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Posted
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. 

Posted
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.

Posted
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 ;>

Posted
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

 

Posted

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.

Posted

i like the unified mod idea but what about the people who don't want certain things, for example i was never interested in the galaxy is a dark place mod

Posted

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. 

Posted

@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?). 

Posted
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. ;)

Posted

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.

Posted
2 hours ago, cptnnutt said:

that's a building from the red light demeanor mod on the steam workshop

 

It can't be. I've never heard of that mod, and the only mods I have installed are Lustful Void and SSX 1.9... I assume it's one of the new buildings in LV:

 

[Edit]

It's granted by the Sexual Idyll civic in species creation.

 

 

 

Posted

If we're talking ideas, how about an event that might trigger for species with Elastic Orifices, after studying the Tiyanki, or pacifying the amoebas? Mix in Intercompatible Wombs and maybe Sex Crazed, and, well...

 

What do you say when some horny lady decides she really, really, REALLY wants to mate with a creature the size of a destroyer? : /

 

(Crystaline Entities and Void Clouds for extra-weird)

Posted

Whew.  well.  I finished the second optimization I mentioned - all "interbreeding" trait assignments moved to a single event which is triggered only for the pops on a particular planet when that planet's population changes, due to growth, decline, robot assembly, or whatever.  Since most planets have their population change much less frequently than once a month, it should substantially reduce the CPU load even compared to the previous method - to what I think is a very acceptable level.  To the extent that the assigned traits are desirable from a design perspective, I don't think there's any need to worry about them from a technical perspective using this implementation.

 

Attaching this again, if anyone wants to try, slash help make sure I didn't leave any bugs in.  I inserted a bit of localization that was missing with my earlier changes, plus tweaked a few existing traits slightly.  (Monogendered fertility reduction increased to -80%, to balance out with the +80% they get when they find someone to mate with anyway.  Also gave the monogendered traits a -4 cost, to likewise balance with a 4 cost assigned to the crossbreeding traits.)

alterations.zip

Posted

Has the BnB mod been included in this? I love the mod and I can't seem to include it in my games without it..ya know...shattering everything in the galaxy.

Posted

Dont really see the problem with traits. They are easely correcting in the mod folder. Personally, i get almost all of they cost in 0 and nerf them hard, for my preferences and for roleplaying. Yeh, sounds wierd, but it dousent cause any problem, becouse i create some rases for plays for myself, so they are balanced. Random primitives on planets also dont have many traits. And i nerf them, so they cant be too strong anyway. Just try this guys, but dont put more then 5-7 traits, because it may cause some problems in future game, then you species will have more traits.

In my opinion, game need to have more events and anomalies, with sexy consequences. For example, for you leader comes some ambassadors from other factions and this may lead for some abusing you poor leader, if you going too far. And then he/she will receive "submessive" trait. Here can be more this kind of stories, becouse we have so many awesome traits right now:) Also, more tentacles/bestiary content - the key to success and prosperity in galaxy ??

I posted this in MASSA and Sexual gameplay topics, but i think it dont be to bad, if i leave here this picters again. They great, and suits for game very well, it my opinion. Hope it brings some inspiration, for continue such are awesome mod:)

 

Researchings Researchings 2 Researchings? Failed research Science too Alien prostitution Alien prostitution 2 Tentacle sex Alien sex Some battle Alien breeding 1 Alien breeding 2

Posted

I feel like we need some way of managing what kind of event pics will be used (and possibly events themselves) as the mod grows and more pics get added. Personally, I don't want to see furry and futa, but I wouldn't want to rummage through entire the mod and re-jigger everything. Any plans on using Lustful Void policy button to limit the events/pics?

Posted
27 minutes ago, Anonyshadow said:

I kind of second this because that sex shop event that fired where the one girl looks like she has an infected purple alien parasite donger between her legs looks a bit disturbing to me. I don't judge anyone that likes that but the option to customize what you see might be nice.

 

1 hour ago, DrMojoDoc said:

I feel like we need some way of managing what kind of event pics will be used (and possibly events themselves) as the mod grows and more pics get added. Personally, I don't want to see furry and futa, but I wouldn't want to rummage through entire the mod and re-jigger everything. Any plans on using Lustful Void policy button to limit the events/pics?

 

I agree about that specific pic (not my thing either) and plan to redo most pics soon anyway with the new system. As for more events, I do things in steps. This was only stage one...events are part of stage 3-4 and any current events except for darkspleen's additions are "filler" I took from SG and just made it somewhat playable until I actually get to that part.

 

Well they were, the new system will be a bit more permanent.

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