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Posted
22 hours ago, Bloodly said:

You haven't played recently.  It's quite competent now.

I played before the patch with the rework of the combat system. Are you saying that the AI has improved in this patch?

 

That's why I can't play stelaris for a long time and constantly quit.  When I become stronger than half of the galaxy combined and, when attacking me, I completely destroy the fleets of the whole coalition for a third - half of the galaxy (I like the largest possible maps) - I get bored and I quit / delete the game.
I take over enemy planets - and there are not half the buildings there, even if there is a lot of population. Where does the AI put resources, despite the fact that the level of difficulty multiplies production?!
Once upon a time I was able to install this mod and the AI mod together.  Now, no, it doesn't work.
I'm surprised no one wants an interesting challenging game... And there's nowhere else to ask.

Posted
1 hour ago, Fakenet said:

You are either unintentionally gimping the AI with mods or you are playing on an easy difficulty.

You simply do not know how to build a powerful economy and competently fight. And I've loved strategy all my life.
The difficulty level is dangerous only at the start, when the player has nothing, and the AI has a lot of everything, and the ships themselves are much stronger. As the player develops (especially considering the idiotic helplessness of the AI) - the difference is erased.
And yes, I (sometimes) reduce the damage bonus for high-level AI because I want fair interesting fights, and cheats annoy me. But I never touch the economic bonuses of the AI.
I've been used to losing 10-100 soldiers to destroy the entire enemy army since the time of Rome total war.  It is important for me to win competently with minimal losses, this is a matter of pride. And I can do it.  Therefore, big cheats for bonus damage from nothing annoy me, and I reduce them.
But I don’t touch the economy, and sometimes even strengthen it, AI must have a lot of resources, otherwise it will not be able to pose a threat to a smarter player.

The problem is that the stupid stellaris AI is unable to even build buildings on planets, I'm not even talking about a strong economy. Even though the AI can produce MUCH more resources due to bonuses, these resources disappear to no one knows where.
This is a common problem with ALL Paradox games. And in general ALL modern games. None of the developers are able to make AI higher than primitive.

Therefore, they draw cheat bonuses for x100500 times damage / hit points, they are not able to do anything else.

Posted

Does anyone have an empire settup for hentai orcs?
Namely the ability to kidnap other species to use as breeders or biotrophies that produce more orcs and not a hybrid.

I've tried using despoilers and slavers but it doesn't grant the ability to turn other species into breeders/biotrophy jobs, they just act like normal slaves

I don't mean the invasive breeder origin since that works more like necrophage

Posted
1 hour ago, juandeagles said:

Does anyone have an empire settup for hentai orcs?
Namely the ability to kidnap other species to use as breeders or biotrophies that produce more orcs and not a hybrid.

I've tried using despoilers and slavers but it doesn't grant the ability to turn other species into breeders/biotrophy jobs, they just act like normal slaves

I don't mean the invasive breeder origin since that works more like necrophage

So, if you want to slowly dwindle the population of other species until they're all gone, you want invasive breeder origin, or you want to research into Aggressively Adaptive Reproduction for your main pops.

 

If you want to just breed the other species without exterminating them, you can always take the Brood Parasite trait for your pops and just enable population controls for every species but your main one. You'll get growth bonuses and popup events for your species using others as breeding hosts, but they won't get wiped out (they also won't grow either, since you have population controls on)

 

If you're looking for something else besides those two options, I'm not sure what to tell you. I guess at that point I don't understand the question as far as what it is you're actually looking for.

Posted
5 hours ago, Schmee said:

So, if you want to slowly dwindle the population of other species until they're all gone, you want invasive breeder origin, or you want to research into Aggressively Adaptive Reproduction for your main pops.

 

If you want to just breed the other species without exterminating them, you can always take the Brood Parasite trait for your pops and just enable population controls for every species but your main one. You'll get growth bonuses and popup events for your species using others as breeding hosts, but they won't get wiped out (they also won't grow either, since you have population controls on)

 

If you're looking for something else besides those two options, I'm not sure what to tell you. I guess at that point I don't understand the question as far as what it is you're actually looking for.

Brood parasite worked. It turned an amount of the alien slaves into breeder jobs and I set it to domestic servitude as their rights

Only issue with this empire build is that it's a struggle to keep up with the pop growth speed, food costs and consumer costs. But it does allow for very fast very aggressive expansion

Posted (edited)

need some help looked around here saw someone with the same problem but I didn't see any response to it, can someone more experienced with mods tell me what to do? (im not completely new I've modded starbound and Skyrim with little problem but this wont work)

 

if you need photos just ask.

 

realized I didn't say the problem mods wont show up

Screenshot (65).png

Screenshot (66).png

Edited by godlikeion
forgot to say the problem I'm a dumbass...
Posted (edited)
34 minutes ago, godlikeion said:

need some help looked around here saw someone with the same problem but I didn't see any response to it, can someone more experienced with mods tell me what to do? (im not completely new I've modded starbound and Skyrim with little problem but this wont work)

 

if you need photos just ask.

 

realized I didn't say the problem mods wont show up

Screenshot (65).png

 

Well I can already see the problem, Open the Folders that have the mod names, you'll notice that there is a folder and a .mod file within. Take those folders and .mod files and put those directly in the mod folder. It's a common mistake, but you CANNOT do a nested folder approach with Stellaris, both the folder and .mod file must be directly in the mod folder and not nested in a sub-folder. For example for Lustful Void it must look like Stellaris/mod/ with both the Lustful Void folder and the Lustful Void.mod file present not like Stellaris/mod/Lustful Void 0.7.1 (3.7+)/Lustful Void.

 

Edit: looks like you placed the extracted mods directly in the mod folder rather than checking if it was a case of you needed to extract the contents of the mod into the mod folder. one thing to keep in mind is you need to look for the .mod file, as that file is what the launcher looks for as it tells the launcher how to find the files of the mod.

Edited by Railgunner2160
Posted
9 hours ago, juandeagles said:

Brood parasite worked. It turned an amount of the alien slaves into breeder jobs and I set it to domestic servitude as their rights

Only issue with this empire build is that it's a struggle to keep up with the pop growth speed, food costs and consumer costs. But it does allow for very fast very aggressive expansion

take the milk cow civic and ASAP get the tech allowing you to change your milk cow laws so you can go to free use! They'll produce all the food and consumer goods you'll ever need :D

Posted
6 hours ago, Railgunner2160 said:

Well I can already see the problem, Open the Folders that have the mod names, you'll notice that there is a folder and a .mod file within. Take those folders and .mod files and put those directly in the mod folder. It's a common mistake, but you CANNOT do a nested folder approach with Stellaris, both the folder and .mod file must be directly in the mod folder and not nested in a sub-folder. For example for Lustful Void it must look like Stellaris/mod/ with both the Lustful Void folder and the Lustful Void.mod file present not like Stellaris/mod/Lustful Void 0.7.1 (3.7+)/Lustful Void.

 

Edit: looks like you placed the extracted mods directly in the mod folder rather than checking if it was a case of you needed to extract the contents of the mod into the mod folder. one thing to keep in mind is you need to look for the .mod file, as that file is what the launcher looks for as it tells the launcher how to find the files of the mod.

 

thanks it works now!

Posted

For the mod author.

Some changes in the "balance patch" have a very strange logic, and do not change what is needed.

For example,  lv_comfort_worker  do not have a modifier  planet_jobs_specialist_produces_mult = 0.01   planet_jobs_ruler_produces_mult = 0.01  (and I would also add workers)  ,  planet_amenities =1 this is too little, meaning is lost in "comfort workers" who do not provide comfort.  It makes sense to raise a LITTLE.

The logic of removing the planet's productivity boost is completely incomprehensible, because this boost is logical - people work more cheerfully when they are taken care of. (Personally, I also insert such modifiers into medicine, but I increase the cost of maintaining medicine). The main complaints about the balance were that LV_jobs generates too much trade value (respectively - money and goods from nothing), and unity (which, it seems, has already been reduced).

 

About whores ,I suggest the following:

    trade_value_add = 2   ( or 1 ) --  (greatly reduced)
        mult = value:scripted_modifier_mult|MODIFIER|pop_job_trade_mult|
    }
    triggered_planet_modifier = {
        potential = {
            owner = { has_valid_civic = civic_lv_franchised_prostitution }
        }
        trade_value_add = 2
        mult = value:scripted_modifier_mult|MODIFIER|pop_job_trade_mult|
    }
    triggered_planet_modifier = {        --   (my block)
        potential = {
            owner = { has_policy_flag = lv_prostitution_industrialized }
        }
        trade_value_add = 4        (or 2-3)
        mult = value:scripted_modifier_mult|MODIFIER|pop_job_trade_mult|

 

( Of course, the numbers can be anything, not necessarily like mine. I'm just showing how I personally do it.  )

Thus, the player has a logical and realistic choice - either money in the sex industry (but without big unity),  - or unity, comfort and stability in state-sponsored prostitution (but without big money)

 

Enough for now. If anyone is interested, I can continue.

Posted

Hey, was just wondering, are the private farm and sentient acquisition buildings for the criminal syndicate mega corps restricted to the player only for gameplay reasons? Like they're not set up to be used by the AI? Or is it for balance reasons like they'd be too inconvenient for the player?

 

Wanted to see them in game but as I don't care much for the mega corp playstyle, I figured I could just see them from the receiving end but realized they're player only.

Posted
On 4/1/2023 at 7:21 PM, juandeagles said:

Brood parasite worked. It turned an amount of the alien slaves into breeder jobs and I set it to domestic servitude as their rights

Only issue with this empire build is that it's a struggle to keep up with the pop growth speed, food costs and consumer costs. But it does allow for very fast very aggressive expansion

Food and Consumer Goods should literally never be an issue with LV installed.  Milk Cow jobs produce both in excessive quantities, *far* too many for the actual investment.

Posted

just wondering there is a way to increase the speed that the invasive breeding trait converts pops?, i continually end up with ridiculous variations of species making the species tab a nightmare when not playing a swarm or fan purifier. cheers

 

Posted

Bug report, lv_concubine_large_bonus keeps getting removed because it has the wrong building listed under the NOR condition, it's got building_holotemple instead of building_sacred_nexus.

Posted

Huh, I guess cybernetic traits are separate from regular robot traits, and thus will need to be specifically added at some point in the future?  I was thinking the new-ish cybernetic ascension let you put robot traits on bio pops, but they must be a separate category because only the vanilla options were available.  I was thinking my materialist sex contractor megacorp would craft themselves into the ultimate sex workers by combining bio traits like exhibitionist and sexually gifted with the sexbots combo trait robots get.

Posted (edited)

Suggestions for a balance patch.

( I understand that this mod is made for all kinds of fetishists and lovers to get everything at once without effort and mental work with fine-tuning the economy. But if the author himself wanted to make a balance patch, then I can advise something that I usually do myself. Stellaris is still an economic strategy, this is what attracted people to the game initially )

 

All types of lv_Jobs must have a upkeep in consumer goods or energy (now there is not everywhere, for example lv_comfort_worker does not have)

 

Remove the production of rare and super-rare resources from lv_jobs. Fully. And never think about it.

 

Reduce trade value from Lv_jobs as well as unity. You can use my version in the comment earlier. In their current state, prostitutes are a more efficient and productive version of energy workers, artists and bureaucrats taken together, which makes them uncontested, and energy districts, entertainment centers and bureaucratic buildings - meaningless and unnecessary and no one builds them. Which is complete nonsense in terms of common sense, as well as game balance.

Even now there is so much unity in the game that I wrote the cost of edicts x5 in the file. Unity - it should be the same resource as others, it should not be TOO MUCH. The player must think about what he needs most and what edicts he will include, unity is not enough for many at once. If you want to include more - either turn on "state support for prostitution" and sit without money, or build a bureaucracy with the "prostitution industry". What makes the gameplay incomparably more thoughtful and individual for each player (and even individual for each specific situation).
An overabundance of resources in ECONOMIC STRATEGY is the murder of the economic component.

 

Dramatically reduce the productivity of hu-cows to a level well below agricultural workers. I understand that this is yours fetish, but their super-productivity makes agricultural areas meaningless, and is generally nonsense from the point of view of common sense. A woman cannot produce more milk than she has eaten food (HUMAN FOOD).
The efficiency of an ordinary cow (and agriculture in general) is that the cow eats GRASS and other non-human food, but produces HUMAN food. It's almost like producing a useful product out of nothing. With hu-cows, this is absolutely not the case.
I can still understand that some kind of supplements or creams can be made from their milk (a little trade value), but not a lot of food.

 

I looked up what a planet of tentacles is.
"Producing" districts give too much living space (making the city area redundant), and give too many jobs (making a tentacle planet significantly more productive than a normal planet)
I propose to reduce living quarters and workplaces in "producing" districts to the level of ordinary planetary districts.
I also propose to allow the construction of ordinary districts (mines, agriculture, etc.) on tentacle planets. (especially considering the decrease in the production of hu-cows)

 

For sexologists - reduce base productivity from 4/4/4 to (for example) 2/6/2 . Now they are stronger than ordinary scientists, which is ridiculous. Do not forget that they are subject to LV_bonus.

But how many sexologists have designed a spaceship to go to Mars? Hm, no one..? But maybe they at least invented a new economical battery in their vibrator? Also no?...   : )

 

 

What else have I forgotten?
Then I remember - I will write, if necessary.

And I would like to know - how does the author himself relate to such proposals? If suddenly he is against - so I just won’t write anything, and I will silently redo the mod for myself, as it always happened before?

 

Edited by Grey Knight
Posted
3 hours ago, vonbach said:

Heres a silly question. Do the sex jobs traits effect ordinary trade jobs as well?

 

No. With this mod, you can completely forget about regular trading. The brothel is a more effective substitute for many game jobs at once - energy workers, bureaucrats, clerks, merchants. All of them are not needed in this mod. That's why I propose a rebalance.

And yes, are you new to stelaris? (I don't know how to explain it in English) Open the population menu / planet jobs, and look at specific jobs. For each specific employed unit of the population, the productivity of his labor is indicated. Hover over the performance numbers and you'll see all the modifiers that affect performance.

Posted
11 hours ago, Grey Knight said:

Suggestions for a balance patch.

( I understand that this mod is made for all kinds of fetishists and lovers to get everything at once without effort and mental work with fine-tuning the economy. But if the author himself wanted to make a balance patch, then I can advise something that I usually do myself. Stellaris is still an economic strategy, this is what attracted people to the game initially )

 

*snip*

 

What else have I forgotten?
Then I remember - I will write, if necessary.

And I would like to know - how does the author himself relate to such proposals? If suddenly he is against - so I just won’t write anything, and I will silently redo the mod for myself, as it always happened before?

 

 

Latest change log:

 

Quote

Balance Patch:

 

This will be a separate sub mod for those that prefer a more balanced game. I will slowly add to this as I
work on lv! This will mean that while some things get more balanced, others might not be yet which causes
inconsistency in the mod over all, so use at your own risk.

 

Posted

Generally I don't bother with most of the Mods buildings.  Normally the first thing I do is forbid prostitution for the extra population growth.

Normally I play syncretic evolution with a submissive slave race. Frankly once I get my game going I really have more credits than I know what to do with.

The one thing I do miss was the old comfort zone I built that on every planet because my slaves could provide amenities.

A balance patch where everything is generally toned down or have all the sex jobs be more or less renamed versions of base game jobs with a few bonuses here and there would be nice.

A slave/worker building that gives amenities like the old comfort zones would be nice.

 

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