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Posted
26 minutes ago, Reaper121 said:

So far they've adapted to every environment other than Tomb World, so I kinda have that aggressive adaptibility going for me anyway.

 

Right! I wonder if we can get that as a civic or a trait? The more species that pick it up might reduce the different number of pops on a normal playthrough. 

Posted
12 hours ago, Sybian said:

 

Right! I wonder if we can get that as a civic or a trait? The more species that pick it up might reduce the different number of pops on a normal playthrough. 

For traits, you could do an invasive breeders thing, basically outbreeding the competition, incorporating them into their own species, without any sub species stuff. Think of it almost like the Asari from mass effect, they can breed with anyone, but they only ever pop out other Asari. You get the kinda narrative of inter species breeding, without the hybrid nightmare or genocide.

Posted
16 hours ago, Sybian said:

 

Right! I wonder if we can get that as a civic or a trait? The more species that pick it up might reduce the different number of pops on a normal playthrough. 

Have you tried "Gentle Snu Fever"?

That somethimes casues an event which replaces 2 pops without that trait with a pop which has that trait.

Posted
7 hours ago, Fakenet said:

Have you tried "Gentle Snu Fever"?

That somethimes casues an event which replaces 2 pops without that trait with a pop which has that trait.

 

That is "aggressive adaptability" in LV now. 

Posted
14 hours ago, Sybian said:

 

That is "aggressive adaptability" in LV now. 

Yes but you asked for a trait and I have given you the name of the trait that is already in LV.

Posted

ok, SO... here's my issue :

I just reinstalled stellaris. Legit copy (this time^^).

Got all my mods working after 2 days of work, both from Steam and LL. EXCEPT the sub advisor.

I put the ".mod" and the file in the MOD file, like all the others. And just to be sure, i delete the line "path" inside the ".mod" (I did it with all my other mod, works just fine). Didn't touch the "gfx", localisation and sound files. 

Even the launcher say it's fine ('cept the usual "for older version", but that's not issue). I tried to put it 1st, I tried to put it last, nothing.

 

 

So here's my issue : the sub advisor don't appear at all. Help. (Don't hesitate to go full tech, i can take it)

Posted
6 hours ago, Tarango said:

ok, SO... here's my issue :

I just reinstalled stellaris. Legit copy (this time^^).

Got all my mods working after 2 days of work, both from Steam and LL. EXCEPT the sub advisor.

I put the ".mod" and the file in the MOD file, like all the others. And just to be sure, i delete the line "path" inside the ".mod" (I did it with all my other mod, works just fine). Didn't touch the "gfx", localisation and sound files. 

Even the launcher say it's fine ('cept the usual "for older version", but that's not issue). I tried to put it 1st, I tried to put it last, nothing.

 

 

So here's my issue : the sub advisor don't appear at all. Help. (Don't hesitate to go full tech, i can take it)

i didnt have to edit anything to get the advisor to show up. have you tried just slapping it in there without touching it it?

Posted
11 hours ago, indolu said:

i didnt have to edit anything to get the advisor to show up. have you tried just slapping it in there without touching it it?

Gave it a shot. Delete the mod (and the launcher-v2.sqlite file to clean the modlist). Put it at the bottom without touching the files.

... AND IT WORKED!!  I fkin love you mate. :)

Posted

Just for if anyone wants to take a crack at fixing this little bit of hilarity or if OP see it, you can currently print consumer goods with sexologists labs. for some reason the decisions to make it create consumer goods still gives plenty of research and turns a handful of consumer goods into roughly 3x-5x the amount spent on upkeep.

Posted
On 2/1/2023 at 2:55 PM, Fakenet said:

Yes but you asked for a trait and I have given you the name of the trait that is already in LV.

I meant untied from the origin.

Posted

Economic categories lack robot_servant as a valid pop category for their bonuses, resulting in non-free robot pops not benefiting from LV traits.

Posted

wondering if my experiences are unique or not but have not had megacorp branch buildings show up. no other mods active. just vanilla buildings. I have the two prostitution civics if that means anything as well.

Posted
13 hours ago, jang0 said:

wondering if my experiences are unique or not but have not had megacorp branch buildings show up. no other mods active. just vanilla buildings. I have the two prostitution civics if that means anything as well.

Are you a megacorp or do you not get branch buildings on your planets?

Posted
24 minutes ago, Fakenet said:

Are you a megacorp or do you not get branch buildings on your planets?

Yeah I'm a megacorp ad as best i can tell I can build all the lv buildings on my planets but when i establish a branch office on another civs world its just the vanilla buildings available.

Posted (edited)

As a hive mind are you supposed to be able to keep sex slaves? Because that's what the nympho civic and the ravage bombardment seems to imply, but there seems to be no option to set them as anything other than livestock or displacement.

 

Edit: It seems at one time you were supposed to be able to assimilate them, but 3.6 broke assimilation stuff for mods. So it looks like that will need to be fixed. Forgotten Hive Queens has the exact same problem, and Empire of Eeveelutions used to have the same problem until they fixed it.

Edited by rylasasin
Posted
3 hours ago, Unknown1945 said:

Have you ever considered a Tentacle invasion crisis?

Would that be an actual crisis which destroys your fleets and planets or more something akin to a pandemic with events and decisions?

Posted
7 hours ago, Fakenet said:

Would that be an actual crisis which destroys your fleets and planets or more something akin to a pandemic with events and decisions?

In my mind, mostly the latter but a bit of the former if unchecked. Starts off minor, some events about pops vanishing mysteriously and local authorities not having any clues. Escalates as witnesses spot tentacles abducting citizens, queue planets getting negative modifiers and pops being taken. Then multiple colonies start having problems as the aggressiveness of the tentacles begins to increase across your empire. Possible way to end it off, maybe one colony is completely overtaken and forms the center capital of a hive swarm tentacle crisis empire that expands rapidly (sort of a mix of Great Khan and Prethoryn).

Posted
15 hours ago, Schmee said:

In my mind, mostly the latter but a bit of the former if unchecked. Starts off minor, some events about pops vanishing mysteriously and local authorities not having any clues. Escalates as witnesses spot tentacles abducting citizens, queue planets getting negative modifiers and pops being taken. Then multiple colonies start having problems as the aggressiveness of the tentacles begins to increase across your empire. Possible way to end it off, maybe one colony is completely overtaken and forms the center capital of a hive swarm tentacle crisis empire that expands rapidly (sort of a mix of Great Khan and Prethoryn).

I like that idea but there should be an option to head them off before they take over an entire planet of course. Maybe something with the tentacle symbiosis tech.

Or it's something that buffs your pop growth but in turn reduced productivity and you have to keep it in check or it grows out of control.

Posted (edited)
9 hours ago, Fakenet said:

I like that idea but there should be an option to head them off before they take over an entire planet of course. Maybe something with the tentacle symbiosis tech.

Or it's something that buffs your pop growth but in turn reduced productivity and you have to keep it in check or it grows out of control.

This could even be an alternative to the vanilla "incomplete terraforming" event chain that sometimes pops up on you planets. In this case the tentacles had reached the planets carrying capacity before you arrived. Now with more breedable bodies available their population starts to explode eventually leading to the planet forcibly being terraformed into a tentacle world?

 

The event could go through stages, adding planetary modifiers based on the choices or using the new situation tracker system. Outcomes could vary from full terraforming of the world; trying to strike a balance; or eradicating the tentacles. If we want this to feel like a crisis then maybe the tentacles escape containment on the planet and these events start happening on neighboring planets requiring major intervention to stop.

 

Another option or in addition to using the upcoming partitives rework: A planet full of primitive tentacles with aggressively adaptive breeding. If they escape the planet they start to convert your pops to tentacles, possibly becoming the dominant species in your empire. Events could crop us as larger percentages of your empire are converted. Forced ethics shifts, tentacle leaders, maybe even a biological version of the biotrophy's if the tentacles fully take over and start keeping other species as pets.

Edited by Ozvelpoon
spelling and more ideas
Posted (edited)
14 hours ago, Fakenet said:

I like that idea but there should be an option to head them off before they take over an entire planet of course. Maybe something with the tentacle symbiosis tech.

Or it's something that buffs your pop growth but in turn reduced productivity and you have to keep it in check or it grows out of control.

Yeah, definitely should be a way to deal with it to reduce the impact, but just like the machine uprising- once you see the signs that things are in motion, you're going to have consequences no matter what you do after that point.

 

I could see it stopping after, say, 20 years of negative modifiers on several planets until they get calmed down and things get back to normal if you take appropriate measures to intervene. On the flipside, trying to go scorched earth and stop the problems immediately would just accelerate things and cause an immediate revolt (although likely a smaller-scale due to the damage inflicted prior?)

 

Full-on crisis mode would be if you either ignore the signs and let it take its course, or if you attempt to purge with fire and fail. At least, that's me spitballing.

Edited by Schmee
spelling
Posted

So.... why is it when I start with a syncretic evolution origin, my secondary species is replaced by sexoid populations completely when starting the game?  I don't recall asking for that to happen.

Posted
8 hours ago, JessicaValirov said:

So.... why is it when I start with a syncretic evolution origin, my secondary species is replaced by sexoid populations completely when starting the game?  I don't recall asking for that to happen.

More details please. What is your First race, what is your second race, who are the Sexoids? What traits do you have? How early does it happen? What traits do the Sexoids have?

Posted (edited)

So it looks like you're supposed to be able to assimilate species as a nymph/brood/ravenous breeders. But due to the fact that PDX made major changes to the way assimilation works, the option now does nothing, and you basically have to wait till the genetic tree gets unlocked.

The way that Empire of Eeveelutions fixed theirs is instead of changing the default assimilation, they made their own custom version with custom scripts (That are copies of the vanilla one). This might be the only way to truly fix it (not to mention avoid conflicts)

 

That unfortunately is beyond my skill level.

Edited by rylasasin

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