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Posted

given that you'd already have those planets anyway, the real benefit is just getting free resettlement - it's hardly any more powerful than any other total war civic. Personally, I find stealing 1 leader per planet a bit much - maybe just limit that to that planet's governor, and getting all if you capture all of them?

Posted

The "Tentacle Breeding Pit Integration" ascension perk requires the "Tentacular Awakening" technology which, in turn, requires epigenetic triggers and finding some kind of primitive life. This creates a problem if you play without primitives (because they aren't usually helpful and inhabited worlds probably reduce performance?) but are playing a Tentacle Symbiosis empire.  Maybe the epigenetic triggers requirement could be removed or changed to something that won't be disabled by game settings? One of the genetic engineering techs?

Posted
On 12/15/2024 at 4:08 PM, ajapplejack said:

The "Tentacle Breeding Pit Integration" ascension perk requires the "Tentacular Awakening" technology which, in turn, requires epigenetic triggers and finding some kind of primitive life. This creates a problem if you play without primitives (because they aren't usually helpful and inhabited worlds probably reduce performance?) but are playing a Tentacle Symbiosis empire.  Maybe the epigenetic triggers requirement could be removed or changed to something that won't be disabled by game settings? One of the genetic engineering techs?

 

The possible performance impact of primitives is exceedingly small as they have low pops, no trade, and as far as I know don't genemod.  On the other hand you get research points from observation posts and the chance of unique techs via insights if you're playing nice.  If you're playing mean, they're free pops who likely have different planetary preferences to your default species.  That's just playing vanilla.  Play with mods that lets you design primitives and you can build them to be more interesting and/or useful.

 

Personally I can't say I've ever been tempted to turn off primitives.

Posted (edited)

Alright, I made a few changes based on feedback, new notes below
Also, still not heard back so adding file here if people want to test
This includes my .git repo files, so you should be able to see the changes I made using git.
It goes without saying, but I'm happy for any/all changes to be added to Lustful Void by @Lithia<3

EDIT: added newer version below

 

 

# Unofficial 0.7.8
By Ban10
 
## Fixes
    - Remove unused Loc files in Common folder
        - Took me ages to realise there were two copes of the same Loc files!
        - Why do these exist?
 
    - Remove duplicate Interface files in Common folder
        - Same as above, these don't do anything because there is already an interface folder with the same files
        - Maybe I'm missing something but afaik these files are just duds
 
    - Fix for Milk jobs in a Gesalt empire
        - The modifier wasn't working because the Milk job is a "simple_drone" job category
 
    - Fix Rapist trait icon not displaying
 
    - Disable the Prostitute events for Gestalt empires
        - They don't really make sense.
 
## Changes
    - Tentacle Worlds
        - Add Terrestrial sculpting to Tentacle world start
            - Allows you to start creating tentacle worlds for a hefty cost
            - I think this is ok as otherwise you are stuck on a single planet for ages
        - Tentacle core produces unity for Gestalt empires
        - Can add tentacle world preference to species if you have tentacle world technology
        - Edit triggers to terraform Gaia to Tentacle
            - No longer requires Climate Restoration tech to switch (Gaia worlds already have the best climate for biological life!)
        - Change Tentacle tech modifiers and pre-reqs
            - Change Tentacular awakening to require tentacle world instead
            - Change factors to ensure small chance of getting techs even if no tentacle planet/blockers
 
    - Offensive Breeding CB
        - Change Icon to "Breeder" icon
        - Raid victory rewards minerals instead of Consumer goods (Gestalt don't use Consumer Goods)
        - Added pop and leader kidnapping effects
        - For Leaders:
            - If all planets are occupied & claimed, all leaders are kidnapped (including ruler)
                - If ruler is kidnapped, adds Legendary leader flag to them, means they do not use a Leader slot
            - If planet is occupied & claimed, the governor of that planet and a random leader from that empire are kidnapped
            - Otherwise, if occupied but not claimed, only the governor of that planet is kidnapped.
        - For Pops
            - If a planet is occupied and claimed, all pops from that planet are kidnapped and distributed across the kidnappers planets.
            - Otherwise, if occupied but not claimed, 30% of that planets pops are kidnapped
                - Weighted planet selection to try and choose planets with free housing/jobs/amenities (if possible)
        - Essentially, having claims gives better kidnapping effects
        - Also, you do not gain system claims when winning a Breeding offensive, the focus is on pops/leaders
 
    - Change mean time for kidnap events via holdings
        - Down to mean time of 3 months
        - As we already have to wait 2 years for the flag to expire anyway
 
    - Trait changes
        - Upgrade Commander Masochistic trait
            - Now the level two and three traits have increased/more effects, so levelling this up actually does something!
        - Change Rapist trait to use energy/food upkeep
            - For Gestalt empires, maybe split trait into Gestalt/Non-Gestalt version?
        - Tormentor cannot spawn for Gestalt Leaders
 
    - Sexology Research building upgrades require vanilla techs to upgrade to level 2 and 3
 
## Features
    - Work on Smexy Brood swarm name list
        - Hive swarm name list, still WIP
 
    - Add Breeder Selection Overlord Holding for Breeder Hives
        - Lets you slowly kidnap pops from Vassals, same way the sentient acquisitions holding for Corps works
 
    - Create "Prize Cow" Combo trait
        - The Prize Cow trait combines most of the cow traits that are added via the milking tradition effect.
        - Once you reach the final stage, all of the cow traits get merged into this one
 
    - Ravage bombardment
        - Adds a simple trait icon, bombarding effect and lewd sounds (to planet being raided) when using the ravage bombardment stance
        - Change stats, very small amount of planet/army damage but higher "kill" (aka kidnap) chances compared to vanilla raiding
Edited by ban10
Removed file because newer version below
Posted (edited)

Some more fixes/changes/features etc
Lustful_Void_0.7.9.zip

 

# Unofficial 0.7.9
By Ban10
 
## Fixes
    - Fix Ruler check when kidnapping via Breeding Offensive
 
    - Normalise and fix Ravage sound effects
 
## Changes
    - Offensive Breeding CB
        - Create status quo for breeding offensive, kidnaps pops/leaders from taken planets but no raiding bonus
 
    - Add Colony designation icons for Lustful void planet types
        - eg Milk world now has milk cow icon
 
    - Liquids Processor decision can be done on any planet
        - Also slight changes to deposit to allow gestalt and tentacle worlds
        - Change special resource gains to activate on any special sex world
 
## Features
    - Add Council Agenda for Breeding and Milking traditions
        - Dairy Delights increases milk production
        - Breeding rota gives extra breeders and temporarily reduces housing/amenities usage
 
    - Add Gem Incubation World Planet type
        - Increases output from Gem incubation jobs
 
    - Add basic Gestalt raider victory event
 
    - Pod Bondage civic
        - Designed for Breeder Hives, increases Ravage kidnap chance and gives lots of bonus modifiers mainly related to pop housing / management.
Edited by ban10
Posted
On 12/26/2024 at 10:56 AM, ban10 said:

Some more fixes/changes/features etc
Lustful_Void_0.7.9.zip

 

# Unofficial 0.7.9
By Ban10
 
## Fixes
    - Fix Ruler check when kidnapping via Breeding Offensive
 
    - Normalise and fix Ravage sound effects
 
## Changes
    - Offensive Breeding CB
        - Create status quo for breeding offensive, kidnaps pops/leaders from taken planets but no raiding bonus
 
    - Add Colony designation icons for Lustful void planet types
        - eg Milk world now has milk cow icon
 
    - Liquids Processor decision can be done on any planet
        - Also slight changes to deposit to allow gestalt and tentacle worlds
        - Change special resource gains to activate on any special sex world
 
## Features
    - Add Council Agenda for Breeding and Milking traditions
        - Dairy Delights increases milk production
        - Breeding rota gives extra breeders and temporarily reduces housing/amenities usage
 
    - Add Gem Incubation World Planet type
        - Increases output from Gem incubation jobs
 
    - Add basic Gestalt raider victory event
 
    - Pod Bondage civic
        - Designed for Breeder Hives, increases Ravage kidnap chance and gives lots of bonus modifiers mainly related to pop housing / management.

Damn, such a interesting additions and fixes, thank you for your work. Maybe it will be a good idea releas them as separate mod tho, so you can customise and add more stuff without losing them here. Also people will find you work with much more ease.

Posted (edited)

As far as species portraits go, do we have any compatible options that include nudity as well as a style that somewhat resembles that of the original game? Lewd Xenos, Sexy Xenos and Calcifire's pack all clash a little with the game's overall look imho.

 

Sorry in advance if this is the wrong place to ask.

 

*Edit: Would also be nice if there was a mod that included clothed/naked states but I don't know how big of an ask that would be, technically

Edited by Whoreofbabylon
Posted
8 hours ago, Whoreofbabylon said:

As far as species portraits go, do we have any compatible options that include nudity as well as a style that somewhat resembles that of the original game? Lewd Xenos, Sexy Xenos and Calcifire's pack all clash a little with the game's overall look imho.

 

Sorry in advance if this is the wrong place to ask.

 

*Edit: Would also be nice if there was a mod that included clothed/naked states but I don't know how big of an ask that would be, technically

The mod exists but the style doesn't really lend itself to sexy. I have seen it but I don't know the name.

Posted
On 12/30/2024 at 5:34 PM, Whoreofbabylon said:

As far as species portraits go, do we have any compatible options that include nudity as well as a style that somewhat resembles that of the original game? Lewd Xenos, Sexy Xenos and Calcifire's pack all clash a little with the game's overall look imho.

 

Sorry in advance if this is the wrong place to ask.

 

*Edit: Would also be nice if there was a mod that included clothed/naked states but I don't know how big of an ask that would be, technically

Stable portraits, but sadly it only has 3 species

Posted
On 12/30/2024 at 6:34 AM, Whoreofbabylon said:

As far as species portraits go, do we have any compatible options that include nudity as well as a style that somewhat resembles that of the original game? Lewd Xenos, Sexy Xenos and Calcifire's pack all clash a little with the game's overall look imho.

 

Sorry in advance if this is the wrong place to ask.

 

*Edit: Would also be nice if there was a mod that included clothed/naked states but I don't know how big of an ask that would be, technically

In my opinion, if you just want to reduce the whiplash between the sexy races and the regulars appearing in the same games, there are replacer mods that overwrite the original art with sexy ones. It might not fit the base game style, but since the base game portraits wouldn't be around anymore it won't contrast so badly.

 

Not exactly what you're asking for, but might still solve your problem.

Posted

There a feature explanation anywhere for the LV-Basegame-Overwrites file? Not played/modded Stellaris since late 2020, so I'm getting lost in what's what in the changelog

Posted
On 1/5/2025 at 7:39 PM, Toastedsnow said:

There a feature explanation anywhere for the LV-Basegame-Overwrites file? Not played/modded Stellaris since late 2020, so I'm getting lost in what's what in the changelog

Base Game Overwrites basically contains the hive mind civics and the file overwrites nessacary to get their war goals and a couple of other minor mechanics to works properly.

Posted

Is there a guide on how to make different races compatible with the monogender conversion? I remember there being one a year or two ago, but I can't find it now.

Posted (edited)

It'd be cool to see the Feminization Degree and Feminization Range get fixed whenever they come back. I have tried tinkering with it and there is no attempt in the event to check the pop type. Sure, it checks what feminization range is chosen but the executed event is Feminize EVERY pop, every time (unless it is no feminization). I do really enjoy this mod but it seems there are many dud events or technologies.

~I just went back for another check and sure as shit, the event does check. I believe the values that it is checking for are dead ones so they are auto true regardless of actual state of a pop.~

 

That being said, thank you Lithia for making a mod environment for this game. It definitely allows a type of sandbox no one else has even come close to yet.

Edited by sexlabextra
Misidentifying information
Posted (edited)
11 hours ago, Spenser said:

Did cow clinic bugged? I dont see option to build it even after finishing milking tradition. Maybe someone fixed it already at this point?

I ran into the same issue and I think the solution was that it's not a building at all. I have unfortunately forgotten was it actually was so I assume it was a passive effect.

Was Cow Clinic a tech?

Edited by Fakenet
Posted
3 hours ago, Fakenet said:

I ran into the same issue and I think the solution was that it's not a building at all. I have unfortunately forgotten was it actually was so I assume it was a passive effect.

Was Cow Clinic a tech?

Right now it's an idea that hasn't been fully implemented.

Posted

It was from Starchild's LV i believe, so guess not integrated then. Very hard to do from technical level, so kind of understandable. Still, would be nice if we just get some nice bonuses for completing whole tradition, instead of nothing. Oh well.

Posted
18 hours ago, sexlabextra said:

Right now it's an idea that hasn't been fully implemented.

Ah, that would also fit. All I remember is that I did some research and came to the conclusion that I don't need to do anything.

Posted
11 hours ago, Spenser said:

It was from Starchild's LV i believe, so guess not integrated then. Very hard to do from technical level, so kind of understandable. Still, would be nice if we just get some nice bonuses for completing whole tradition, instead of nothing. Oh well.

The LV Dairy Patch pretty much covers this.  You don't need to build the Cow Clinic, the genetic modification of cows has been added as a policy option

)

Posted
7 hours ago, schroecat said:

The LV Dairy Patch pretty much covers this.  You don't need to build the Cow Clinic, the genetic modification of cows has been added as a policy option

)

Sweet, thanks mate!

Posted

So it seems as if this mod, may be effecting the balance of the game when the end game crisis comes around by effecting our progression cause of it's added technologies. As the following thread in the paradox forum shows, my fleet power and that of every other AI empire in the game is significantly lower than it should be compared to the Fallen Empires we are facing in the War in Heaven Crisis. With a AFE fleet that can near 1 million fleet power cap we have no chance of winning against them with how ever other empire has progressed.

https://forum.paradoxplaza.com/forum/threads/war-in-heaven-ae-is-nearing-1-million-fleet-power.1726346/#post-30126786

Posted
2 hours ago, CyberKristi said:

So it seems as if this mod, may be effecting the balance of the game when the end game crisis comes around by effecting our progression cause of it's added technologies. As the following thread in the paradox forum shows, my fleet power and that of every other AI empire in the game is significantly lower than it should be compared to the Fallen Empires we are facing in the War in Heaven Crisis. With a AFE fleet that can near 1 million fleet power cap we have no chance of winning against them with how ever other empire has progressed.

https://forum.paradoxplaza.com/forum/threads/war-in-heaven-ae-is-nearing-1-million-fleet-power.1726346/#post-30126786

You can fix that by pushing the endgame date back a few years.

I don't know what other solution you expect.

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