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20 hours ago, Captain_noone said:

Hello, I have a question since my dummy brain can't understand. I started playing Stellaris again today after a long while, I took "Invasive Breeders" for my species but I don't really understand how it works, can someone please explain it to me? Do I need to have a migration treaty with other species or win a war or what? Thank you

Once you have pops from a non-founder species a event will fire randomly that will convert a non-founder pop into a pop of your founder species.

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2 hours ago, Railgunner2160 said:

Once you have pops from a non-founder species a event will fire randomly that will convert a non-founder pop into a pop of your founder species.

It's a cool event, and seems to pop up in proportion to the ratio of invasive-to-non-invasive suitably. But I just wish it had a female version to go with the current rather-male version. Something like 'the males of the other species are too exhausted to mate with their own kind', and a picture of a female alien riding on top of a guy, and it looks like she just kept fucking him over and over until he passed out on her. Just needs a check to see if founder species has All Female trait.

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4 hours ago, Railgunner2160 said:

Once you have pops from a non-founder species a event will fire randomly that will convert a non-founder pop into a pop of your founder species.

So I have to either have pops migrate from other species, conquer or enslave through the war yes? So basically any pop that is not of my empire species that will enter it, will automatically transform into my species over time?

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Is there a way to prevent my newly abducted livestock species from taking up all the streetwalker, whore, and breeder jobs away from honest slutty members of the ruling species? Because all this gets me is a bunch of unemployed ruler species and a massive food deficit. It's completely screwing up my slave economy.

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52 minutes ago, dickwad said:

Is there a way to prevent my newly abducted livestock species from taking up all the streetwalker, whore, and breeder jobs away from honest slutty members of the ruling species? Because all this gets me is a bunch of unemployed ruler species and a massive food deficit. It's completely screwing up my slave economy.

Yes, but that'll require manually patching the mod, and the game has to tell the two apart, so you will need to set the rights for your livestock pops to Slavery: Livestock.

Go to /mod/Lustful Void/common/scripted_triggers/lv_scripted_triggers_jobs.txt, locate lv_worker_job_check_trigger and add NOT = { has_slavery_type = { type = slavery_livestock } } to the hidden_trigger section. The end result should look something like this:

lv_worker_job_check_trigger = {
    custom_tooltip = WORKER_JOB_TRIGGER
    hidden_trigger = {
        exists = owner
        is_being_purged = no
        is_being_assimilated = no
        NOT = { has_slavery_type = { type = slavery_livestock } }
        OR = {
            NOT = { has_trait = trait_mechanical }
            owner = { has_technology = tech_droid_workers }
        }
    }
}

Do not forget to restart your game for changes to take effect.

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3 hours ago, Hisu said:

Yes, but that'll require manually patching the mod, and the game has to tell the two apart, so you will need to set the rights for your livestock pops to Slavery: Livestock.

Go to /mod/Lustful Void/common/scripted_triggers/lv_scripted_triggers_jobs.txt, locate lv_worker_job_check_trigger and add NOT = { has_slavery_type = { type = slavery_livestock } } to the hidden_trigger section. The end result should look something like this:


lv_worker_job_check_trigger = {
    custom_tooltip = WORKER_JOB_TRIGGER
    hidden_trigger = {
        exists = owner
        is_being_purged = no
        is_being_assimilated = no
        NOT = { has_slavery_type = { type = slavery_livestock } }
        OR = {
            NOT = { has_trait = trait_mechanical }
            owner = { has_technology = tech_droid_workers }
        }
    }
}

Do not forget to restart your game for changes to take effect.

Thanks a lot, that's actually really helpful.

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5 hours ago, Dadicho said:

Thank you Lithia !
Small suggestion for new content,if possible during first contact events,how about a choice where you fuck the xenos ?
And perhaps some description based on the traits the species has (Female Only,Huge Boobs and such) ? 

Yeah i love that ideia, you could even have an increased/decreased opnion based on traits such as sub/dom or sex crazed/sexually repressed ( forgot the name of the trait)

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On 4/7/2021 at 10:33 PM, zelayasrevenge301 said:

 

That's for hive minds using the brood swarm/propagating throng/nymphic hosts civics. It's meant to be a casus belli for brood parasite hiveminds, it can't be used for non-hives I don't think.

 

How can I modify the condition?

I tired adding a civic my current species has to the "has_valid_civic =" portion, but it still wouldn't allow it as a valid CB.

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On 4/16/2021 at 9:42 PM, Lithia<3 said:

Updated!

 

This is just an update to make things work with stellaris 3.0. Any new (and old) content will have to be reworked and added to the next update. Things should be working as is, but the "dick" update brings a lot of new things to conceder and new/better ways to code events and such. I really wanted to add the things I already made, but I need to see if they can't be done better first. I am also very busy with university things so I'm sorry about the slow progress these days, but expect another update soon! ?

 

You can ignore any version warnings you might get for now. And as always I will keep an eye out for any bugs being reported so do let me know if you find any!

 

I'd say prioritise university studies above all else. The mod can easily wait until the summer holidays when there will be more free time for modding, especially considering that the new game update introduced a lot of balance changes and problems and will most likely see constant hotfixes for a few weeks.

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What the mod could use is a lot of extra immersion and depth in the form of new events. Some people said that more events were needed. There is enormous room for all kinds of stuff to polish and enrich the existing content without heavy scripting or inventing new mechanics. The civics alone require specialised events to make them feel more distinguishable from each other. I've already come up with a bunch of immersive events, but I reckon they best be put away until the game stabilises and the mod gets a major update with new content, so as not to overencumber the process.

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On 4/17/2021 at 1:50 PM, Silk said:

Heya, just downloaded the LV 0.5.7 file and there seems to be barely any artwork for the events. Have you removed a bunch of events to make it compatible with 3.0, or am I missing some artwork?

Did you maybe run this mod in the past, too? I thought the same until I stumbled upon it again.

 

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