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Posted

I wasn't trying to start a debate, just wanted to know if it was possible/easy to implement. Worse-case scenario, I just tweak the files myself when there's an update. Hell, I already do that to get access to the combo traits.

Posted

Vanilla game is already too easy, it brakes immersion to have stuff so obviously OP, imo even balance patch LV sex researchers are overpowered if you stack all the bonuses plus consumer goods out of thin air, and some traits are way to impactful compared to base game counterparts. There is no need for new XXX super strenght endgame crysis if you don't give yourself bunch of easely obtainable bonuses.

Posted

I would argue that the latest DLC gives machines far more power over organics regardless of how much voidlust changes it.

Ty, ty, ty, ty, TYVM Lithia for keeping this mod updated. ❤️

Posted

I mean it's not like it's going to ruin my Stellaris experience whichever way she decides to go.  But the whole "vanilla is too easy argument" is self defeating.  If it's already too easy vanilla (which it is), then LV making it even easier doesn't really matter. 

 

To make it harder, you've either got to throw the vanilla book out the window or player empires that deliberately suck.  LV again doesn't change that.  Play against your said OP races, run giga with super strong, super early crisis and tada, you've got a challenge again even with OP LV traits yourself.  I'm not sure why people are acting like LV can only benefit the player.  My LV powered super-horny Borg have absolutely kicked my ass. 

 

Sure, you survive to end game, you're probably going to steamroll, but again, you're likely doing that if LV is OP or not.  Not to mention you're already running at least one mod which makes "vanilla" not really an accurate statement.

Posted

Sigh, Machine age broke the Portrait pack I was using and now I have to to try and figure out how to fix it.

 

Doesn't help the most advice on how to fix it I can seem to find is get a already working portrait pack and reverse engineer it, Which is probably easier if you knew what you were looking at and what you are doing.

Posted (edited)
On 6/1/2024 at 2:04 AM, XavierMace said:

 

Are you seriously trying to play a "realism" card right now?  Given this is your only post on the forums, I'm assuming this is a trolling attempt and not a very good one.

You might want to look up the difference between "realism" and "verisimilitude." Stellaris's "science" fiction is an exercise in retardation, but bad sci fi can still contain interesting and applicable ideological conflict. To waste an opportunity to evoke those sorts of conflicts in a game about, among other things, managing relationships with potentially fundamentally ideologically distinct civilisations is to do the game's, and the mod's, potentials disservices.

 

On 6/1/2024 at 3:45 AM, Fakenet said:

If you go by that then every empire should have massive diplomatic penalties for every difference.

"What? You eat animals? We only eat plants, like a civilised people."

"What? You eat plants? We only eat stones, like a civilised people."

"What? You eat stones? We only eat people, like a civilised people."

...And if a mod or the base game were to add civics, policies and origins for veganism versus carnivorism versus omnivorism, I would also be advocating for severe diplomatic penalties for those things as well! This is a poor attempt at a reductio because I will bite this bullet. As it stands, vanilla Stellaris abstracts away many potential sources of cultural friction, and so long as they remain abstracted to the point of not being mentioned at all I am willing to disregard them. However, as soon as they become an explicit part of the game, be it innately or via mods, I do expect a serious level of consideration for how those features may impact friction between societies with different ethical frameworks. That Stellaris as it stands only really incurs diplomatic penalties for the vaguest of things like "Spiritualism" versus "Materialism" (or for trivially bad things like Determined Exterminators) without having yet had a DLC for conflicts between different varieties of religion is already a crying shame.

Edited by Troonshine
Posted
On 6/2/2024 at 4:16 AM, Spaceguest991 said:

Sigh, Machine age broke the Portrait pack I was using and now I have to to try and figure out how to fix it.

 

Doesn't help the most advice on how to fix it I can seem to find is get a already working portrait pack and reverse engineer it, Which is probably easier if you knew what you were looking at and what you are doing.

 

I tried to make a guide of sorts:

 

Posted (edited)

A single cohesive balance set means less overall development hassle, headache, and trouble.

 

Balance is built around base Stellaris values means LV becomes 'less disruptive', which has the benefit of making it easier to use alongside other balance-changing mods and game settings. Extra Ship Components (ESC) fits here, to a degree, with its 'vanilla+' technologies and alternative weapon systems, which do go up to a Tier 6 to 7 level of power. At worst, LV meshes in with these mods, and is either strong in some places while weaker than others, or paved over entirely. Its existence is inoffensive to the ecosystem.

 

Unbalanced is built around its own values means LV becomes oppressive to other balance-changing mods and game settings. This second problem is where behemoth mods like Ancient Caches of Technology (ACOT) cause a blackhole effect where things decide if they have a 'vanilla' or 'ACOT'-tier sense of balance. This becomes more polarizing because it means your other considerations must now work to this tier of power, or whatever tier you're defined as, rather than Stellaris' base group. This means other mods, not built with this level of power in mind, now come into more active conflict with LV.

 

Ultimately, decide on a consistent range upon which LV's balance exists within that is conductive to your ultimate vision. If it's going to be loony toons level of powerful, then live with it. If it's going to be Vanilla+, then live with it. The most important part is cohesively working your vision; other users can make their own balance patches and release them if they care that much.

 

No matter the path, I will say that simplicity can help a lot with streamlining things.

Edited by Yorushin
Posted

I for one am not happy about the integration of the balance changes. I voted against it, and that "Yes" is winning is very "meh" for me. I specifically want mods that enable wonky, over the top stuff. The least voted options sounds like the best compromise for people that want this tuned down version... but well, in the end, integrated balance is what we get, i guess. 
Though what i also wanted to say, is, that i like this mod in general. Had quite a few funny scenarios with it, space simply needs more lewdness. Generally, keep up the good work!

Posted

I honestly just voted to absorb it,but mostly because I'd prefer to have it, but I don't care that much. If 5.0 is neutral, I'm at a 5.5 for having the balance patch. I already don't do serious games with it.

That said, I'm having to hunt down what ever in my mod list is making Genesis Ark un buildable. Hope it isn't lustful void. Darn new job eating all my bug chasing time.

Posted
On 6/2/2024 at 1:16 PM, Spaceguest991 said:

Sigh, Machine age broke the Portrait pack I was using and now I have to to try and figure out how to fix it.

 

Doesn't help the most advice on how to fix it I can seem to find is get a already working portrait pack and reverse engineer it, Which is probably easier if you knew what you were looking at and what you are doing.

Chances are the mod has already been worked on, what mod are you talking about exactly? I know for a fact that Sexy Xenos and Lewd Xenos have been updated by fans and Vanilla Framework has been updated too.

Posted

Giving the mod a spin, have a few questions.

 

The "Money Can Buy Happiness" events description says that there is an increase in happiness at a loss in wealth, but the tooltip says  +500 EC and -5% happiness for two months.

Am I reading something wrong or is it backwards?

 

The Titanic Life series of events seem to keep happening even after the population of the planet have all adopted.  The penalties do not seem to be applying though? bugged/unfinished?

 

Because of how the "Blessing of Attachment" works an Heir can never benefit from it, correct?

 

The "Tentacles Festival" decision options seem a bit underwhelming in general?

 

Military and Official Heirs can also never benefit from The Golden Rod, because neither have council effects? Can a ruler/head of research double stack the scientist effect?

 

Can a pop gain "Tentacle World Preference" like the gaia world one, being on planet when terraforming it? (tried a couple times without luck but the gaia event is fairly rare)

 

Are tentacle pops that spawn from awakening suppose to not necessarily match the climate of the world they are spawning on?

 

I have seen a random event where a world can gain an additional tentacle lifeform planetary feature. There is no way for a terraformed tentacle world to gain the tentacle core feature though?

 

Terraforming away from a tentacle world gives a broken list of options.

 

Probably just part of how the game works, but was a little sad I could not seem to have a tentacle sexopolis.

Posted

Hi, first of all, thank you for the awesome mod, i love it. 

I don't know if it was asked before, but i would like to know the more events mods is compatible with LV? Thank you.

Posted
9 hours ago, Namikaze25 said:

Hi, first of all, thank you for the awesome mod, i love it. 

I don't know if it was asked before, but i would like to know the more events mods is compatible with LV? Thank you.

i'm running both and it appears to be compatable

Posted

Hey, I noticed that you are adding more Synergy bonuses and I know that they are mostly pop Synergy bonus but would you be able to do trait Synergy? Like one trait will effect the another if you have them both on one Species. The idea had for this would be if a Species has the "Cute" and "Small Penis" traits the negative Sex Job output and opinion modifier from the Small Penis would be negated or turned positive because they're now seen as cute instead of lackluster.

I know nothing about modding so I have no idea how hard that would be to add or if it's even possible. I do remember that in the past there where those BIG traits that where just a bunch of the existing traits so it could just be that? I dunno, I just get sad when I try to Femboy-ize a species to populate a brothel world and see the -20% sexjob output.

Posted (edited)

Feedback: I'm generally growing against the usage of planetary decisions to determine [Gem Alloy Incubation] and [Sexology Research] complexes. A big component is that sort of thing probably doesn't have good AI integration, especially because it's not natively done in base stellaris itself where as (designations) are used. The only real instance this occurs is consumer goods and alloys in normal organic empires. Of the two, consumer goods is one of those 'meet and forget' resources, while alloys leads to direct military power.

 

Finally, although probably really minor, I do like single-purpose buildings and their upgrade chains because they can add more narrative flavor and imagination. Sometimes being too universal ends up being too generic.

It'd also make it so balancing for specific things may not accidentally affect its 'sibling' in the process, though I don't know how that works programmatically.

Edited by Yorushin
Posted

Designations also have the advantage of helping steer the auto-build, which reduces micromanagement of planets significantly.  LV planets take a lot more effort to keep up, as you can't just set it as an alloy/generator/etc. planet and let the auto-build handle 90% of it.

Posted (edited)

Feedback: The [Breeding] tradition and Impregnation Facility(ies) can be rebalanced. While unlocking higher tier buildings is a novel concept for a tradition, breeding/impregnation facilities are ironically too costly to be used in the early game, and swings wildly into being too strong in the lategame where mass-spamming them can be the norm.

I'd recommend something like:
 

Quote

Impregnation Facility (Planet Limit: 1)
Gives 1 Specialist, 2 Worker jobs
Specialist gives +X Organic Pop Assembly (same mechanic as cloning vats and spawning pools).
Workers give +X% Pop Growth


 

Quote

Adoption Effect: [Unlocks Impregnation Facility]
Tier 1 Pick (Incentives / Brood Mothers) remove colony development bonus, replace with prior (+20%) Population Growth
Aphrodisiac Additives / Pheromonal Dispersion are fine, though feel free to re-evaluate them.

Breeding Focus loses impregnation facility bonus, replace with (+1 Specialist) to Impregnation Facility
Forced Breeding loses impregnation upgrade, replace with (+X workers per population for Impregnation Facility, 25 or 50 maybe?). Worth consider adding +Crime or -Governing Attraction.

Finishing Effect: Unlock Tier 2 Impregnation Facility (double the base specialist and worker jobs, requires exotic gases and motes for upgrade?)


Several advantages unfold with this design:

+ All organic empires gain access to a form of organic pop assembly even if they otherwise wouldn't (Psionics / Naturalists benefit the most from this, everyone else gets their assembly stronger.)
+ Population growth curve is far less aggressively variable. This means you can balance the overall bonus to pop growth this tradition encourages on a smoother curve, rather than wondering if a player is abusing 2 or 3 entirely dedicated-to-purpose breeding worlds and spawning a crazy number of pops.
+ Can be utilized early game, while common adoption late game won't make crazy pop explosions.
 

Edited by Yorushin
Posted

Is anyone else having issues with the Divine Coupling planet modifier cropping up on all planets you have temples on even if you don't have that civic? It's quite frustrating because the explosion of concubine pop jobs is way too high of a ratio and I can't just avoid taking that civic to avoid it as of late; I have to specifically avoid using temples at all which conflicts with some other civic and council member bonuses.

Posted

would using these steam mods: planetary diversity, giga structure, and real space mod cause some crashes when using lustful void mod.

cause anytime I try to use any of these three for a 30 empire run or even a 10 empire run it would crash when I just start to command my empire, unless I need to have them placed in a certain load order to have them be more compatible.

 

I still would have issue getting a 30 empire run with just the lustful void and a number of extra species mods like the ton of tits, kagami, hentai character portrait mod, etc

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