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16 hours ago, Dreamer1986 said:

Does the current mod version still work fine with the latest version of Stellaris? Or should we just wait for the update?

I think the AI is having serious issues understanding anything involving the mod but other than that, it's functioning fairly well.

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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 🙂

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The Breeding AP is not recognizing biological pops for me, as in I can't take it because it thinks I have no biological pops in my empire. Also Selective Kinship seems to be broken as well, it doesn't recognize species being of the same class. Not sure yet though if that second one is because of LV or their patch.

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There was a line about owner.pop or something that I got rid of in the traditions folder that fixed being able to take the breeding superiority .

There is something with the tiers of pops that auto promotes to specialist even after demoting to worker despite no specialist jobs, but 30ish lower worker jobs unfulfilled 

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6 hours ago, Pootispotato said:

The Breeding AP is not recognizing biological pops for me, as in I can't take it because it thinks I have no biological pops in my empire. Also Selective Kinship seems to be broken as well, it doesn't recognize species being of the same class. Not sure yet though if that second one is because of LV or their patch.

Drop this file in as a replacement, Lithia posted this over on the discord.

lv_ascension_perks.txt

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hello can you add some stellaris LV xenophobe and/or authoritarian 

have LV event when force other races slave and a origin that need be xenophobe and/or authoritarian

it would be fun your be master of galaxy when all other race be your slave

realy most fun part of this mod build around xenophile and spiritualist but still it is nice mod keep good work

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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.

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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

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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.

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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.

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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)?

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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.

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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!

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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!

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