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On 6/15/2021 at 1:00 PM, catchyorbit said:

Traits cannot fix the problem because the population growth penalty increases too fast.

 

A script balancing this nonsense could fix that. But the best solution would be to completely remove the population penalty because it has absolutely no logic other than to handicap all the players in the galaxy in order to reduce game lag. The population growth should increase exponentially and have spillover effects onto other empires. That would make more sense.

 

Man, Paradox really shit the bed on this one huh? lol I was doing ok in a new game for a while. then suddenly, no growth on any planets. your right, really punishes people for no realy reason. . . . .and not in the fun sexy way 

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On 6/20/2021 at 12:22 PM, lgnd said:

I've been having an install problem. Each time I install it as instructed it says it is invalid and I can't activate the mod. Is there something I have missed in the more recent updates?

When I had that problem, it was because I tried to activate the old version. Got it fixed by going through "playsets" in launcher and going through "add more mods" to re-activate the mod.

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On 6/17/2021 at 11:58 PM, NoGodsorKings19 said:

 

Man, Paradox really shit the bed on this one huh? lol I was doing ok in a new game for a while. then suddenly, no growth on any planets. your right, really punishes people for no realy reason. . . . .and not in the fun sexy way 


Yeah the 2.0 update from tiles to jobs was really bad in the long run. Had Paradox just used the Manpower system or something similar instead of Pops, 90% of the problems we have now would have been completely avoided since so much late game lag comes from the thousands if not tens of thousands of pops checking daily if they can take any other job, even the ones they aren't eligible for (like slaves checking ruler jobs.)

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On 6/5/2021 at 5:16 PM, Renaati said:

I've noticed I'm getting the "Unit Sex Parties" and "Businesses Catering to Xenos" events...a lot. Like, way more frequently than seems intentional. The Xeno Businesses event can also appear at a stage where the only xenos I've discovered are bacteria.

 

It's not gamebreaking or anything but seems like there might be a condition missing or something like that.

 

I also find these pop up way too much and would like a way to disable them. I tried deleting the event file containing these events and it worked up until I landed troops on a enemy planet, then my game crashed. It also doesn't seem to be in the edict option to disable, so I don't know what to do. 

 

 

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13 hours ago, Seeker10101 said:

 

I also find these pop up way too much and would like a way to disable them. I tried deleting the event file containing these events and it worked up until I landed troops on a enemy planet, then my game crashed. It also doesn't seem to be in the edict option to disable, so I don't know what to do. 

 

 

You can manually remove them from the game like this:

 

Go into your local mods folder (where LV is installed) and navigate to Lustful Void\events\

Make a copy of lv_country_events.txt and put it somewhere safe. That's a backup in case things go wrong.

In the original file, place a # at the start of line 84 (lv_country_events.2, Xeno Businesses) and line 88 (lv_country_events.4, Unit Recreational Parties).

 

This should prevent those events from being called by the random event selector. You could probably find a way to fix them more properly,  but I don't know enough to do that.

Deleting the entire events file caused a game crash because it contains a wide variety of other events, many of which are interlinked with other systems.

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On 6/18/2021 at 7:58 AM, NoGodsorKings19 said:

 

Man, Paradox really shit the bed on this one huh? lol I was doing ok in a new game for a while. then suddenly, no growth on any planets. your right, really punishes people for no realy reason. . . . .and not in the fun sexy way 

 

Tested the game a week ago. The population growth system has been fixed. Drag the Growth Required Scaling all the way to 0 and the growth penalty is removed completely. But take heed, The Logistic Growth Ceiling will need to be adjusted, otherwise the population will be somewhat high already in mid-game, which means more lag. Lots of lag.

 

Paradox deserves credit where it's due. They have taken the players' discontent into account and fixed the problem. This does restore certain trust in Paradox.

 

But the game's persistent problem with the weak engine remains. This really ruins the gameplay.

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Good night folks.

So i installed the 1044614254_LustfulVoid0.5.7.zip on my 3.0.1 Dick update but doesn't seem to be working, am i missing something?

The traits aren't showing.

EDIT

I also installed 943995257_LustfulVoid0.5.6.1.zip see if the mod works but nothing shows.

Something seems very wrong. 0.5.7 also shows nothing.

EDIT

Load order
1- Lustful Void
2- planetary diversity
3- planetary diversity - more arcologies
4- real space - system scale
5- UI overhaul dynamic
6- collection of cities
7- twinks divine city
8- humanoid only
9- AK's star wars animated species pack
10- mass effeect civilizations - asari
11- sins of the prophets: stellaris
12- species engineering

EDIT
So i put my UI overhaul dynamic on top. Thought that might have been the problem. But its not. i deleted lustful void because it was created from the Tools Mod at installed mod and added the vanilla Lustful Void directly from the Zip folder. Still nothing. Then i went to "playset" and then "added more mods" and now works. I didn't notice that button. Its odd because i didn't need to do this before. But the mod works now.

Edited by Soulshout
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On 6/22/2021 at 1:33 PM, Renaati said:

You can manually remove them from the game like this:

 

Go into your local mods folder (where LV is installed) and navigate to Lustful Void\events\

Make a copy of lv_country_events.txt and put it somewhere safe. That's a backup in case things go wrong.

In the original file, place a # at the start of line 84 (lv_country_events.2, Xeno Businesses) and line 88 (lv_country_events.4, Unit Recreational Parties).

 

This should prevent those events from being called by the random event selector. You could probably find a way to fix them more properly,  but I don't know enough to do that.

Deleting the entire events file caused a game crash because it contains a wide variety of other events, many of which are interlinked with other systems.

 

Holy shit thanks dude! 

 

I usually play  as a xenophobic militarist so getting those events all the time were just ruining my gameplay. Thanks again :)   

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    leader_potential_add = {
        OR = {
            NOT = { owner = { has_ethic = ethic_gestalt_consciousness } }
            from = { has_trait = "trait_lv_sex_bots" }
        }
    }

 

Can someone explain what this means please? I think I got the NOT down as meaning if I'm not a gestalt consciousness then that statement is true. The OR obviously means either one has to be true. But the from makes no sense to me. Does the from mean that if I take the trait sex bots then that statement is automatically true?

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14 hours ago, Seeker10101 said:

    leader_potential_add = {
        OR = {
            NOT = { owner = { has_ethic = ethic_gestalt_consciousness } }
            from = { has_trait = "trait_lv_sex_bots" }
        }
    }

 

Can someone explain what this means please? I think I got the NOT down as meaning if I'm not a gestalt consciousness then that statement is true. The OR obviously means either one has to be true. But the from makes no sense to me. Does the from mean that if I take the trait sex bots then that statement is automatically true?

In this case, "from" refers to the empire the leader belongs to. So that second part evaluates to true if the empires dominant species has that trait.

 

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19 hours ago, TheGodUncle said:

Does the latest version of this mod work with the latest version of the game?

yes, but its not yet really balanced for 3.0 imo

 

3.0 reduced pop jobs and increased pop output and the mod hasn't changed since 2.8 and is only ported to 3.0; at least that's how it feels.

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On 6/25/2021 at 9:55 AM, Kahad said:

Is it intended that a aggressive adaptive breeders can convert synthetic pops?  I am converting my bots faster than I can make them....

Got a question for you. Do your synthetic pops have the lushtech sythetic womb or the sex bots traits? I'm looking at the event for the agg. adap. breeders as it wasn't happening in my games and it looks like the to be converted pops are supposed to either be sapient, no population controls, and not a robot, or have either one of those traits.

 

Sort-of edit: I messed with the has_population_control part of the scripted triggers and the event started happening for me. On bio pops, at least.

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On 6/25/2021 at 11:02 PM, TheGodUncle said:

Does the latest version of this mod work with the latest version of the game?

For me not really. As soon as i have LV active in my playset it will screw up pop promotion entirely. Updated to the latest version available here - no change. Whenever i start a new game, or load an old one with LV active, pops other than workers go unemployed. Interestingly enough the LV jobs work, but other than that, they can't take specialist or ruler jobs from the base game or other mods. Even if i promote them via building brothels and then limiting the jobs - then i got unemployed specialists.

As soon as i deactivate LV in my playset everything returns to normal.

Does anyone know how to fix that?

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3 hours ago, Manu82 said:

For me not really. As soon as i have LV active in my playset it will screw up pop promotion entirely. Updated to the latest version available here - no change. Whenever i start a new game, or load an old one with LV active, pops other than workers go unemployed. Interestingly enough the LV jobs work, but other than that, they can't take specialist or ruler jobs from the base game or other mods. Even if i promote them via building brothels and then limiting the jobs - then i got unemployed specialists.

As soon as i deactivate LV in my playset everything returns to normal.

Does anyone know how to fix that?

What other mods do you have in said playlist? I've been running LV without that kind of issue no problem, so it sounds like a conflict.

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3 hours ago, Railgunner2160 said:

What other mods do you have in said playlist? I've been running LV without that kind of issue no problem, so it sounds like a conflict.

Found the suspect :D

Yes, it was a mod conflict with an older version of a mod that recieved an update meanwhile. I made some changes for personal use to said mod, which is why i had it in documents and not updating it via steam. I took a look at the files i changed back then, inserted my changes to the newer version after downloading and now it seems to work properly.

 

I am still not sure what caused that behaviour though, since said mod (Animated Synthetics Portraits Expanded: Reborn) shoudn't modify jobs at all. - Which is why i had problems to find the conflict in the first place...

 

As much as i appreciate Paradox for still rebalancing and expanding their older games like Stellaris - as much more do i hate these bigger changes for the work that comes with them if you try to keep a favourite playset running...

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On 6/28/2021 at 6:31 PM, golnor said:

Got a question for you. Do your synthetic pops have the lushtech sythetic womb or the sex bots traits? I'm looking at the event for the agg. adap. breeders as it wasn't happening in my games and it looks like the to be converted pops are supposed to either be sapient, no population controls, and not a robot, or have either one of those traits.

 

Sort-of edit: I messed with the has_population_control part of the scripted triggers and the event started happening for me. On bio pops, at least.

My bots are rigged to make me some nanites, so yes.  I figured that is what it was.  Drat.  Stop screwing the bots so we can have nanites!  

 

The tool tips don't indicate that that would make them open to replacement though.  I don't really get the scripting system in Stellaris so I am not sure where to begin fixing that (the replacement, not the tooltips, those are easy).  Bots shouldn't be being replaced imo.  

Edited by Kahad
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This is a report of my last 3 playthroughs, where Lustful Void is the only real big mod in my playset, aside from NSC2 and Planetary Diversity. I doubt that those two mods would have any conflicts, but as it is right now, the mod itself (on the side of the AI), plays in a somewhat broken state with AI when playing as Megacorporations. There are also some problems with AI Empires that play with specific traits or as Brood Parasites.

 

Even though I did not suspect any of the mods to conflict (as I decided to check if they had conflicts in their files), I still fired up a playthrough with only Lustful Void installed, and quickly saw that the problems still persisted.

 

My full modlist:

 

Spoiler

1. Gigastructural Engineering & More

2. Dynamic Political Events

3. Fewer Habitable Worlds

4. Beautiful Universe

5. UI Overhaul Dynamic (Associated mods, Ascension slots etc)

6. Archaeology Story Pack

7. Precursor Story Pack

8. Planetary Diversity

9. NSC2 Season 6

 

What is wrong?

 

The AI is behaving (in true stellaris manner) in a completely unreasonable way depending on their origins or traits. To make it easier to swallow, I have condensed it into some bullet points below, sectioned into the various empires origins/types.

 

Megacorporations (spec. Criminal Syndicates)

  1. The AI will NEVER ever build any of the special buildings that this mod provides, even if they have the traits "Franchised Prostitution" or "Sex Contractors".
  2. The AI immediately attempts to sell any and all slaves that they own, once the galactic market opens, even if they specialize in slave trade (or are dependent on their female slaves, due to being male species).
  3. When being a Criminal Syndicate and opening a branch office, the template and extend that they make goes as follows (when being a criminal syndicate): Smuggler's Port, Illicit Research Labs, Underground Clubs (sometimes Abductee Experiment Facility) and Syndicate Front Operations. This template is spammed unto literally every planet that they open a branch office on.
  4. When being a regular Megacorp, they simple just build Commercial Forums and Private Research Enterprises.

Origins (Sadomasochistic and Parallel Evolution) (also if they have Brood Parasite)

  • The AI, with these Civics, appear to completely crumble and almost immediately fall into complete and utter disarray. 4/5 times, they will simply not even colonize another world, despite having 100% habitability.
  • In addition, if you give them the origin of Sadomasochistic, then even if they are all male and completely dependent on their female slave population, they will immediately sell all of their slaves on the market in similar fashion to Megacorps. (These slaves typically end up in empires that do not have any Lustful Void origins, civics etc).

Hive Minds (Brood Swarm/Propagating Throng(Nymphic Hosts?))

  • Always fall critically behind of everyone else, (maybe in serious need of a buff?)
  • If you have invasive breeders (or just the trait) then they will completely replace the very pops that they depend on, which makes no sense at all.

 

How is this fixed?

  1. The ai_weight value of many of the special buildings has to be revisited or revised, as their weight rarely ever exceed even 10 under special conditions. This is taking into account, that the base building "Smuggler's Port", has a flat ai_weight of 100. This means, that even with conditions being met for the AI to make those buildings, they never will be.
  2.  The easiest solution to the "selling all slaves problem" would be to simply disable the slave market (but I have no idea how to do that).
  3.  Hive Mind empires could use a flat buff, period. In addition, some new buildings to emphasize this, such as breeding grounds etc, to really give the impression of a rampant empire.

 

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Ok. I have searched through the whole thread and haven't found one person asking this:

Is there a mod that is just the advisor? Using the whole mod changes the anti cheat value (at least thats what i think its called) and it doesnt let you join games without mods. (visual mods for example dont change it). If there isnt one can the files be seperated so that only the advisor is present in game?

I feel like i have searched everywhere now.

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