Jump to content

Recommended Posts

Posted
On 7/13/2022 at 7:17 AM, Ashrana88 said:

It's really cool to see such a fleshed out thoroughly encompassing mod for a game like this. It fulfills a fun fantasy niche of erotica on a societal level interspersed with sci-fi, which is a very enjoyable concept.

 

I'm trying to get a feel for how the dual-species starts, mono gender and inter-species compatibility works. I ideally want a species that only has futas and women instead of males, which doesn't seem to be actively possible, so I attempted to create a dominant futa species and a subservient female one with the origin.

 

Other than a planet modifier to growth which mentions males and robots, it's not entirely clear if they are co-compatible and coupling, or if they just create new pops independently of each-other, especially since I'm not getting any erotic flavour text or descriptions of futas, everything is still treated as hetero. I'm also getting male portraits appearing on pops in my futa species using Calcifire's portrait's despite that ostensibly being disabled.

 

The way the text describes it, it makes it sound like the futa trait just makes them reproduce within their species, instead of coupling with females or other xenos. Do I need to get the cross-breeding trait in order to enable this? I don't necessarily want to create a bunch of hybrids, rather just have two heavily sexually dimorphic species that reproduce together. Any help would be appreciated.

 

Huge kudos to Lithia and everyone who has contributed, this seems super impressive.

When creating your dual races, give the futa race the intercompatible seeder trait and the female the all female trait without the intercompatible breeder. Their is a technology that allows you to set policies regarding the intercompatible traits and they have clear descriptions of what those polices do. After a few days you should start seeing popups talking about all female synergies. Mixing the two intercompatible traits will start creating hybrids if you have that content turned on and once the female species starts picking up the futa trait, your futa popups will start appearing. Two other traits to use is the Dominate and submissive traits. Futa content pops up if you use those. Be aware, If you use the breeder trait on the females and don't have the seeder trait on the futas, the breeder trait will turn the futas male. Another option is to set up both races as futas and leave off the seeder/breeder traits all together. Have fun experimenting with the gender and reproduction traits.

Posted
On 7/19/2022 at 2:52 PM, THEDEGGBOI said:

I think I'll just go yank them out and put them in LV, thanks!

Does that work so easily? I haven't found any resource to learn about Stellaris mod creating.

Would you share it when it's finished?

Posted
8 hours ago, Fakenet said:

Does that work so easily? I haven't found any resource to learn about Stellaris mod creating.

Would you share it when it's finished?

 

From what I know (Which really isn't much.). It shouldn't be too hard to get into modding on Stellaris.

All you really need to do is type some mandatory stuff here, put some gfx there and do the localisation file.

The reason that I know what I know is because of doing some personal stuff on CK2. (For some reason the localisation is different for Stellaris.)

 

Anyways. here's the edited LV file, I really didn't do all that much, just what I said I was gonna. Two or three traits from LVE, A civic, plus the patch that 'fixes' the propagating throng civic, which, by the way, is still broken somehow. And maybe a few other things I probably forgot.

LV+.zip

Posted

If anyone still has problems with the "breeding offensive" cb it's because there are mod conflicts and files gets overwritten. Deactivate mods other than LV to see which one causes the problem (mine was "ACOT: secrets beyond the gate"). Go to  ..\steamapps\workshop\content\281990\(mod number)\common\scripted_triggers. There you will find text files. Search for "has_total_war_cb" and add LV stuff 

Spoiler

                has_valid_civic = civic_lv_nymphic_hosts
                has_valid_civic = civic_lv_propagating_throng
                has_valid_civic = civic_lv_brood_swarm  

where needed.

 

Here's an example on how it should look:

 

Spoiler

has_total_war_cb = {
    OR = {
        #attacker checks
        AND = {
            OR = {
                is_country_type = default
                is_country_type = awakened_fallen_empire
                is_country_type = fallen_empire
                is_country_type = ascended_empire
                is_country_type = eternal_empire
                is_country_type = eternal_empire
                is_progenitor_empires = yes
            }
            OR = {
                is_country_type = awakened_fallen_empire
                is_country_type = ascended_empire
                is_country_type = eternal_empire
                is_progenitor_empires = yes
                has_valid_civic = civic_hive_devouring_swarm
                has_valid_civic = civic_machine_assimilator
                #lv additions
                has_valid_civic = civic_lv_nymphic_hosts
                has_valid_civic = civic_lv_propagating_throng
                has_valid_civic = civic_lv_brood_swarm                
                AND = {
                    has_valid_civic = civic_machine_terminator
                    from = {
                        NOR = {
                            has_country_flag = synthetic_empire
                            has_authority = auth_machine_intelligence
                        }
                    }                
                }
                AND = {
                    has_valid_civic = civic_fanatic_purifiers
                    NOT = { is_same_species = from }
                }
            }            
        }
        #end threat checks
        AND = {
            OR = {
                is_country_type = default
                is_country_type = ascended_empire
                is_country_type = eternal_empire
                is_progenitor_empires = yes
            }
            NOR = {
                is_country_type = awakened_fallen_empire
                has_valid_civic = civic_fanatic_purifiers
                has_valid_civic = civic_hive_devouring_swarm
                has_valid_civic = civic_machine_assimilator
                has_valid_civic = civic_machine_terminator
                #lv additions
                has_valid_civic = civic_lv_nymphic_hosts
                has_valid_civic = civic_lv_propagating_throng
                has_valid_civic = civic_lv_brood_swarm                
            }
            from = {
                OR = {
                    is_country_type = awakened_fallen_empire
                    is_country_type = ascended_empire
                    is_country_type = eternal_empire
                    is_progenitor_empires = yes
                    has_valid_civic = civic_fanatic_purifiers
                    has_valid_civic = civic_hive_devouring_swarm
                    has_valid_civic = civic_machine_assimilator
                    has_valid_civic = civic_machine_terminator    
                    #lv additions
                    has_valid_civic = civic_lv_nymphic_hosts
                    has_valid_civic = civic_lv_propagating_throng
                    has_valid_civic = civic_lv_brood_swarm                    
                }    
            }        
        }
    }
}

 

Posted
On 6/17/2022 at 8:52 PM, nety1998 said:

I find a bug: gestalt on tentacle world have breeder job (worker) from planet effect, and breeder drones job from districts, insted of only breeder drones.

 

I was able to reproduce this. The issue is that tentacle worlds have `job_lv_breeder_per_pop = 0.2`, but the `lv_breeder` job is only possible for `is_gestalt = no`.

 

If you want a quick brute force patch, add `job_lv_breeder_drone_per_pop = 0.2` to the tentacle planet class. It works, but is inelegant since normal empires see gestalt-only breeder jobs they can't fill and vice-versa.

Posted

How much did the recent update break the mod?

Posted (edited)

What I think is a bug - Breeding Frenzy adds Breeder jobs, even if the empire is a Gestalt. So while the modifiers still work, the actual jobs are unusable.

Edit - It looks like anything that adds Breeder jobs as a modifier - like the Male/Female Synergy modifiers - fail to account for Gestalt empires, making unusable Breeder jobs instead of the needed Breeder Drone jobs.

Edited by Draknowin
Additional information.
Posted
El 08/04/2019 a las 20:08, Lithia<3 dijo:

 

543dfhrtedy4564.jpg.85335c14c1330cb5f91b3d4d45299e13.jpg


vacío lujurioso

 

 

 

 

 

Descripción: 

 

¡Un mod lascivo de Stellaris! Básicamente, planeo actualizar completamente e integrar mods antiguos (con permiso de los autores), con ideas y mecánicas de otros mods como SG (Sexual Gameplay) y SSX (Stellaris Sexy Xenos y más), así como ideas completamente nuevas. Se ha avanzado mucho hasta ahora, y LV ha crecido hasta un punto en el que tiene muchas de sus propias cosas únicas hechas por mí y otros que contribuyeron hasta ahora.

 

Although a little less so these days, this is still very much a WIP. However, I'm trying to get it done as fast as possible while still maintaining quality. This mod is made with ALL dlc's in mind, but should still work just fine if you don't have a specific one or any. Also unless stated otherwise, it should work with the latest Stellaris version (look at the upload date and any paradox major update release dates!).

 

 

 

Current Features:

 

  •        14 Lewd Leader Traits.
  •        50 Lewd Biological Traits.
  •        12 Lewd Robotic Traits.
  •        Some traits have synergy bonuses with each other and more will be added with time.
  •        4 Origins, 10 Civics and 14 Sexual Technologies., which have various special mechanics, policies and decisions.
  •        MASSA is now for the most part integrated. (Thanks Darkspleen!)
  •        Lots of anomalies and events, many of which have been updated and integrated from MASSA, but also new ones unique to LV.
  •        My own custom hybrids system with inspiration from other mods like Sexual Gameplay and MASSA.
  •        Mono-gender and Futanari mechanics with the ability to convert entire planets to one or the other with the right tech.
  •        Lots of sexual jobs from Milk Cows and Whores to Gem Incubators and Sexologists. All which are affected by LV traits in some way!
  •        Lewd Megacorp branch office buildings and 2 civics which can change by combining them with certain base game civics.
  •        All non-leader traits affect LV jobs, usually in the form of a bonus or malus to production (bigger breasts give more milk ofc).
  •        Breeding tradition (first of many!)
  •        Sexopolis fully integrated. (Thanks Buttson117!)
  •        Lewd Advisor (voiced by LalaLexxi).
  •        21 Lewd (and optional) rooms.
  •        Lots of optional loading screens as a way to say sorry for taking so long lol (all credit goes to the actual artists!)
  •        Many things I can't remember! lol

 

You can also find an options menu in the edicts tab where you can turn off any event pop-ups if they start to get annoying. Also please report any bugs you might find! (preferably on the discord server, but I check LL too)

 

Loading screens have been moved to their own download page to unclutter the main mod a bit. You can find them here!

 

 

Installation:

 

  • Required: The main Lustful Void archive (Lustful Void.zip). Extract the contents to (...\Documents\Paradox Interactive\Stellaris\mod), if you don't have a "mod" folder create one there.
  • Portrait Patches: You need the Base Game Portraits Gender Patch for pops to change when using mono gender (and futa) traits. Unfortunatly I don't have time to make patches for other species mods anymore, but I did write a basic guide you can find here to make your own!
  • Optional: Everything else. Also, only use one loading screen set! All credit for loading screen art go to their respective artists (see credits).

 

Another note...delete all the old mod folders and .mod files! then extract the new .zip file's contents to the mod folder. You will have duplicate and broken mods if you don't do this!

 

If you experience any weird problems, I've heard it helps some people to extract the .zip file's contents to a separate folder first, then move them to the mod folder after.


 

 

Compatibility:

 

Any portrait mods that change base game files or have separate sets of portraits for genders will need a patch. Basically, pops won't change gender without it, only leaders will. Here's a quick way to know if you need Protrait Patches.

 

  1. You use the mod it patches. (Note you actually need the original mod!)
  2. Do you need all of them? No, look at the first step.
  3. Do you need them at all? No, they are optional. LV works just fine without them.
  4. How do you install them? Just like any other non-steam mod, extract in (...\Documents\Paradox Interactive\Stellaris\mod).

 

I recommend using this UI mod - UI Overhaul Dynamic...or gene modding will be a nightmare. Seriously though get a UI mod!

 

 

 

FAQ!:

 

 

Q: Why does x feel empty or unfinished?

A: Sometimes it's just a placeholder and sometimes my time is taken up by something else. But just because I'm not working on it at the time doesn't mean I won't move back to it in the future, so just be patient.

 

Q: Is "Lustful Void" a community project with a team of people working on it?

A: Nope, it's mostly just me (Lithia). People do provide ideas and contributions now and then though, and many parts of LV are from old mods I updated and maintain. The credits section can tell you who contributed what.

 

Q: Are there any translations for this mod?

A: Yes! But new ones have to be made with every update and relies on people here on Lovers Lab or Discord to share their hard work.

 

Q: Where can I share any translations?

A: Here!

 

 

New Changelog:

 

  Reveal hidden contents

v0.6.8 (for game version 3.4+)

 

New stuff!:

 

-   Fully updated for game version 3.4 and Overlord, which includes a rework of all jobs and traits. With the
    new changes, jobs and traits should cause less lag.
-   New events that trigger when using the Breeding Frenzy planetary decision. When activated, random pops on
    the planet will get the Sex Crazed trait, which can be a good or bad thing so use it carefully!
    
-   New Tentacle Festival added to the Tentacle Symbiosis Origin! You can access it though a planetary decision
    which then opens up an event menu. By offering one of your pops to the tentacles as breeders (you lose the
    pop), you can get one of the following "blessings" in exchange:
    
    -   Blessing of Offspring:
    
        -   A Tentacle Lifeform (from the new species bellow) gets created on your world. They have many powerful
            traits especially early game.
            
    -   Blessing of Bloom:
    
        -   Randomly makes your pops more feminine (physically) to suite the tentacles better. It can also upgrade
            traits like make breasts grow so and so on.
        -   This is less effective with all male pops, but won't remove any male characteristics. I will expand
            on this in the future to include some form of male options!
        -   Does not affect robot or any created Tentacle Lifeform pops.
        
    -   Blessing of Corruption:
    
        -   Similar to Bloom, this affects mental traits and will make your pops increasingly submissive and do
            things like increase exhibitionism and lewdness.
        -   Can end up making pops sex crazed eventually so be careful when using this!
        -   Does not affect robot or any created Tentacle Lifeform pops.
        
    -   Blessing of Cleansing:
    
        -   "Heals" bad traits, mostly base game ones for now like fleeting or non adaptive.
        
    -   Blessing of Attachment:
    
        -   This one triggers another event which gives random pool leaders a new and pretty powerful Tentacle
            Symbiote trait.
        -   It works similar to the brainslug base game event, but not as complex (yet).
        -   The cost for this one is a little different. Your current ruler will be taken instead (you lose them)
            as "payment" so make sure you don't want to keep them!
        -    The traits are very worth it though, but they don't spread automatically like the brainslugs. You have
            to make an offering to get new ones.
    
    It costs 1000 food to use and modifies a few pops every time (but sometimes only one). It can also take a pop
    already altered, so keep that in mind! It's a bit like gambling I guess, keep trying to get a great template and
    risk losing it. Or invest the template by applying it to more pops with gene modding before continuing. It's up
    to you! lol
    
    TL;DR! Use at your own risk. It is still very basic and will probably be changed in the future.

 

-   Massa:

 

    -   Buildings:

 

        -   New spiritualist tech and building called Temple of Love. It works similar to the Specialized
            Creamery, but buffs concubines. You don't need Divine Coupling to get it, but it's very strong if
            you do have it.
        -   New Xeno Preservation Center which can be built when you have researched Alien Life Studies.
        
    -   Sexbot Species:
    
        -   I revamped the sexbot species from massa, giving them a few more hairstyles and some colour
            variation.
        -   It's basic compared to other species mods, but they will serve as "default" sexbots just fine.
        -   I also added robutt moan sounds when they get moved. Move sounds were more used when the tile
            system was a thing, so I'm not sure where it still plays. It's there either way so you might hear
            a random moan now and then lol
        -   There is a new event that gives you the chance to get them. Why would you want them? They have the
            sexbot combo trait, which is pretty strong early on!
        -   Other than that you can get them if you choose the Sexopolis or Shattered Pleasure Ring origins as
            non-spiritualists. You can also choose them as your starting species if you want, but they won't
            have the sexbot trait unless you give it to them.
            
    -   Tentacle Species:
    
        -   Same as the sexbots, they are meant to serve as a "default" species for events and things.
        -   The Tentacled Natives colony event now spawns some tentacle primitives as well.
        
    I will definitely improve and expand on both new species in the future!
        
    -   Techs:
    
        -   Cyber Milker tech which gives a boost to Milk Cow production.
        -   Nudity Worship tech which gives some ethic attraction and unity bonuses. For pacifist and
            spiritualist empires only.
        -   Repopulation Effort tech that gives a pop growth speed bonus.
        -   Xeno Pornography tech that gives a boost to trade value from jobs, as well as xenophile
            attraction and xenophobe uh repulsion I guess lol
        -   Aphrodisiacs Perfumes tech that gives some pop growth and reduces empire size from pops.
        
        These techs are mostly to add some more flavour and usually just provide some small yet permanent
        bonuses to thing.
        
    -    Events:
    
        Two new prostitution events called Xeno Clients and Money Can Buy Happiness that expand on interactions
        with other empires, specifically selling them some smexy butt for monies.
    
    At this point, I can say mostly everything from MASSA has been updated and integrated. There are a few small
    things I didn't include, but usually, there was a reason for it. Those reasons being, the thing used a now
    defunct system, or there already was a similar thing in lv. For the most part, though, it's integrated as I
    said, and I'd like to say thanks to Darkspleen and MK40 for all the hard work they did all those years ago!

 

Fixes/changes:

 

-   Jobs:

 

    -   Milk Cow/Drone:
    
        -   Base food production increased from 4 to 8. Other productions adjusted accordingly.
        -   Buffed the Dairy Specialization policies.
        -   Removed crime reduction from the Free Use policy option. Gestalts also can't use this option
            any more.
        -   Now requires 1 housing (instead of -1) like normal jobs, but anything that provides them also gives
            enough housing. So, it's basically the same as before where they don't really need housing, but I
            changed it like this because of how housing space and jobs affects the planet growth curve.
        -   When something gives jobs per pop like the Sapient Dairy Estates, it will give an additional +10%
            planet housing bonus per building.
            
    -   Comfort Worker/Drone:
    
        -   To make them more useful in large numbers, they now also give jobs of higher rank a production
            boost. You might see a ? icon next to these modifiers. This just means there is no icon made for
            it, even though they are used in base game as well. The bonuses still work either way.
        -   Base amenities production increased from 5 to 8.
        
    -   Whore:
    
        -   Added 1 base unity production.
        -   Consumer goods upkeep increased from 1 to 2.
        
    -   Pleasure Drone:
    
        -   Base unity produced increased from 3 to 8. Upkeep reworked.

 

    -   Concubine:
        
        -   Produces an additional 6 Trade Value to make up for them replacing other sex jobs.
        -   Base unity produced increased from 2 to 4.
        -   Now gives all worker jobs a production boost, not just priests.
        
    -   Escort:
    
        -   Base unity produced increased from 3 to 8.
        -   Added 2 base amenities production.
        -   Consumer goods upkeep increased from 1 to 2.

 

-   Buildings:

 

    -   Brothel:
        
        -   Provides 4 Concubine jobs instead of 2 if you have the Divine Coupling civic.

 

    -   Bordello (brothel upgrade):
    
        -   Provides 8 Concubine jobs instead of 3 and jobs per pop adjusted accordingly.
        
    -   Fixed dairy branch offices to provide drone jobs for all gestalts.

 

-   Districts:

 

    -   Pleasure Habitat:
    
        -   Red Light Zone:
        
            -   Provides 4 Concubine jobs instead of 3 if you have the Divine Coupling civic.
            
    -   Sexopolis:
    
        -   Red Light District:
        
            -   Provides 10 Concubine jobs instead of 6 if you have the Divine Coupling civic.
            
-   Traditions:

 

    -   Commercial Enterprise (base game):
    
        -   Now gives Concubine jobs instead of Escort jobs for things that provide sex jobs, if you have the
            Divine Coupling civic.
            
-   Civics:

 

    -   Divine Coupling:
    
        -   Base game temple buildings no longer give any Concubine jobs. Instead, they add a planet modifier
            that provides the Concubine jobs, which increases as you upgrade your temples on that planet.
        -   Bonuses start at 1 job per 10 pops and cap out at 4 per 10 pops. The modifiers are dependent on
            the highest level temple building on the planet, not the amount, so it should free up some building
            slots.
        -   The main reason for this change is so I can remove the base game temple overwrite in LV, which
            will improve comparability with other mods a lot.
            
-   Origins:

 

    -   Shattered Pleasure Ring:
    
        -   Added some Cum-clogged Sewage (ikr yum lol) to starting deposits. This should help with the lack
            of exotic gases early game.
            
    -   Tentacle Symbiosis:
    
        -   Added some Living Cum to starting deposits. This should help with the lack of volatile motes early
            game. You also get an extra 2000 food on game start to help you get your economy set up.
            
-   Other:

 

    -   Reverted changes to negative leader traits. They all 'cost" 1 again, which means you can no longer
        get them with other traits. This was not a bug, but most people saw it as one, so no need to keep the
        changes.
    -   Slightly buffed the Breeding Superiority AP. It now gives 75% growth speed instead of 50%.
    -   Perfect Hybrid trait now also gives the Public Exhibitionism planetary decision.
    -   Origins and civics that give techs at game start no longer shows a message about it (most of the time).
    -   Reworked the pop stealing event again since it was broken in 3.4.
    -   Replaced spawner drones with breeder drones for all synergy bonuses and fixed a bug where the modifiers
        don't switch to the correct ones when taking a planet.
    -   Replaced some technology icons.
    -   Fixed some localizations.

 

Notes:

 

This should be a good start for new tentacle content. I still have many things planned like proper districts and
things, but that will come in a future update! Next up though, I want to do a general traits expansion, which
will likely include proper traits for tentacles and more "upgrade" options for things like breast sizes.

I will also be adding at least one new subject type next time, probably linked to the Sadomasochistic Evolution
origin since it already exists and needs a rework. I can then add more to other synergies, even a tentacle
version maybe!

 

 

Old Changelog:

 

  Reveal hidden contents

  

v0.6.7 (for game version 3.3+)

 

New stuff!:

 

-   Massa:

 

    -   ALL observation events updated and integrated. These events trigger when observing primitives and were
        some of my personal favourites. There are lots of these events and I could list all of them here, but
        to not spoil the fun I won't!
        
        This also lays the ground works, so to speak, for expanding such events in the future.

 

-   Tech:

 

    -   New Generalized Sexology Studies tech which acts like an "anchor" to unlock Sexologist jobs. This will
        allow you to use conquered sexopolis (or whatever else gives them) without needing the AP to build it.
    -   New Gem Incubation Insight tech to do the same as the above, just for Gem Incubator jobs.
    -   Cyber Sextoys tech to unlock a certain observation event, among other things.
    
-   Decisions:

 

    -   All hybrid jobs (gem incubators and sexologists) are now controlled by planetary decisions. I also added
        a new "balanced" option which gives both resources, but at reduced rates. Related policies removed.

 

Fixes/changes:

 

Updated for game version 3.3! I have merged most of the fixes and changes abs_nobody made in their patch (with
permission ofc). So for the most part, that patch is now part of the main mod and I'd like to say thanks to
abs_nobody for keeping LV playable while I was gone!
    
I won't list all the changes made by that patch here, but if you're curious you can see them here!

 

-   Other:

 

    -   Fixed 3.3 problems not covered by the above patch.
    -   Fixed economic_categories and added missing localisation/gfx assets.
    -   Added the Lactation Drugs tech as a requirement to all Milk things that were missing it.
    -   Brothel/Bordello buildings now provide 1 extra Escort Job when taking the Commercial Enterprise
        tradition.
    -   Sex habitat designation decision now gets removed if the habitat has been designated as such.
    -   All breeding decisions will no longer cost consumer goods for gestalts, but will cost more food or
        minerals to make up for it.
    -   Fixed some minor localization issues.
    -   Improved/changed some gfx assets.

 

Notes:

 

Where tentacles!? ? Due to my absence I had to get back into modding mode so I had to add something new that
wasn't too hard to do. Don't worry though, I still plan on working on those squishy tentacles!

 

Patch Notes 0.6.5 (3.2+).txt 17.55 kB · 8,171 downloads

 

Patch Notes 0.6.0 (3.1+).txt 10.08 kB · 7,722 downloads

 

v0.5.7

 

New stuff!:

 

-  Blowjob themed (for the most part) loading screens for the Dick update! lol. Art by
   https://thesabu.com/

 

Fixes/changes:

 

-  Lots of fixes and changes to make the Dick update fit!

-  Divine Coupling civic no longer blocks the Exalted Priesthood base game civic.
-  Added an event to make sure all your rulers have the Seductive trait if you have the Orgasmic Diplomats civic as
   some people reported that on rare occasions rulers or heirs don't get the trait. This event checks every 5 years
   to avoid lag.
-  Invasive Breeders origin: Added a new option to hide the event and changed the previous option to show that it
   stops the event. Tooltips added to clarify what the options do. You now also get some unity for each pop replaced.
   Population controls removed from triggers due to the event behaving weirdly when checking it. (Thanks to TtxXx for
   pointing this out and sharing their own fixes for it!)
-  The "forgotten queens" mod is now compatible by default with LV. (thanks to GoomytheGoodra)
-  Festival of Love can no longer trigger for gestalts. Also reduced the chance of getting the event by 33%.
-  Fixed some very old modifiers in the Sex Crazed Expansionists empire edict.
-  Some other changes I forgot about lol

 

Notes:

 

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. 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!

 

v0.5.6.1

 

Fixes/changes:

 

-  Fixed intercompatible womb/sperm pops being able to smex any robots no matter what. Now they can only smex robutts
   with either the Lushtech Synthetic Womb or Sex Bots traits.
-  Hybrids will now inherit the intercompatible womb/sperm traits.

 

v0.5.6

 

New stuff!:

 

-  Civic: Milk Ranchers.

 

~massa~

 

-  Origin: Sadomasochistic Evolution, Invasive Breeders.
-  Civics: Institutionalized Sex Slavery, Orgasmic Diplomats,
-  Traits: Aggressively Adaptive Reproduction.
-  Country events: Festival of Love, Futa Rising, Science Gone Wrong.

 

Fixes/changes:

 

-  Improved some civic icons.
-  The ai can no longer get hybrids to save the galaxy from the pop flood!
-  Implemented some tweaks to the hybrids system made by glanducra on LL. The hybrids system was something I never really
   got time to fully fix so I'm very glad someone did, so thanks!
-  Fixed missing localizations on some techs. Now you can see why you'd want to cuddle the tentacles lol
-  Nerfed pop growth bonuses on traits.
-  Removed SR multiplier offsets from traits. Paradox recently made the decision to unhide these hidden modifiers which
   just makes them clutter up everything now. This means that traits will be much more powerful since they now not only
   give SR's, but will also multiply them.
-  I looked into why LV traits don't show up randomly. Most will now, but due to LV traits costing above average points, it
   will still be somewhat rare for them to show up. The game favours traits with lower costs when generating new species.

 

Possible questions:

 

Where is my bestiality!? ?

 

It's coming don't worry! This is just an early release of what I've done so people can use hybrids again if they want.

 

Notes:

 

The new stuff might not look like that much, but it's just because I only listed their names lol.

 

v0.5.5.1

 

New stuff!:

 

-  Chinese translations for LV v0.5.5 shared by godhidden! To other translators, if you share translations for specific
   versions like this I can easily make them separate add-ons. Because I can't maintain them myself, I will then be able
   to upload new versions as they get shared. Even this little hotfix made changes to localizations, but these translations
   will still work with 0.5.5.1 mostly.

 

Fixes/changes:

 

-  Fixed some localization formatting errors I missed.
-  Added unhidden or changed job localizations (by some recent game update probably). Unfortunately I can't hide these
   as far as I know, but I can at least give them some proper localizations.
-  Made some changes to the new "Hidden Pit" anomaly. It seems to be having some problems with adding deposits after
   finishing the special project. Hopefully this fixed it, but if it didn't I'll have to take a closer look.

 

Notes:

 

Due to all the changes I've made to LV in 0.5.5, it will very likely NOT be save game compatible. Use the previous version
until you finish your old save games, then upgrade when starting a new one. You can always find the previous version in
the downloads list.

 

v0.5.5

 

New stuff!:

 

-  5 new crime events made by Kyiper! These are mostly flavour events you get with high planet crime and uses the
   base game crime system to get triggered.
-  2 new anomalies shared by kan on discord. I had to modify them a bit, but thanks for sharing!
-  3 new loading screen sets with art by Nyuunzi!
-  I made a simple guide on how to make portrait patches for LV gender traits. You can find it on the discord
   server under guides (I'll also link it here for people who don't use discord). If someone does take the time
   to make these patches, feel free to share it and I'll add them to the downloads section! It would really help
   me out a lot since I have lots I want to do with the mod but only so much time.

 

~Dairy Things~

 

Although I said I'd make a whole expansion for milk and cum, I got really busy irl so I will be adding a bit now
and the rest will come in future updates.

 

Dairy fixes/changes:

 

~Buildings~

 

-  The old Dairy Farm has been renamed to Sapient Dairy Ranch. It provides 4 milk cow jobs and can be upgraded to a
   Sapient Dairy Estate, which provides 8 milk cow jobs.
-  Base game slavery policy has no more effects on happiness when having dairy buildings.
-  You can unlock Sapient Dairy Ranches by researching the new Lactation Drugs tech. No more guessing how you'd even
   get enough milk from humans (as an example) to replace farming lol.
-  To get the Lactation Drugs tech, you need to research Genome Mapping (base game tech) and should give you an idea
   of how early it will show up.
-  The Milk Cow Specialization tech now requires you to have the Lactation Drugs tech first. Can't specialize milk
   cows if you don't even have any. It also gives a permanent +5% boost to all milk cow jobs (stacks with other
   bonuses).
-  Added resort colonies as potential building sites. It doesn't really make that much sense to have milk cow jobs
   on them, but who am I to stop you!
-  New Specialized Creamery building! Limited to one per planet, it boosts all milk cow jobs by 30% and gives 10%
   happiness due to yummy exotic creamy stuff! Requires Advanced Food Processing (base game tech) to unlock.
-  Made a new Dairy World planet designation to specialize your planets even more. It's pretty basic, but can be
   very strong if used right. It gets unlocked when you unlock the dairy buildings.

 

~Other~

 

-  Robots should no longer take dairy jobs if they don't have the right parts for the job.

 

Fixes/changes:

 

~Hybrids~

 

After a lot of testing and some frustration due to things paradox changed, I decided to rework how lv's hybrid
system works (again lol).

 

-  The Intercompatible Womb and Intercompatible Sperm have been remade. They cost 0 and give a growth bonus.
-  The two new traits work as "anchors" for events and other things to scope to. A species can only have one
   or the other. So as an example, giving an all female species the womb trait and some other species the sperm
   trait will trigger hybridizing.
-  The intercompatibility AP (lv's hybrid AP) has been removed and replaced by a tech called Hybridization
   Mastery. This unlocks the "new" traits and since it's a tech, it will save an AP slot as well. You'll need
   Gene Tailoring for it to start showing up as a research option.
-  Biological Mimicry unlocks it for machine empires (like with most lv traits).
-  Mono-gender starts will have it as a tech option from the start (kind of) and get a substantial bonus to
   progress. It being a tier 4 tech does mean it will still take some time to actually research though.
-  You just need to genemod the traits onto the pops/species you'd like to hybridize.
-  Policies will unlock that allows you to control whether you'll allow pops without these traits to be
   "converted" into all female or all male by pops with the new traits (yes you can now outbreed other pops
   for those that wanted this lol).
-  No more lv hybrids AP means no more overwriting that base game file, which means better compatibility with
   other mods that modify AP's.
-  Reworked and readded the Nano Forge Womb trait. It will now create robots much like the above hybrid traits,
   but will also produce living metal when pops that have this trait work LV jobs.
-  Robot hybrids can be random or the same as the "father" species. This has a slight side effect which causes
   new "identical" robots to be put in their own species type. I suggest using the mod I recommend in the new
   recommended mods I hopefully remembered to add! It should fix or at least help with species spam.
-  You can disable or enable new pop creation at any time in the LV options menu.

 

~Other~

 

-  Redone ALL gfx assets and converted them to use the correct .dds settings stellaris wants. Apparently the game
   cares more about it these days than it used to.
-  Removed the oversized event pics as I have little time to make a proper custom window. I was trying to avoid
   this, but I have no plans on making my own window in the near future. I have however changed all events to use
   "diplomatic" windows, so the pics are still bigger than normal events and they have an actual event frame too
   now. The downside is being limited to horizontal or very much cut off pics, which is why I wanted to avoid
   doing this.
-  Another side effect of using diplomatic windows is that some events might seem a bit empty or unfinished. This is
   just because the text and options are really meant for the normal windows. There's technically nothing wrong with
   the events, but some might seem a bit underwhelming with all the extra space I guess.
-  The smaller pics patch is now no longer necessary and will only be needed for older versions of LV. I will try to
   make this as clear as I can in the installation instructions on the mod page.
-  The above took a lot more time and work than I thought it would, so you can blame that for some of the delay lol
-  Reworked the "event_mods" file. This means popups, pop modifiers you get from synergies and a lot of hidden
   event maintenance have been changed. Other than the obvious things like modifiers being planet modifiers now and
   maybe some performance improvements, you shouldn't see much of a difference as a player.
-  A placeholder breeder job that's basically a copy of the spawning drone, but for normal empires. This
   will be made better with time. If pops don't take the job, just remove one from another job and they should
   take new jobs.
-  Some trait synergies will give planet modifiers that give the above breeder job as well as other lv jobs
   (eventually).
-  The breeder job is affected by lv trait bonuses, but in a limit way for now. This means things like bonuses
   to sex jobs and such. When I make a more permanent version of this job, I'll add all the bonuses to that one.
-  A new tech for non-xenophobes which make tentacle blockers give 6 breeder jobs. The tech also removes the
   district penalty from tentacle blockers. You need the Tentacle Removal tech first so if you want the new tech
   called Tentacle Symbiosis to make the blockers valuable, be patient! I added a little description to the first
   one to hint at a second tech.
-  You get spawner drones (base game job) instead of breeders if you are a hive mind.
-  Reworked and fixed megacorp pop stealing event.
-  Excess Estrogen/Testosterone synergy removed. I plan on reworking/expanding these traits soon and will probably
   add synergy back to whatever comes from that.
-  Added necroids patch to main mod.
-  Reduced the chance of getting lv traits on leaders.
-  Hiveminds can no longer get the Highly Submissive leader trait.
-  Changed some image's compression methods to reduce archive size a bit.
-  Fixed some localization errors.
-  Lewd Mind now costs -5 (was -6).
-  Sex Crazed now costs -7 (was -5).
-  Updated all techs to work better with new things added by recent dlc's.
-  Intergalactic Prostitution Industry tech: Removed the -5 stability loss. It being an empire wide debuff was
   bad. Instead, it buffs sex jobs by 10% now, but went up a tier of research so you get it a bit later.
-  Sex Slavery tech now gives a 5% boost to sex jobs.
-  The Prostitution Prohibited policy option has been changed to increase crime instead of reducing stability.
-  All Female and All Male traits now allow much younger leaders to spawn. This should help people who don't
   get any age extending traits with all male as they die kind of fast.
-  Made lithoids less likely to take LV jobs if there are biological pops on the planet.
-  Made biological pops slightly more willing to go for LV jobs if there are lithoids on the planet. (stacks with
   the above thing)
-  Reworked purge events. They should work again hopefully.
-  Made some new and hopefully better job icons.
-  Fixed the lewd rooms sub mod.
-  Fixed all loading screen sub mods. This has reduced their size significantly so it should also improve loading
   times for the bigger packs.
-  Removed old and misleading "starts with the ability to assimilate" localizations from lv hive minds. I removed
   that ability a while ago for compatibility reasons and just forgot to remove it from those civic descriptions as
   well.
-  Aligned all lv techs to have closer to base game costs and weights.

-  Other things I probably forgot about!

 

Possible questions:

 

-  Why make LV traits produce SR's directly and not put it in social classes like where the lithoid SR traits get
   their production from? Simply because compatibility is more important. I'd have to overwrite base game files,
   which would conflict with any other mod that does the same like most total conversion mods. This causes a little
   more lag maybe, but doesn't break other mods or them breaking LV.
-  Why don't SR production on advanced traits get multiplied (and get cancelled out) by the output multipliers?
   Because if the trait has a base production that gets multiplied by having the same trait that gives it, I might
   as well just boost the base production. It also keeps things a little more balanced as the advanced traits are
   already very overpowered.

 

Notes:

 

Sorry about the delay! lol

 

v0.5.0.3

 

Fixes/changes:

 

-  Fixed pop up event settings. Just silly copy-paste errors I made, sorry about that lol.
-  Increased the timeout for pop up events. They shouldn't be spamming anyway, but they are apparently
   so this should help with that.
-  Fixed planet checks for pop up events. They should now only trigger once per planet. Then only ever
   trigger again after no more pops qualify, then qualify again.
-  Increased job weights. I'll keep modifying these until a good balance is found since I don't want to
   overload them (yes that can happen).

 

Notes:

 

I've been a bit busy irl, but will start modding again soon. So far I have 4 main focus points I'd like
to work on. Those are a better/proper event window, milk/cum expansion, hives rework and lv's own
portrait set. I'll do the portraits as I do the others, but I'll probably take a vote or something soon
to see what people want me to work on first.

 

 

 

 

Discord:

 

Discord_logo.png.2dfb694417ca7913b41b531a8b144c61.png

 

You can join the discord server here. If you want help, you're more likely to get it there.

 

 

 

Credits/Contributions:

 

  •       Onimonipea for his BnB mod and allowing me to update/integrate it. 
  •       darkspleen for his MASSA mod and allowing me to update/integrate it.
  •       MK40 for all his work on MASSA with darkspleen.
  •       tarin for his The Galaxy is a Dark Place mod and allowing me to update/integrate it.
  •       theman221 for his SG mod. Even though I haven't taken over his mod, I have appropriated some ideas and reworked mechanics from it.
  •       Toronam for his SSX mod and allowing me to take some ideas from it.
  •       Buttson117 for his Sexopolis mod.
  •       Zaroth_0 for ideas and localizations.
  •       Tamwin5 for help with ideas, balancing, organizing the new people and sending me motivation!
  •       Dagome_Iudex / Rein for event ideas and helping with guides.
  •       vunrtdofrt for optimizations and saving me a lot of time.
  •       Raana for ideas and civics.
  •       Noots for the traits they made.
  •       Boss Hoss, Cleadaro7 and Woon for organization and hiring LalaLexxi (voice actress) for the advisor add-on!
  •       Creeper for trait descriptions, megacorp civic icons and other art assets (eventually). Also see his mod here because why not!
  •       Xanderdraft117 for working on the basic code for the megacorp buildings and civics.
  •       Alobee for art assets. Specifically the new megacorp buildings.
  •       Kyiper for his crime events!
  •       Kan por sus anomalías!
  •       glanducra por sus retoques híbridos!
  •       abs_nobody por su parche 3.3 que me ahorró mucho tiempo!
  •      Todas las demás personas en Discord que no mencioné porque olvidé sus nombres (¡lo siento!)

 

 

 

Artistas:

 

 

 

 

Mantendré este post actualizado tanto como sea posible. Sin embargo, estoy haciendo esto en mi tiempo libre y solo soy una chica... ¡así que ten paciencia! jajaja

 

 

Frascos de propinas!

 

patreon_tips.png.53da9437f7239525b930213d478caf6d.pngKo-fi_tips.png.77236a2258962adfb423fa4090f14344.png

 

¡Cualquier apoyo me ayuda a mantenerme motivado!

 

Permisos:

 

  •       Pregúntame antes de usar cualquier cosa dentro de este mod. Esto no incluye obras de arte de los artistas enumerados y cualquier idea copiada directamente de otras modificaciones.
  •       Además, ¡no cargues esto en ningún otro lugar, por favor!

 

 

 

Licencia Creative Commons
Este trabajo tiene una licencia Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License .


  • Remitente
  • Presentada
    08/04/2019
  • Categoría
  • Requiere
    ¡Tomar de las manos!

Ver archivo

Buenos días, tardes o noches.
¿Cuál es la versión para descargar? Es que el mod no me responde con las descargas desde la pagina principal.

Posted
2 hours ago, Rodjort2 said:

Buenos días, tardes o noches.
¿Cuál es la versión para descargar? Es que el mod no me responde con las descargas desde la pagina principal.

The newest version, always the newest version.

 

La versión más nueva, siempre la versión más nueva.
Posted (edited)

Woah, all of that sounds absolutely amazing. But I have one request:

 

4 hours ago, Lithia<3 said:
  • "Kinky Void" to be fully integrated and updated (with permission ofc).

 

As amazing as that is, would you also be willing to integrate/update All You Need Is Loving? If nothing else the new Sexual Slavery mechanics (specifically an actual Sex Slave job that replaced Domestic Servant jobs if you had the Prostitution policy set to Slavery) alone made that submod worth the download. The mod is officially abandoned (again) according to the author and gave open permission for someone to take it over:

 

 

On 9/18/2021 at 9:57 PM, klkadf said:

I am very busy these days and I can only afford to translation. So if everything goes as I expected, then the mod is abandoned and I hope someone else can take over and update the mod.

Edited by meatstroke
clarifying something
Posted

Thanks for the update Lithia!  You have some great ideas there, and I look forward to seeing how you implement them.

 

 

11 hours ago, Lithia&lt;3 said:

 

  • "Kinky Void" to be fully integrated and updated (with permission ofc).

 

Very cool, thank you!

Posted

May I ask a question about trait_lv_aggressively_adaptive_reproduction?
Is the trigger of this trait only related to lv_pop_events.txt? Is it possible to change the trigger time interval and also trigger on AI?

thx

Posted (edited)

So boys and girls, after ten hours of playing with this mod (and a few others), I think it's time to talk about... *inhales* ...balance. Yes, about this mythical thing, which (according to the 0.6.8 changelog) was finally annihilated.
This will be a long post full of criticism (as healthy as possible), as well as suggestions and comments on how, in my opinion, this mod can fit into the game in the best way.
But first of all, I should indicate how I see and understand the resources used in the game, based on their descriptions and gameplay application. This will help you better understand why I suggested certain changes:

  • Minerals - ores, common minerals (processed and raw), simple metals, as well as various composite building materials and substances;
  • Food - all the most diverse types of food in one form or another, processed or not;
  • Consumer goods - the widest range of MATERIAL goods of various origins and applications.
  • Alloys - metal alloys of great complexity, requiring advanced technologies and high energy costs for their production;
  • Exotic Gases - exotic, incredibly rare gases, consisting of complex chemical compounds, and requiring very complex technologies and mechanisms for their extraction and production, are used in science and medicine;
  • Rare Crystals - hard to-produce/to-mine minerals used in energy weapons and systems, advanced electronics and the most expensive jewerly and adornments;
  • Volatile Motes - particles containing huge amounts of energy used in the production of weapons and chems. industry. Like gases and crystals, they are incredibly difficult to both mine and produce.
  • Living Metal - extremely advanced, almost supernatural material. Irreproducible.
  • Nanites - microscopic, incredibly technological machines capable of interacting with matter at the finest levels. Irreproducible.
  • Zro - a psionically active substance of unknown origin. Irreproducible.
  • Unity - an abstract resource that reflects the will and support of the leader by population;
  • Amenities - all kinds of NON-MATERIAL goods and services (religion, art, etc.);
  • Pop - an abstract unit of the population, representing a certain proportion of it at a specific moment (1/60, let's say). It is difficult to tie it to a specific number, but even at the start of the games, I think this number will be no less than "tens of millions". At the same time, with each new "pop" the total population grows.

Now, let's go...

 

Traits:

All traits added to LV have a very large "amplitude" of their cost. This leads to the fact that standard traits are either difficult to take (when one positive trait from LV forces you to take 2-3 negative basic traits), or vice versa, too easy (one "fat" negative trait from LV, and a bunch of positive standard ones). It also often forces you to balance LV traits exclusively with each other. It is definitely necessary to normalize the cost of all new traits, in most cases along with scaling their effects.

 

  • Soft: I see no reason why housing usage should go down at all.
  • Adorable: Well, being adorable doesn't make you more durable, compact, and/or less demanding in terms of management, so the habitability, housing usage, and empire sprawl changes need to be removed.
  • Sexually Gifted: Remove (or reverse) housing usage change, lower Leader Experience Gain.
  • Submissive: empire sprawl bonus is too big (this type of bonus is quite rare in general), -5% will be more than enough.
  • Masochistic: I think army health bonus should be changed from +10% to -5%, and add +5% to army morale. Still, masochism is about enjoying pain, and even striving for it (which means getting injured/damaged).
  • Sexual Pheromones: again, the housing usage change should be removed.
  • Targeted Pheromones: The housing usage change and the PRODUCTION of Exotic Gases should be removed.
  • Nudist: an absurdly large habitability bonus comparable to one job place in gene clinic. Should be reduced to 1%, or removed completely.
  • Exhibitionist: level cap and experience gain bonuses should be removed. Enjoying nudity doesn't make you smarter or more capable ;)
  • Honey: wax housing? :D The bonus should be removed, and the food production bonus replaced with a pop upkeep (organic) bonus -5%, since "honey" can be a noticeable part of the diet.
  • Exotic Honey: housing usage and habitability bonuses should be removed, as well as PRODUCTION of volatile motes, and food production replaced with pop upkeep bonus -10%.
  • Natural Anal Lube: amenities usage bonus should be removed, Consumer goods bonus should be reduced to +5%, Alloys bonus (lol) should be removed.
  • Oviposition: Production Food bonus should be removed. After all, laying eggs is a POSSIBLE way of reproduction, not necessary (according to the description), when unfertilized eggs are usually eaten.
  • Neuron Saliva: research production should be replaced with a 5% bonus to scientific jobs that this pop occupies. All dairy bonuses should be removed.
  • Excess Testosterone: Unity bonus should be changed from +10% to -10%.
  • Large/Huge/Multiple Breasts: We have separate jobs for hucows, as well as their performance bonus, so the processing bonus to Food should be dropped (livestock bonus should be kept if they can't be milk cows, but should be expressed in %, for example +5, +10% and 15%), also it seems to me that 3-4 pairs of medium breasts will produce more milk than one pair, although "huge", so the milk cow output bonus should be +10%/+15%/+20%.
  • Fuckable Nipples: A very controversial trait. Fuckable nipples itself nor "tunnels" hardly increase milk production (storage too, to be honest). You need to either change the name/description of the trait (like, "gigantic/tremendous breasts"), or significantly change its effects.
  • High Volume Lactation: Milk Cow Upkeep bonus here is absolutely absurd and should be removed.
  • Highly Nutritious Milk: It might be worth changing the leader lifespan bonus to +5.
  • Fizzy Milk: Exotic Gases PRODUCTION should be removed.
  • Aphrodisiac Milk: "Cuddle culture" group should be removed, as well as milk cow output bonus and ZRO PRODUCTION.
  • Drooling Vagina: considering the description, the penalty to Consumer goods is a bit big, I think +5%-10% is more than enough, bonus to Milk Cow Output should be removed.
  • Shapely Ass: once again, bubbly butt won't help you survive in the nuclear wasteland :D Habitability bonus should be removed.
  • Breeder Hips: Same as above.
  • Large/Huge/Multiple penis/-es: Both Food bonuses are very questionable, I would remove them, also the "multiple" trait seems missing happiness bonus (+5% I think would be enough).
  • High Volume Ejaculation: Again, the Food bonus looks overkill. No, of course, it is quite possible to consume semen for food, but equating this with the production of cereals and other things is nonsense.
  • Aphrodisiac Cum: empire sprawl bonus should be removed as well as zro PRODUCTION.
  • Addictive Cum: pop growth speed values should be exchanged - basic growth +10%, from immigration +25%; Pop housing usage, empire sprawl and dark matter PRODUCTION bonuses should be removed. Army morale bonus should be reduced to 10%.
  • Dominant: A very complex and internally unbalanced trait, in my opinion. All bonuses/penalties in "Likes Being in Charge" and "Hates Submitting" groups should be reduced by 2-3 times.
  • Sadistic: army damage is too much, +10% is more than enough.
  • Sex Crazed: The bonus/penalty effects are too strong. I think this trait should be a slightly more negative version of "Lewd Mind" rather than a productivity destructor.
  • Seasonal Breeders: The pop growth and habitability penalties are too high. -15%-20% and -10% respectively will be more than enough.
  • Small Breasts: Food processing penalty should be removed and livestock penalty should be in %, maybe -5%.
  • Watery Milk: Should change the leader lifespan penalty to -5, and move the happiness penalty to the "Small Breasts" trait.
  • Small Penis: Remove Food bonuses.
  • All Male/Female: leader lifespan should be +/- 5, max 10 years.
  • Intercompatible Womb/Seed: These traits are basically the equivalent of Xeno-Compatibility, and to be honest, I don't think they're needed in the game at all. Moreover, the pop growth bonus that they provide looks far-fetched - each pop breeds as if "among themselves", and the presence of other species should not affect the reproduction rate in any way.
  • Nano Forge Womb: nope, just nope. Trait directly contradicts the description of living metal in the game (it's more like nanites), and allows you to PRODUCE it. Also, some piece of nanomachinery instead of juicy fertile womb not sexy AF ;( Trait should be removed.
  • Perfect Hybrid/Titanic Evolution: should apply the same changes as for the traits they combine.
  • Pheromone Generators: The pop housing bonus is out of place here. It is better to replace it with a bonus to happiness (+5%).
  • Maternal Programming: "Nurturing" group should be reworked: Food production should be replaced with Food Upkeep bonus -5%, remove pop housing usage bonus, resettlement cost change to -10% ~ -15%.
  • Breast Attachments: The bonuses don't exactly match the name and description of the trait. A small happiness and job productivity bonus and/or something similar would be more appropriate.
  • Custom Fleshlight Slot: As above, the bonuses are far-fetched and don't match the trait. Maybe something like happiness and pop upkeep usage bonus, since we are talking about "frictions" ;)
  • Synth Breasts: pop housing and empire sprawl bonuses should be removed.
  • Synth Vagina: Credits and housing usage bonuses should be removed.
  • Lushtech Synthetic Womb: A tricky trait. The description implies that pops with this trait should speed up the "assembling" of synth/organic pops, as well as their own if pop is synth - I think it is necessary to add a synergy bonus that will be responsible for this. On the other hand, unity and resettlement cost bonuses should be removed, as well as nanite PRODUCTION.
  • Sex Bots: same changes as for the traits it combines.
  • Paternal Programming: change army damage bonus to +10%, set resource bonuses to +5% ~ +10.
  • Custom Dildo Attachment: Same changes as "Custom Fleshlight Slot".
  • Synth Penis: same changes as "Synth Vagina".
  • Omni-seed Fabrication Modules: Same changes for the "Perfect Breeder" group as "Lushtech Synthetic Womb". Food bonus and nanite PRODUCTION should be removed.

 

That's all for individual traits. In general, i want to add the following:

  • You may notice that I often did not suggest changing the penalties that traits provide - I think that in most cases it is not necessary to change them, or it will be enough to reduce their value appropriately when traits prices are normalized.
  • Also, I didn't suggest any changes to the Sex Jobs Output, because I think that this parameter should be balanced with the changes made to LV jobs... The situation is similar with the maintenance/production of Milk Cows.
  • The mod adds a lot of technologies that increase the amount of trait points, often their number is quite excessive. But what we really need is more trait picks. At least 1-2 extra slots for traits that we could get in mid-/late-game. I don’t know if it’s possible to implement it, but it’s definitely worth thinking in this direction.
  • Combo-traits is a very interesting idea and I fully support its further development. It might be worth trying to make the combo "tiered" (e.g. tier-1 combo-traits combine normal traits, and tier-2 only combines tier-1 combo-traits). In the case of further addition of new trais to the mod, this may be an interesting and useful mechanic. Also, I would try the option when the combo-traits become dependent on the study of any technologies, and / or on the observance of any other prerequisites (maybe the obligatory presence of all the traits that it combines in the modifiable race, etc. .)

If some traits are not mentioned, then no changes are required for them.

 

Next, Jobs:

  • Milk Cow: it remains a huge mystery to me how hucow milking, before any bonuses, can be 25% more efficient than growing food (cereals, vegetables, fruits, etc.) in the traditional way... Moreover, the food consumption of simple farmers and cows is absolutely the same, despite the fact that the latter produce food literally with their own bodies =/ No offense to lovely hucows, but their food production should be reduced to 3~4 and food upkeep should be increased to at least 1.5~2. Also, maybe its worthy add a bit of consumer goods production (0.25~0.5), as dairy subproduct.
  • Escort: almost the same situation here, while the priests and bureaucrats produce a measly 4 units, the escort manages to produce 8... 8! With all due respect to sex and sex workers, but this looks like some kind of joke... Unity of escort production should be lowered to 1~1.5 and consumer goods upkeep to 0.75~1. Also, 1~1.5 amenities production should be added, and 0.5~0.75 trade value production, it's high-class "specialists" with specific skills, after all.
  • Whore: usually, this word is associated with a banal quick fuck in the alley, so unity production should be completely removed, trade value production should be reduced to 0.25~0.5 (yeah, whores cannot produce trade value, almost equal to top-strata merchants) and consumer goods upkeep must be near 0.1~0.25.
  • Concubine: why do we need priests when concubines are 50% more efficient? :D Unity production should be reduced to 0.5~0.75 and trade value should be reduced to 0.5~0.75. Consumer goods upkeep should be set 0.5~0.75.
  • Comfort Worker: "feeding option" needs to be changed (they don't "produce" food in the usual sense, they can reduce the need for it a bit), so food production should be changed to food upkeep bonus for all pops, -0.5% ~ -1% per each comfort worker. Unity production looks out of place, it should be removed. Amenities production needs to be reduced to 0.5~0.75 and consumer goods upkeep to be increased to 0.15~0.25.
  • Breeder: unity production is extremely questionable here, I think it should be removed. As for the pop growth speed... bonus, although huge, it's hard to argue with it (all-life pregnant ladies, with triplets+... mmm...), however, this job is affected by many traits that have nothing to do with to childbearing, and moreover - in the description of the traits themselves it is not indicated that they can have such an effect ("Soft", for example). So the effects of traits on job should be corrected for their description... and common sense.
  • Sexologist: here we have a strange hybrid of a scientist and a dildomaker... And I think this idea is fundamentally wrong, primarily due to the fact that with this decision we ourselves limited the number of new jobs that could be added with the mod (but more on that later), so the production of consumer goods and trade value should be removed in any form. As for "science" - the sexologist, as I see it, should be an analogue of a simple researcher with some inclinations: physics, social, engineering research production should be 3-6-3 (-25% / + 50% / -25% on compared to normal one). However, we can still use thematic planetary decisions associated with this job type, for example: "sextoys design focus" (3-3-6), "multifactor 'science' stimulation" (2-7-2), "anaphrodisiac pulverization" (5-2-5), each of which can have additional effects on the sexologists themselves, like changes in happiness, pop growth, etc.
  • Gem Incubator: boner killer. If I can still somehow imagine the "production" of minerals inside the human body (my kidneys did that lol), but hi-tech alloys?! Absolute nonsense. This job should be transformed into something like a "fluid biochemist", which deals with obtaining substances from a wide variety of bodily fluids (mostly, sexy-ones ;) ). Minerals production should be the same as miner's or slightly less, but upkeep should be 0.1-0.3 food (additional food for fluids 'producers') and optionally ~0.1 consumer goods (reagents, equipment). Thus, part of the pop produces fluids, and part of it processes them. Alloy production should be removed completely.

 

We are done with the existing jobs. Since I proposed a major change of sexologist, it is definitely required to add a job dealing with the production of consumer goods.

This could be "Toys Constructor", an equivalent of artisan (like an artifactor), capable of producing both regular goods and special ones ;) Consumer goods production should be 5~6, and a production of 0.5~1 trade value should also be added. Upkeep standard, 4 minerals.

Also, a job is required for the production of alloys... It's not easy to come up with something sexy in a field like metallurgy, but I think something like "Sexallurgist" will do, like the job suggested above, should work on a 50/50 basis: half pop collects, concentrates, and transforms for later use the so-called "sexergy" (emotions, subtle psy vibrations, etc.), and the other half of it "produces", in small high-tech broth forges... Forges, yes :D It should produce 2~3 alloys, with upkeep of 3~4 minerals and 1~2 food.

 

All suggested changes should be applied to analogues of these jobs for lithoids and hives.

 

Now for the Buildings:

 

This section will be closely related to the jobs section in many ways, since it is similarly related inside the game.

  • Sexopolis/Tentacle World: Shown in one block as they are almost identical at the moment, but Tentacle World is better and MUCH cheaper. There is definitely a need to rebalance these types of worlds and make them more specialized. At the moment, Sexopolis is TWO TIMES cheaper than Ecumenopolis. Why - it is not clear at all, the price should be standard 20K minerals.
    At the same time, Sexopolis should have a more pronounced technological bias of districts: residential, consumer goods (toymakers), sexallurgists, science (sexologists), red lights district.
    A conversion to Tentacle World costs a ridiculous 5000 credits, while tentacle seedlings (decision) costs 5000 food... Do you see the difference in scale? The conversion cost should be greatly increased to 7500~10000 credits and 7500~10000 food. As for specialization, as opposed to sexopolis, it should be more "biological": residential, minerals ("biochemists"), dairy, reproduction, red lights.
  • Sex Ring World: I can't say anything specific since I haven't played with it, but I think the same +/- changes can be applied.
  • Impregnation facilities: for some reason, there is no energy upkeep cost, although in theory they are a kind of "clinic". 2-3 credits for tier 1 and 4-5 for tier 2 should be fine.
  • Comfort Zones: energy upkeep cost is a bit high, 1~2 will be ok.

 

Finally, I would like to mention wishes/suggestions for LV in general:

  • Continue integration of smaller and especially abandoned mods. "LV Expanison" (with a huge rework), "Family Oriented" are some of the main candidates.
  • Might be worth considering creating a compiled submod portrait pack (like loading screens), with some traits tied to specific races. "Vanilla Framework" is a good example, I think.

A-a-a-a-a-nd I think it's worth stop fow now... definitely :D

 

It was a huge sheet of text, but still I am 100% sure that I did not mention some things... Nevermind.

I am fully aware that this post was rather harsh and sarcastic in places, but don't get me wrong: I wouldn't have spent a lot of time summarizing and writing it all if I didn't want this mod to continue to develop and flourish.

 

And, of course, thank you, @Lithia<3. You've done a great job, and I hope you continue to do so in the future, one way or another.

Making use of both "heads" is always more fun ;)

Edited by Hideroz
Posted

Zro - a psionically active substance of unknown origin.

 

Oh, the official origin's known.  Remains of psychic people.  Look up the Zroni chain.

Posted
35 minutes ago, Bloodly said:

Look up the Zroni chain.

 

Never encountered this chain in hundreds of hours, but looked through the zroni chain in the localization files...

Based on the events text, the conclusion remains the same - Irreproducible.

Posted
18 hours ago, Hideroz said:

So boys and girls, after ten hours of playing with this mod (and a few others), I think it's time to talk about... *inhales* ...balance. Yes, about this mythical thing, which (according to the 0.6.8 changelog) was finally annihilated.
This will be a long post full of criticism (as healthy as possible), as well as suggestions and comments on how, in my opinion, this mod can fit into the game in the best way.
But first of all, I should indicate how I see and understand the resources used in the game, based on their descriptions and gameplay application. This will help you better understand why I suggested certain changes:

 

I was about halfway through a long-winded effort to respond to all of these but, honestly it sounds a lot more like nitpicking rather than an actual attempt at balance. Too many statements in your post are opinionated rather than justified. I think having interesting ways to produce strategic resources makes the game fun, even if it may seem like it breaks the 'lore'. While I agree that Xeno-Compatibility Lite traits should be removed, I hate it for reasons related to performance, and not the bonuses related to them.

 

Porn mods aren't meant for balance, but I find that the AI takes advantage of these things just as well (if not often better than) the player. It especially makes diplomatic builds more enjoyable. At the end of the day, if you want the game harder, you need to up the difficulty and seed in more aggressive breeder/prude civs. Make it easier by seeding more diplomatic civs. For this reason, I disagree with most (but not all) of the points you've made (cum isn't good food, we both agree there).

Posted
1 hour ago, Phaseus said:

Porn mods aren't meant for balance

 

But like most gameplay mods, they affect it, and are themselves affected by it. Ignoring balance that the developers have not easily achieved, or even deliberately destroying it "just because", is something that I will never agree with and will never accept.

 

2 hours ago, Phaseus said:

At the end of the day, if you want the game harder, you need to up the difficulty and seed in more aggressive breeder/prude civs. Make it easier by seeding more diplomatic civs. For this reason, I disagree with most (but not all) of the points you've made (cum isn't good food, we both agree there).

 

The point is not to make the game easier or harder, but to keep it "as usual" in terms of difficulty, while making it more diverse and varied in terms of mechanics and content. Without need to make changes to the usual set of game rules/settings.

Posted
16 hours ago, Phaseus said:

Porn mods aren't meant for balance, but I find that the AI takes advantage of these things just as well (if not often better than) the player. 

 

Exactly. Nothing wrong with offering ideas for nerfing some of the traits to make them a little less OP, but if you're looking for strict balance in a porn mod, you're looking in the wrong place.

 

It's better to embrace the lack of balance because the priority with a mod like LV is smut and flavor, not gameplay balance. And like you said, even with all the traits being as OP as they are, the AI is pretty good at taking advantage of them, and it actually gives them a much-needed boost in some cases, sometimes even making them competitive with the player.

 

As Syndrome said in the Incredibles: "When everyone is super, nobody is."

Posted
On 8/16/2022 at 11:39 PM, Hideroz said:

 

Making use of both "heads" is always more fun ;)

I 100% agree with this quote. It's annoying how often porn games turn out to bporn games because of a "just turn your brain off" mentality that everyone else approaches them with.

imo though, my big petpeeve with stellaris is that the base-game balance isn't extreme enough: You get a huge variety in species and empires, but they all feel samey because the end result is just a 10% boost to one number and a -5% reduction in another number. I like that LV has much more extreme effects, making my empire-creation choices feel more impactful. But I agree that effects that don't make sense should be removed.

Posted (edited)
On 8/17/2022 at 2:39 AM, Hideroz said:

This will be a long post full of criticism (as healthy as possible),

...

 

Traits:

All traits added to LV have a very large "amplitude" of their cost. This leads to the fact that standard traits are either difficult to take (when one positive trait from LV forces you to take 2-3 negative basic traits), or vice versa, too easy (one "fat" negative trait from LV, and a bunch of positive standard ones). It also often forces you to balance LV traits exclusively with each other. It is definitely necessary to normalize the cost of all new traits, in most cases along with scaling their effects.

...

 

I would try playing a cost adjusted version of the mod, especially if it addressed the "trait picks" issue mentioned later.

 

That said, I have no problem with the idea that hypersexuality specifically produces psionic benefits. (In real life, both would be roughly equally cringey (edit: presumably because of sad stuff like our evolved response to vd vs our cultural responses to scammers), and that's good enough for me...) So, I would be disappointed if that association were removed.

 

But ... I would not ask someone else to make an updated version of the mod for me.

Edited by sen4mi
Posted
On 4/24/2022 at 9:50 AM, RizaPascal said:

Organic assembly does not seem to be working i have gene clinics but the game says there are no species that can be assembled. The only other gameplay affecting mod i have is Starchild's LV Expansion, also i seemed to be able to explore planet and find missing pops an infinite number of times so i can get as many of those jobs as i want, is this working as intended.

 

I realize this is an old post but it's the only one I could see talking about the issue of organic pop assembly.

 

Here's the current state of things, as far as I can tell: Gene Clinics, Impregnation Facilities, Tentacle Districts, Tentacled Lifeforms, etc. all give you jobs that boost organic pop assembly. But they don't give you the ability to perform organic pop assembly in the first place. That capacity seems to be the limited to hive minds and those with clone vats from the Engineered Evolution ascension perk.

 

No idea if that's intended, since it does seem weird that you can accrue hefty bonuses to something that you can't actually do.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...