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Posted
On 3/10/2024 at 1:22 PM, Lithia<3 said:

Updated!

 

This update focuses mainly on updating old code and a general balance pass to align better with base game systems. This process takes a while and will be completed over multiple updates.

 

Irony versions have been removed as they are no longer needed.

 

The next dlc will give me an excuse to finally make those cybernetics traits I've wanted to make! If you have any ideas for cybernetics, feel free to share 🙂

bimbofication cybernetics? Something along the lines of

"With these cybernetics your population will have to think less and can focus more important things like their looks and adding to the local population. WIth a little modification to their modifications everyone is just so giggly." decrease research speed increase population increase, increase in happiness.

Posted

Two small issues I found:

- the female synergy planet modifiers isn't removed if there are no male pops on the planet

- the exhibitionist species trait is increasing leader level cap which doesnt do anything anymore

Posted

Are you using a interface mod? It's honestly been so long since I used the default interface as I use UI-Overhaul. For UI-Overhaul it should be a simple matter of them being displayed below the original ones, as for the default like I said I haven't a clue.

Posted
1 hour ago, ddddddude said:

im new to this mod so how do we get lv leader traits

They'll appear as part of the pool of available traits on level up or they as can appear as initial traits. It can be a bit random, so whether you roll them as a available pick is somewhat dependent on luck. Some civics will add traits automatically to all leaders also.

Posted

I've been having problems with the Feminization range and degree. The range is not actually limited to what is set; slave and livestock ranges act like the everyone degree. No matter the degree(Full/partial/mixed/classic) they always generate male-only, female-only, and futanari sub-species.

 

Am I missing something?

Are the ranges a degree for a future update and are currently just the question "Do you want to feminize your pops?" (No/Yes/Yes/Yes)?

Posted

Have you considered adding more traits for species genders? Like male/futa, female/futa, and tri-gender traits? It would require some extra coding in the portrait files, but it would still be fairly simple to implement. I think it would be nice to have the ability to further customize the genders of each species this way.

Posted

Pardon my ignorance(I'm new to this new trait system) but can someone tell me why these traits appear disabled? I understand the empire effect since she is not a councilor but she is leading a science ship so why doesn't it appear to be active? 20240330233557_1.jpg.ad87111b02ff01345ce9fc50a166f6de.jpg

Posted
1 hour ago, The Great Azbell said:

Pardon my ignorance(I'm new to this new trait system) but can someone tell me why these traits appear disabled? I understand the empire effect since she is not a councilor but she is leading a science ship so why doesn't it appear to be active?

It is active, it's the weird way traits that cover the councilor position as well as others. Only the Councilor portion of the trait is inactive, but due to the way Stellaris works the icon will look like it's inactive. I think it's to show that part of the trait is inactive. It' nothing to be concerned with, the trait is working as intended even if the council part is inactive the rest remains active!

Posted
28 minutes ago, Railgunner2160 said:

It is active, it's the weird way traits that cover the councilor position as well as others. Only the Councilor portion of the trait is inactive, but due to the way Stellaris works the icon will look like it's inactive. I think it's to show that part of the trait is inactive. It' nothing to be concerned with, the trait is working as intended even if the council part is inactive the rest remains active!

Okay thank you!

Posted
22 hours ago, TarDust said:

I don't think you should be able to feminize presapients

I think they made a movie about that...

"Mesozoic Zoo" or something like that

Posted
On 4/1/2024 at 1:34 PM, TarDust said:

I don't think you should be able to feminize presapients

What, you don't feminize them and then uplift them so all they ever knew is being your toys?

Posted
On 8/17/2022 at 8:39 AM, 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:

  • 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 ;)


Yes, I don't get many of these housing usage reductions from the traits listed.

Did you or anyone else find the reasoning behind it?

Posted

Okay this is mildly infuriating, some of my main species keep randomly losing their All Female trait, after which they will - also randomly - gain All Male or All Futanari. I have rigorously checked every visible mechanism that could be causing this and have found no way to stop it from happening.

Posted
On 7/25/2020 at 12:40 PM, Motor3Fase said:

I guys, i'm new with this mod and the wild lascivity mod. 

I would like if you can answer some questions i have:

 

1st - i did see the trait "womb compatible" in the images of this mod (LV), did the intercompatible traits got removed? 

 

2nd - i did get the xeno intercompatible ascension having 3 other species in the empire, but i don't know why hybrids doesnt appear (all the species are biologic one) .

I did make a save before taking the perk and then i turned off the modded version of the perk in edicts, i take the vanilla xeno compatibility and the hybrid start to show. 

Another thing is that the robot pops with the synthetic womb doesnt make a hybrid either, so i don't know if i did something wrong or not. 

Note: the only DLCs that i don't have are the species made of stones (i don't know if their name is lithoids) and the federations. 

 

Thanks for taking your time reading this. 

I would like to know more about this.

Did you find out how xeno-compatibility works in LV?

  • 3 weeks later...
Posted (edited)

I cannot figure out how to get this mod working, is there a good tutorial video to follow? 

Edit 1: Nevermind, here is a good video i found: How to Manually Install Stellaris Mods for Version 3.11.2 (2024) !!! - YouTube. Irony mod manager seems to be necessary due to lack of a descriptor file but i may be doing things wrong

 

Edit 2: Well I wrote that last edit before i tested things and things do not work. Irony sees the mods but when launching the game only the UI mod i got from the workshop works. Help would be nice

Edit3: Irony is necessary and you need to delete everything in your mod folder. This does not make sense to me. 

 

Edited by deedadeedadedadodo
Posted
1 hour ago, deedadeedadedadodo said:

I cannot figure out how to get this mod working, is there a good tutorial video to follow? 

Edit 1: Nevermind, here is a good video i found: How to Manually Install Stellaris Mods for Version 3.11.2 (2024) !!! - YouTube. Irony mod manager seems to be necessary due to lack of a descriptor file but i may be doing things wrong

 

Edit 2: Well I wrote that last edit before i tested things and things do not work. Irony sees the mods but when launching the game only the UI mod i got from the workshop works. Help would be nice

Edit3: Irony is necessary and you need to delete everything in your mod folder. This does not make sense to me. 

 

Irony shouldn't be necessary, though it's nice for some things.  It really should be just 'unzip, drop in mod folder'.  If it's being more complex than that, something is going wrong.

Posted
On 5/1/2024 at 9:18 AM, Darkmind_mc said:

Irony shouldn't be necessary, though it's nice for some things.  It really should be just 'unzip, drop in mod folder'.  If it's being more complex than that, something is going wrong.

Ive dropped all folders i wanted into the mod folder, I start it up and get nothing.

Posted
19 minutes ago, Knives149 said:

Ive dropped all folders i wanted into the mod folder, I start it up and get nothing.

I found out how to separate .mod folders but now it says im missing a descriptor file

Posted
8 hours ago, Knives149 said:

Ive dropped all folders i wanted into the mod folder, I start it up and get nothing.

You have to activate the mods you want in the starting menu under playset.

7 hours ago, Knives149 said:

I found out how to separate .mod folders but now it says im missing a descriptor file

You did what? And why did you seperate the mod folder from the .mod-file?

Posted

So i played the mod a little bit and like it so far but it seems that i cant build the cow clinic after finishing the cow unity tree is it maybe tied to some tech or stateform? i researched gene tailoring before finishing the cow unity tree. some help would bee really nice

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