Abominus Posted April 16, 2019 Share Posted April 16, 2019 Greetings, I have started Stellaris for the first time in one month, found your new mod and hey, not translated in german. The Kaiser would be furious :D. When I translate it, would you like it to be uploaded here or by pm? Regards Abo Link to post
Lithia<3 Posted April 16, 2019 Author Share Posted April 16, 2019 6 hours ago, cgiExDee said: Lithia, are you using a github? Thinking we could help add content for themes you're less interested in but could be part of LV I'm not, but I can look into that if people want. 1 hour ago, Abominus said: Greetings, I have started Stellaris for the first time in one month, found your new mod and hey, not translated in german. The Kaiser would be furious :D. When I translate it, would you like it to be uploaded here or by pm? Regards Abo Feel free to pm me any translations you might want to make, I don't mind adding them. 2 Link to post
snarfies Posted April 16, 2019 Share Posted April 16, 2019 Been playing with .2 (I see .2.1 is out now, will try shortly). Intercompatible Womb/Sperm is becoming the bane of my existence. I am running a brood parasite slaver species: Okay, that part seems to work. But if anyone intercompatible immigrates in, it turns my brood parasite main species into an all-female species, which is not acceptable. And the intercompatible trait cannot be removed, unlike the brood parasite trait. So I tried marking such species as undesireables: Only the thing is, even though the main species and sub-species are labelled as such, there is constantly some newsubvarient that migrates in and then has to be seperately flagged, as apparently sub-species are not properly inheriting the undesireable status. And yes, I do have xeno males restricted by policy. It appears to have absolutely no effect. If I could just remove the intercompatible traits, that would help a LOT. 1 Link to post
Lithia<3 Posted April 16, 2019 Author Share Posted April 16, 2019 @snarfies The new version should help, but I'll make them removable in the next update...which should be later tonight. 1 Link to post
rockoverlord23 Posted April 16, 2019 Share Posted April 16, 2019 okay i did some snooping around in the traits. what is the dairy job or is that groundwork for something coming. 1 Link to post
Zaroth_0 Posted April 16, 2019 Share Posted April 16, 2019 40 minutes ago, rockoverlord23 said: okay i did some snooping around in the traits. what is the dairy job or is that groundwork for something coming. Dairy stuff will be a fairly big part of the mod as we go into buildings. 1 Link to post
rockoverlord23 Posted April 16, 2019 Share Posted April 16, 2019 5 minutes ago, Zaroth_0 said: Dairy stuff will be a fairly big part of the mod as we go into buildings. Damn why yah gotta tell me something that gets me more intrested in this mods progress 1 Link to post
cptnnutt Posted April 17, 2019 Share Posted April 17, 2019 aw fuck yeah it's time for the milkies megacorp to rule over the galaxy 1 Link to post
Lithia<3 Posted April 17, 2019 Author Share Posted April 17, 2019 An update has been released with anomalies from MASSA. You can thank darkspleen for helping to make that happen sooner lol. 8 Link to post
JuicyDroid Posted April 17, 2019 Share Posted April 17, 2019 Can someone help me with mod compability in this one ? 1. Which mod files from SSX should i enable with this one ? - I tried to use SSX with this one but any custom race i created ended in CTD. 2. What other mods sexual/non-sexual would you suggest to use with it ? I appreciate any help. 1 Link to post
vunrtdofrt Posted April 17, 2019 Share Posted April 17, 2019 It looks like the issue with the all-male/all-female events is due to coding excessively wide effects. You're triggering the event for countries that meet the policy flag requirements...but when the event triggers, it's set to affect every country, regardless of its policies. I would suggest the following alteration to lv_all_male.5, simplifying the trigger condition considerably and removing the use of every_country scope: country_event = { id = lv_all_male.5 hide_window = yes trigger = { has_policy_flag = lv_no_xeno_female_restrictions any_owned_pop = { has_trait = trait_lv_intercompatible_womb } } mean_time_to_happen = { days = 7200 } immediate = { random_owned_planet = { limit = { AND = { any_pop = { pop_has_trait = trait_lv_intercompatible_womb } any_pop = { NOT = { pop_has_trait = trait_lv_intercompatible_womb } NOT = { pop_has_trait = trait_lv_intercompatible_sperm } AND = { NOT = { pop_has_trait = trait_lv_all_female } NOT = { pop_has_trait = trait_lv_all_male } NOT = { is_robot_pop = yes } } } } } set_timed_planet_flag = { flag = lv_males_only_now days = 5 } planet_event = { id = lv_all_male.6 } } } } Likewise for the equivalent all-female event: country_event = { id = lv_all_female.1 hide_window = yes trigger = { has_policy_flag = lv_no_xeno_male_restrictions any_owned_pop = { has_trait = trait_lv_intercompatible_sperm } } mean_time_to_happen = { days = 7200 } immediate = { random_owned_planet = { limit = { AND = { any_pop = { pop_has_trait = trait_lv_intercompatible_sperm } any_pop = { NOT = { pop_has_trait = trait_lv_intercompatible_womb } NOT = { pop_has_trait = trait_lv_intercompatible_sperm } AND = { NOT = { pop_has_trait = trait_lv_all_female } NOT = { pop_has_trait = trait_lv_all_male } NOT = { is_robot_pop = yes } } } } } set_timed_planet_flag = { flag = lv_females_only_now days = 5 } planet_event = { id = lv_all_female.2 days = 3 } } } } Should make it work properly. 1 Link to post
vunrtdofrt Posted April 17, 2019 Share Posted April 17, 2019 Two issues with hybrids. One, they're currently being created with no homeworld and the wrong planetary preference (or no planetary preference at all, for perfect hybrids) due to the use of the wrong scope. Both types of hybrids in lv_hybrids.txt, lv_hybrids.1 are specified with homeworld = ROOT. But since this is a country event, ROOT refers to the country, inappropriate to define a homeworld. You should instead be using homeworld = PREV, referring to the planet they're on. Secondly, the flag to show that a perfect hybrid has been created is not being cleared properly. The actual flag is lv_perfect_hybrid, but the display event lv_hybrids.4 is instead clearing simply perfect_hybrid (without the lv_), making any subsequent hybrid created on the same planet claim to be a perfect hybrid. 1 Link to post
Ozvelpoon Posted April 17, 2019 Share Posted April 17, 2019 45 minutes ago, vunrtdofrt said: Two issues with hybrids. One, they're currently being created with no homeworld and the wrong planetary preference (or no planetary preference at all, for perfect hybrids) due to the use of the wrong scope. Both types of hybrids in lv_hybrids.txt, lv_hybrids.1 are specified with homeworld = ROOT. But since this is a country event, ROOT refers to the country, inappropriate to define a homeworld. You should instead be using homeworld = PREV, referring to the planet they're on. Secondly, the flag to show that a perfect hybrid has been created is not being cleared properly. The actual flag is lv_perfect_hybrid, but the display event lv_hybrids.4 is instead clearing simply perfect_hybrid (without the lv_), making any subsequent hybrid created on the same planet claim to be a perfect hybrid. I have had this happen to me as well; hybrids without a biome preference. 1 Link to post
Lithia<3 Posted April 17, 2019 Author Share Posted April 17, 2019 @vunrtdofrt Mhm you're right, I added those events as "flavor" to the framework directly from SG. I just changed them a bit to work somewhat...but I agree that there are a lot of problems with them. I'll go over them a bit later tonight, but they're really just there to make things a bit less boring...the reason I gave the options to just outright disable them. Thanks for the advice though. @JuicyDroid I'll be adding a cleaned up version of SSX to the mod soon. 2 Link to post
vunrtdofrt Posted April 17, 2019 Share Posted April 17, 2019 Oh, no, the event is a good one. The code just needs an optimization pass. It looks like a lot of difficulty here is due to the game, bizarrely, not having a command to scope to all pops on a planet for effects, despite that there is one to scope to all pops on a planet for triggers. 1 Link to post
Lithia<3 Posted April 17, 2019 Author Share Posted April 17, 2019 36 minutes ago, vunrtdofrt said: Oh, no, the event is a good one. The code just needs an optimization pass. It looks like a lot of difficulty here is due to the game, bizarrely, not having a command to scope to all pops on a planet for effects, despite that there is one to scope to all pops on a planet for triggers. Well please feel free to point out any other problems you might find...I don't really get that much time to test everything after all and miss things sometimes, so I appreciate it. I added your suggestions just now and will probably release an update later tonight, so if you find anything else in that time I'll try to add them before then. Link to post
vunrtdofrt Posted April 17, 2019 Share Posted April 17, 2019 From what I've seen so far, it looks like there are indeed a fair number of alterations I would be inclined to make - some purely technical/optimization, some also for balance. (I note, for example, that a purely female species will reproduce even more slowly if matched with a species with intercompatible sperm than they will if totally alone, which seems counterintuitive and likely undesirable) But it will take me a little while to go through the code thoroughly, likely not by tonight. Perhaps I can do that, adding in comments for the nature of my suggested changes, and upload the results, and you can decide which if any you feel are worthwhile. 1 Link to post
Lithia<3 Posted April 17, 2019 Author Share Posted April 17, 2019 42 minutes ago, vunrtdofrt said: From what I've seen so far, it looks like there are indeed a fair number of alterations I would be inclined to make - some purely technical/optimization, some also for balance. (I note, for example, that a purely female species will reproduce even more slowly if matched with a species with intercompatible sperm than they will if totally alone, which seems counterintuitive and likely undesirable) But it will take me a little while to go through the code thoroughly, likely not by tonight. Perhaps I can do that, adding in comments for the nature of my suggested changes, and upload the results, and you can decide which if any you feel are worthwhile. Just remember that trait effects and costs are really just placeholders and will get a full re-balance in the next release. I'm also looking for an alternative to the "temp" traits, but I haven't had that much time to look into that yet. 2 Link to post
vunrtdofrt Posted April 17, 2019 Share Posted April 17, 2019 Yes, I wasn't intending to touch trait effects - that almost entirely comes down to preference and specific design choices. Those temporary traits do seem a bit inelegant. I understand that they're implemented because pop modifiers can't affect growth rates...and unfortunately, I can't immediately think of a good way around that, either. It's a pity that the pop overhaul didn't make the weighting for which pop grows more defineable, otherwise we could work with that. As it is, all we have are a handful of numbers to tweak in the defines. 1 Link to post
Thunder_Jakz12 Posted April 17, 2019 Share Posted April 17, 2019 Sorry this is probably a stupid ass question but can someone tell me why there is a file called "patches" in there when you click download. Link to post
darkspleen Posted April 17, 2019 Share Posted April 17, 2019 1 hour ago, Thunder_Jakz12 said: Sorry this is probably a stupid ass question but can someone tell me why there is a file called "patches" in there when you click download. Compatibility patches for SSX and Elves of Stellaris. 1 hour ago, Anonyshadow said: Is there a way to put a gif in instead of a static image for events? Nope. 1 Link to post
darkspleen Posted April 18, 2019 Share Posted April 18, 2019 >.> <.< Edit: Joking aside its theoretically possible to do. Portraits are in the same .dds format as is used in event pics after all. Still I wouldn't say its really feasible to do. It wouldn't just be a case of converting a gif into a .dds file. Honestly though Mk40 would be much better equipped to answer this than I. He actually did work with portraits for MASSA after all. 1 Link to post
Dagome_Iudex Posted April 18, 2019 Share Posted April 18, 2019 Hypothetical question: If I were to write an event chain that creates/transforms pops, would the Mod creator write it into the game? I wanted to do a plotline where a science leader studies what turns out to be a parasitic worm, and then ends up infecting the country leader and subsequently every other pop, creating a new species for the parasite, and giving the main species submissive. I this feasible? 1 Link to post
Lithia<3 Posted April 18, 2019 Author Share Posted April 18, 2019 1 hour ago, Anonyshadow said: Is there a way to put a gif in instead of a static image for events? Mhm, just requires more work. 17 minutes ago, Dagome_Iudex said: Hypothetical question: If I were to write an event chain that creates/transforms pops, would the Mod creator write it into the game? I wanted to do a plotline where a science leader studies what turns out to be a parasitic worm, and then ends up infecting the country leader and subsequently every other pop, creating a new species for the parasite, and giving the main species submissive. I this feasible? It depends on exactly how they transform them really. Link to post
Dagome_Iudex Posted April 18, 2019 Share Posted April 18, 2019 I have no idea. What does the game support? I know certain event chains like the worm add Traits, but I do not know how the game handles it. Link to post