to the Commercial Zone (in addition to its default jobs).

 

Also, git repo please? Way nicer to share this sort of change, and merge it with other changes you may already be working on. The above changes just added, for example, which I haven't included here yet.

 

(also this is my first time touching a Stellaris mod, sorry if I messed anything up - tested it in-game and seemed to work fine)

!!Lustful Void With Modded Sex Jobs.zip 17.49 MB · 57 downloads

These buildings are a framework for future content, including things like specializations with policies, event chains and even civics. I'll take a look at what you did though...also I tried GitHub and after talking to support they confirmed that they can't do what I need, but would "send the idea to their dev team". So I won't be using that unfortunately, sorry.

 

On 6/7/2019 at 11:01 AM, Bloodly said:

Reminded of something. 

 

Way back in the days of 1.1 Stellaris, there was a small event mod.  Tiny really.  Randomly, two techs would show up by event.  Two pieces of equipment.  Babel sensors and Aetherial ship power systems.  Powered by tiny little creatures making love.  The text even said "Yes, let's power our ships with love."

 

Seems to be something that should be resurrected.

 

...While we're at it: Ravage Bombardment isn't showing up for Brood Swarm.  Admittedly, it might because we're Futanari, or it might be because we're a Hive.

Things like that will be worked on after I get all the mods integrated...which will happen within the next month probably.

 

12 hours ago, sen4mi said:

When I go to download this mod, I see four different downloads. But I do not see any description of them in the download section.

 

I presume that this means I am expected to download all four of them, and then study how they are built, before using them...?

You only need the main archive with the mod's name, the rest is situational/optional.

 

2 hours ago, Tsundere Mango said:

So i have a bit of a problem. Some of the traits are not showing up, even though i have gene tailoring researched. Maybe i'm just dumb and i'm doing something wrong, but i wanted to add intercompatible womb to my species but the trait isn't there.

You need the "candy" techs and maybe some others depending on exactly which traits you want.

 

 

Sorry if I'm a bit inactive these days, just a bit busy...sorry about that. I plan to fully integrate massa next to make up for it! lol

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7 hours ago, kiargo said:

In a trial game, it seemes brood parasites will act when citizenship of the spicies is residency or they have imposed controls on reproduction

I wonder if there are other conditions preventing it for hive minds. My hive's main species has brood parasite and all-male while the secondary species (via symbiotic evolution) is all-female, and I'm also running the assimilator civics in the mod which means other species are automatically assimilated as full hive drones over time. Regardless of pop controls I'm still not getting brood parasite events, while the all-male/female events trigger fine.

4 hours ago, Ozvelpoon said:

This seems to be something I keep running up against; hard coding sucks! It seems that slavery and purging are particularly bad with not being able to access the code for moders. Ah well I will just need to keep trying things until I get something I like.

I've actually been wondering if it might be possible to have certain jobs auto-enslave whatever pops are working them. Not sure if it can be done of course, but if it can be done it could be a way to work around the hard-coded limitations.

1 hour ago, kiargo said:

Just out a curiosity, it will add portraits in a future?

Eventually. Lithia mentioned wanting to make animated portraits in Maya a few pages back, and I'd finished drawing up some sketches not long before because I'd had a similar idea.

 

I think the plan is to eventually have a template available so anyone can easily make their own portraits once more of the main mod is complete.

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3 hours ago, Lithia<3 said:

These buildings are a framework for future content, including things like specializations with policies, event chains and even civics. I'll take a look at what you did though...also I tried GitHub and after talking to support they confirmed that they can't do what I need, but would "send the idea to their dev team". So I won't be using that unfortunately, sorry. 

What are you trying to do that it doesn't support? I was mostly just thinking of it as a place to hold the code, and to allow other people to submit code changes.

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Any particular reason why modifying a species to have the Exhibitionist trait is ultimately linked to having a pre-sentient species inside your empire's borders? It requires the Epigenetic Triggers tech, which never comes up for research if you don't have a potential Uplift target available. It seems a rather odd connection to force.

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