vunrtdofrt Posted May 5, 2019 Posted May 5, 2019 Event chains need decent writers, and people willing to undergo the monotony of coding them into action. As well as adequate game design chops to make them more than "watch how this unalterable sequence of events unfolds." It's not easy. Hell, even the base game isn't great at that. I was just playing a life-seeded game where I built a couple (3 or 4) robots on my homeworld-turned-ecumenopolis before shutting down the assembly plant. Later, I've got a population of over 200 on it, and I start getting the robot uprising event chain - picked the anti-robot choices every time, and they still managed to take over my homeworld. Didn't even have synths, just droids. Go figure.
genericuser27 Posted May 5, 2019 Posted May 5, 2019 Does this mod slow down the game heavily in mid/end game?
snarfies Posted May 5, 2019 Posted May 5, 2019 4 hours ago, vane000 said: Does this mod slow down the game heavily in mid/end game? In its current version, it doesn't seem to: But I didn't have any species with intercompatible traits in my last game.
Guest Posted May 5, 2019 Posted May 5, 2019 I have a rough idea i'd like to float around to you folks for an event chain, Since we were talking about a dearth of content for the mid game. This is a basic outline: It relates to the tentacles previously found in MASSA, and it is essentially, them going on a sexual rampage, fucking everything they can get a hold of, this would become a crisis by them sneaking on ships, and end up spreading from planet to planet, causing massive drops in productivity as these tentacles are fucking everyone, and would continually get worse as these tentacles impregnated the pops and continued to spread. This would have a variety of solutions depending on ethics i.e Xenophobes and authoritarians quarantining the planets and then destroying the areas, which would be faster than other ways, but come at a cost of losing pops. Meanwhile spiritualists could establish a psionic link to them and calm them down. And so on and so forth for other ethics.
Kerticana Posted May 6, 2019 Posted May 6, 2019 @Aelariah Or be a custom event pop where this event was tied to a possible habitable world on discovery and the event would reveal a tentacle population that was neolithic in tech but had the intercompatible sperm trait, tropical pref, and whatever else.
Fsgpio Posted May 6, 2019 Posted May 6, 2019 8 hours ago, vane000 said: Does this mod slow down the game heavily in mid/end game? Only if you're using the traits added by it that add 'modifier' traits to pops. If you take the 'intercompatible' traits, or Robot traits like 'Artificial Womb' and 'Biomechanical Breeder', expect consistent multi-second hangs on the 1st of every in-game month as LV's scripts add and remove temporary traits from hundreds of pops at a time.
Guest Posted May 6, 2019 Posted May 6, 2019 22 hours ago, Kerticana said: @Aelariah Or be a custom event pop where this event was tied to a possible habitable world on discovery and the event would reveal a tentacle population that was neolithic in tech but had the intercompatible sperm trait, tropical pref, and whatever else. I like that idea as well, but I feel like the best thing that could be done would be to have both your idea and mine in as separate things, with yours having a chance to happen with any primitive or even pre-sapient, and mine being specific to the tentacles so as to cover both having a small and a large event chain.
.Longinus. Posted May 7, 2019 Posted May 7, 2019 @Lithia<3 I'd love to support this, do u have patreon or something? 2
Vylade Posted May 7, 2019 Posted May 7, 2019 6 hours ago, .Longinus. said: @Lithia<3 I'd love to support this, do u have patreon or something? ya if Lithia is going to continue to work on this and produce content updates, I'm willing to throw some cash her way 1
Lithia<3 Posted May 8, 2019 Author Posted May 8, 2019 On 5/4/2019 at 6:24 AM, eternalgamer7 said: Honestly, As the mod stands now, I like what is here. But, I feel the species traits are too bloated... Too many traits and to many bonuses. I feel like this could be condensed a little. However this is just my opinion, You do what you want. P.S. Also I agree with everyone else, more mid-late game content would be welcomed! I've nerfed and changed basically all the traits, but I don't plan on removing any...yet. In fact I'll probably keep adding more traits, like the new version already has the "futa" trait (as requested lol). However, vunrtdofrt mentioned that he's also in the "too many traits" camp, so I will allow him to make his own optional patch for people that want that. It will be released with the next update, but the mod will still be built around the main set of traits. On 5/6/2019 at 1:21 AM, Aelariah said: I have a rough idea i'd like to float around to you folks for an event chain, Since we were talking about a dearth of content for the mid game. This is a basic outline: It relates to the tentacles previously found in MASSA, and it is essentially, them going on a sexual rampage, fucking everything they can get a hold of, this would become a crisis by them sneaking on ships, and end up spreading from planet to planet, causing massive drops in productivity as these tentacles are fucking everyone, and would continually get worse as these tentacles impregnated the pops and continued to spread. This would have a variety of solutions depending on ethics i.e Xenophobes and authoritarians quarantining the planets and then destroying the areas, which would be faster than other ways, but come at a cost of losing pops. Meanwhile spiritualists could establish a psionic link to them and calm them down. And so on and so forth for other ethics. I plan on making a template that people can use to more easily plan out any event ideas they might have. This will also help me out a lot when making and adding them to the mod eventually. 23 hours ago, .Longinus. said: @Lithia<3 I'd love to support this, do u have patreon or something? I've set that up...but wanted to wait until I release the new update, so I'll add a link to that then. I appreciate your willingness to support me though! 23 hours ago, Anonyshadow said: The wait is slowly killing me like a brood parasite. Except less sexily. 8
kiargo Posted May 8, 2019 Posted May 8, 2019 I want to ask again, playing as brood parasite, it make some event for having other pops with and brood with them or something special?
Calaun Posted May 8, 2019 Posted May 8, 2019 10 hours ago, Lithia<3 said: I plan on making a template that people can use to more easily plan out any event ideas they might have. This will also help me out a lot when making and adding them to the mod eventually. I would love to help if/when you throw out a template I have some ideas in my head but having a template would make it easier ^^
HighTide Posted May 9, 2019 Posted May 9, 2019 On 4/29/2019 at 5:01 PM, jjnoc5 said: I had an idea for a civic: Pleasure Hive It would basically be like Rogue Servitors for robots but for hive minds instead. They were all created during a golden age of hedonism and they occupy the same role in game as RS but their Bio Trophies would give them growth speed as well and you could call them something like "Bio Wombs". I like mixing genres a bit and I think this could roll into the H.R. Geiger style of horror here, meaning his original ideas. I'm sure there's other arts and concepts of creatures capturing people and holding them hostage in waxy materials, but what most easily comes to mind is Xenomorphs and that kind of environment Spoiler Spoiler I noticed the suggestion was largely left behind and wanted to throw in my hat for the potential involved in its story. It's not really my kind of kink but it has a scary arousal of a sort? I'd be willing to explore it. 1
Raana Posted May 9, 2019 Posted May 9, 2019 I had an idea this morning for a way to add a little flavor to the physical feature species traits. Mostly coming about when I realized many of them have little to no benefit for hive empires like one I've been testing out. Due to happiness and ethos having no effect on them. The idea was to drop them down to 0 point free traits, and instead of them giving direct modifiers to an empire they would have different events tied to them that would trigger when pops with different trait mixtures share a planet. Occasionally giving rewards and penalties as the game goes on while also toning down some of the sameness between them and providing a way to fill some of the empty spans of gameplay. 1
Fsgpio Posted May 9, 2019 Posted May 9, 2019 On 5/8/2019 at 5:58 AM, Lithia<3 said: I've nerfed and changed basically all the traits, but I don't plan on removing any...yet. In fact I'll probably keep adding more traits, like the new version already has the "futa" trait (as requested lol). However, vunrtdofrt mentioned that he's also in the "too many traits" camp, so I will allow him to make his own optional patch for people that want that. It will be released with the next update, but the mod will still be built around the main set of traits. Do any of these changes relate to reining in the traits that add temporary 'modifiers' to pops? They're an interesting idea and I like them in theory, but the performance cost in the mid- and late-game as pop numbers increase is just too much. It's difficult to enjoy the mod when applying 'modifier' traits to pops causes 3-4 second hangs every in-game month. 1
twotall1224 Posted May 9, 2019 Posted May 9, 2019 On 5/8/2019 at 6:58 AM, Lithia<3 said: I've nerfed and changed basically all the traits, but I don't plan on removing any...yet. In fact I'll probably keep adding more traits, like the new version already has the "futa" trait (as requested lol). However, vunrtdofrt mentioned that he's also in the "too many traits" camp, so I will allow him to make his own optional patch for people that want that. It will be released with the next update, but the mod will still be built around the main set of traits. Is there a plan to have machine pops breed with xeno organics? Like if you were playing the machine race, then when you come across your 'neighbor' who is an organic species, then you would be able to breed them out and possibly create hybrids. Another thought that I just had was maybe do the same thing if you found another machine civilization, but this would eventually overwrite their code by having their 'children'
Lithia<3 Posted May 9, 2019 Author Posted May 9, 2019 4 hours ago, Raana said: I had an idea this morning for a way to add a little flavor to the physical feature species traits. Mostly coming about when I realized many of them have little to no benefit for hive empires like one I've been testing out. Due to happiness and ethos having no effect on them. The idea was to drop them down to 0 point free traits, and instead of them giving direct modifiers to an empire they would have different events tied to them that would trigger when pops with different trait mixtures share a planet. Occasionally giving rewards and penalties as the game goes on while also toning down some of the sameness between them and providing a way to fill some of the empty spans of gameplay. I actually already have certain traits that interact with each other now and linking events to traits was always the plan...it being a framework and all. Speaking of which I haven't forgotten about that other framework we talked about, I'm just a bit busy these days. 3 hours ago, Fsgpio said: Do any of these changes relate to reining in the traits that add temporary 'modifiers' to pops? They're an interesting idea and I like them in theory, but the performance cost in the mid- and late-game as pop numbers increase is just too much. It's difficult to enjoy the mod when applying 'modifier' traits to pops causes 3-4 second hangs every in-game month. That whole system was scrapped, all "temp" traits have been removed. 1 hour ago, twotall1224 said: Is there a plan to have machine pops breed with xeno organics? Like if you were playing the machine race, then when you come across your 'neighbor' who is an organic species, then you would be able to breed them out and possibly create hybrids. Another thought that I just had was maybe do the same thing if you found another machine civilization, but this would eventually overwrite their code by having their 'children' Maybe some events related to that could work I guess...but I added a womb trait that will do something similar though. 2
Raana Posted May 10, 2019 Posted May 10, 2019 5 hours ago, Lithia<3 said: I actually already have certain traits that interact with each other now and linking events to traits was always the plan...it being a framework and all. Speaking of which I haven't forgotten about that other framework we talked about, I'm just a bit busy these days. It's alright, been pretty busy with work this week myself. Also looking forward to seeing the changes. :)
ErikModi Posted May 10, 2019 Posted May 10, 2019 18 hours ago, HighTide said: I like mixing genres a bit and I think this could roll into the H.R. Geiger style of horror here, meaning his original ideas. I'm sure there's other arts and concepts of creatures capturing people and holding them hostage in waxy materials, but what most easily comes to mind is Xenomorphs and that kind of environment Reveal hidden contents Hide contents I noticed the suggestion was largely left behind and wanted to throw in my hat for the potential involved in its story. It's not really my kind of kink but it has a scary arousal of a sort? I'd be willing to explore it. This is relevant to my interests. 1
Madisel Posted May 11, 2019 Posted May 11, 2019 Very glad to see this mod coming together and bringing over bits and pieces of other discontinued mods. That said, I'm terribly unfamiliar with modding in general, and for Stellaris specifically. Despite that I decided to attempt some minor tweaks to some of the species traits added by the mod. Specifically I went in and simply commented out most of the trait opposites, with the idea of allowing for species to have both the stereotypical male and stereotypical female traits (Large Penis and Large Breasts for example) as well as allowing for an all male or all female species to have the male or female traits that are normally mutually exclusive. In essence I was just trying to think of a roundabout way to make it possible to create a mono-gendered or hermaphroditic species without actually creating a whole new trait for it. And it seemed to work fine during empire creation. However I have noticed that any species with an All Male or All Female trait seems to eventually lose the opposite traits over time. Specifically, selecting a species for a colony ship or putting a pop up on the slave market, seems to reinforce the restrictions on opposing traits. Naturally this ends up effecting xeno-breeding too (or perhaps it never would have changed it at all) when an all female species with penis traits seems to spontaneously lose their cocks. Suffice it to say losing valuable trait points isn't great, nor is not being able to breed with the xenos I really want to breed with. So, any future plans for hermaphroditic species? Or even just another way to impose the all male or all female names/portraits?
Pfactor Posted May 11, 2019 Posted May 11, 2019 I've been perusing through the text files of the mod and I'm seeing a lot of events and techs that are not showing up in my game, as in not at all. I've only seen a single leader with one of your new traits and only a single tech show up. Is there a preprogrammed year because I blow through my techs very fast. Also, curiously there is a ton of fucking going on, tons of population growth but no hybrids. I've looked at the galaxy species list and I see a lot of Half-XXXX but none in my empire. Curious. Why are there so many of nearly identical species being created? I've got dozens of different versions of one of my client aliens that I want to stay a resident but their status always changes to slaves because that is my default setting for new species. Just observations. As a person that has created online content themselves and created a large fan base (under a different name for a different game) I know what it's like to have people say "I CAN'T WAIT!!!".. yes you can wait.. So I will only say I look forward to any future updates. It's only polite.
jjnoc5 Posted May 11, 2019 Posted May 11, 2019 I had another idea for a trait/event chain. The idea is that you sacrifice some research speed (say -10%) and instead periodically get large lump sums of research (say enough to make up for the lost 10% research for one year). These could be: Alien Broodmother for Green - "This researcher is being used as broodmother host to a strange creatures, while often causing distracting orgasmic spasms, when the pregnancy is over, it results in a fascinating variety of creatures to study." Unremovable Fuck-Rig for Orange - "This research has has a mysterious exosuit attached through them that cannot be removed, while often forcing its wearer into many sexually compromising positions and endless orgasms, the suit itself is a marvel of engineering to study and also computes equations faster than any computer." Subdermal Tantric Superconductor for Blue - "Following an accident, this researcher has had an exotic tantric superconductor embedded within their skin causing mind shattering electric shocks of pleasure to regularly course through their body, while not lethal they can be equally exhausting and exhilarating while also providing an unique research opportunity." When you get the notification for each event, you can chose to either continue to let the trait "run" on the person, causing it to go another year or so or attempt to remove it with a small chance of you killing the researcher. I know plenty of ideas have been thrown around so I can try and write up the actual dialogue and event options if someone else with event modding knowledge could lace them all together since I lack it. 2
JesusKreist Posted May 11, 2019 Posted May 11, 2019 Nice ideas. Addition: Said traits are not spawnable by recruitment but can be obtained in anomalies.
gobicii Posted May 11, 2019 Posted May 11, 2019 Really nice mod overall, but as said before, serious performance issues in late-game due to the pop overflow. I know it's early in developement, so I'm not complaining. Just be prepared not to start your galaxy-dominating playthru with the current version. I tried solving the issue by deleting useless pops, but for some reason the "kill_pop [id]" cheat does nothing.* *Edit: Well I was dumb. It's working, but it's a huge pain in the ass to find and delete all the pops so it doesn't really help at all imo.
Ozvelpoon Posted May 11, 2019 Posted May 11, 2019 4 hours ago, JesusKreist said: Nice ideas. Addition: Said traits are not spawnable by recruitment but can be obtained in anomalies. Addition to the addition: The traits should also confer a bonus to scientists working in science ships; I for one am not a fan when your random roll for a new trait on your scientist turns out to be at odds with their current roll. Maybe: Green - +30% survey speed; more babies = more crew to do the scanning? Orange - +10% anomaly discovery chance; lets you look at things... from a different angle... Blue - +30% anomaly research speed; Trying to rush through the research before the next mind shattering orgasm.
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