MagnaSonic3000 Posted May 19, 2019 Posted May 19, 2019 BTW, what are these disabled traits I see on the mod page? Apparently a few are disabled by default.
snarfies Posted May 19, 2019 Posted May 19, 2019 15 minutes ago, kimkim11 said: How do I open the female sub-menu? Based on context, I'm guessing its a planetary decision.
KostellO Posted May 19, 2019 Posted May 19, 2019 On 5/18/2019 at 4:58 PM, Lithia<3 said: @KostellO None that I know of, so go ahead if you want. I am working on a Russian translation. It's 50% ready. I'll send you the results in a few days. 1
snarfies Posted May 20, 2019 Posted May 20, 2019 Minor bug: Performing a planetary gender conversion also converts robot pops, even though the gender traits are not normally applicable to them. Also, good lord are you giving out a lot of gene mod points! I think I've found at least four that give +3. I dunno, I think its a little excessive.
Zorlond Posted May 20, 2019 Posted May 20, 2019 3 hours ago, snarfies said: Also, good lord are you giving out a lot of gene mod points! I think I've found at least four that give +3. I dunno, I think its a little excessive. Considering how expensive the traits are now, and how few species picks you get, I don't think that'll be much of a problem. Gene points aren't any use if you don't have a spare gene pick to spend them with. I'd like to offer a little trait idea to the floor, and Lithia in particular: a magnified version of Elastic Orifices, called Orgasmic Wombs. The attached file only contains the new trait code and it's associated English localization, a little cut-n-paste is required to get these game-ready. I -think- I did it all correctly, I'm not sure, especially the formatting on the localization. LVtraitOW.txt
snarfies Posted May 20, 2019 Posted May 20, 2019 2 hours ago, Zorlond said: Considering how expensive the traits are now, and how few species picks you get, I don't think that'll be much of a problem. Gene points aren't any use if you don't have a spare gene pick to spend them with. Counterpoint: What now is the point of Bio-Ascension if I'm gonna get a bazillion modpoints anyhow? I'm not saying get rid of ALL the extra modpoints, just tone it down a bit. BTW, I noticed, for some reason, I can't mod the "Dominant" and "Sadistic" traits in anymore. They don't even show up as options. But I'm running some materialist egalitarians, could that be why?
Ozvelpoon Posted May 20, 2019 Posted May 20, 2019 On 5/17/2019 at 9:23 PM, Raana said: @Lithia<3 I have created a few civics some people may be interested in that could serve as a framework for interesting hive mind events. As well as a generic, non-serviles syncretic evolution alternative. In total there are: > Three hive breeder civics that start with male/female-only or brood parasite traits, can assimilate from game start, have a pop raiding bombardment stance, and can declare a "breeding offensive" total war against other empires. Along with some opinion modifiers when interacting with other empires. > A Symbiotic Evolution civic for hive minds that gives them a secondary species option at game start. > A Parallel Evolution civic for regular empires that gives a secondary species options without the point-using serviles trait. I've spliced them into my own game and so far they seem to work as intended if you're interested. LV Addition.rar 17.77 kB · 32 downloads I have taken a look at you civics Lithia and I have a couple of question as to your intentions. I have been using it in conjunction with the mods "Scourge Ships" and "Guilli's Bioform Hive Mind Civic". It seems that Brood Swarm; Nymphic Hosts; and Propagating Throng are reskins of the same general idea. Is your intention to change them going forward to make them do different things? If not they could easily be combined by removing their default reproductive perk and letting the player come up with the sordid mechanics of the breeding during trait selection. I can see that you were going for a hive mind version of "Barbaric Despoiler" civic, but I agree that your version might need some combat bonuses to keep competitive with the mostly hostile universe. That is unless you want to create a "hostile rapey hivemind" civic and a "happy broodmother hivemind" civic. This would mirror the robotic civic of Determined Exterminator/ Driven Assimilator/ Rogue Servitor. - Devouring swarm covers the Determined Exterminator "kill all the things" well. - Your civics are a good base for the Driven Assimilator variant; still somewhat aggressive but with a bent towards the raiding mechanics. Driven assimilators add the cyborg trait to its assimilated pops you might look for something a little lewder for your kidnapped bioreactors. Maybe something that adds to planet wide growth speed like the gene clinic, but pop based? - I view the Rogue Servitor "happy broodmother hivemind" is more along the lines of inviting other species to immigrate to their worlds so they can live out their lives as pampered lives as the colonies broodmothers. Not "rapey" but rather consensual sexual slavery in exchange for an ideal lifestyle.
RudyMan Posted May 20, 2019 Posted May 20, 2019 Dobreyshiy vecherochek. Here's the thing, I have MSSA, Sexual gameplay and Sexyx xenos. Which of them are fully merged so I can remove them?
Raana Posted May 20, 2019 Posted May 20, 2019 24 minutes ago, Ozvelpoon said: I have taken a look at you civics Lithia and I have a couple of question as to your intentions. I have been using it in conjunction with the mods "Scourge Ships" and "Guilli's Bioform Hive Mind Civic". It seems that Brood Swarm; Nymphic Hosts; and Propagating Throng are reskins of the same general idea. Is your intention to change them going forward to make them do different things? If not they could easily be combined by removing their default reproductive perk and letting the player come up with the sordid mechanics of the breeding during trait selection. I can see that you were going for a hive mind version of "Barbaric Despoiler" civic, but I agree that your version might need some combat bonuses to keep competitive with the mostly hostile universe. That is unless you want to create a "hostile rapey hivemind" civic and a "happy broodmother hivemind" civic. This would mirror the robotic civic of Determined Exterminator/ Driven Assimilator/ Rogue Servitor. - Devouring swarm covers the Determined Exterminator "kill all the things" well. - Your civics are a good base for the Driven Assimilator variant; still somewhat aggressive but with a bent towards the raiding mechanics. Driven assimilators add the cyborg trait to its assimilated pops you might look for something a little lewder for your kidnapped bioreactors. Maybe something that adds to planet wide growth speed like the gene clinic, but pop based? - I view the Rogue Servitor "happy broodmother hivemind" is more along the lines of inviting other species to immigrate to their worlds so they can live out their lives as pampered lives as the colonies broodmothers. Not "rapey" but rather consensual sexual slavery in exchange for an ideal lifestyle. I had mostly just intended them to be a framework to build off of, so I separated them in case of any way to diversify them from each other. In hindsight though the ideas I had would be just as achievable by condensing it down to a single civic to simplify things, and instead creating "government" types depending on which species trait you have which events could tie into. For example invading a world a a siren government would have a different fluff text than invading them as a brood swarm. And yeah, giving the assimilator civic a combat bonus is something I've been thinking would be a good idea as I've been playing. Against solo empires the negative opinions aren't usually an issue as long as you keep your fleet strength up, but the moment a federation decides to put you in their sights it could prove to be a problem without a little boost. Maybe take advantage of the Force Disparity and Home Territory Fire Rate Bonuses? It wouldn't given them an overt offensive edge, but could be explained away as survival instincts kicking in if they find themselves on the wrong end of too many empires. I'd considered a custom trait for the secondary species, but I wasn't sure what to give them since Hive Minds naturally come with bonus growth rate, and in the previous mod version I learned that too much of a growth bonus can actually make it difficult to keep up with new pops. Plus the mod itself gives quite a few unity bonuses to hive minds as well so I passed that up too. Though perhaps amenities would be a good idea? Since that's a resource I've noticed hive minds struggle with. I'm not really sure how to pull off a rogue servitor styled hive mind to be honest. I messed around with the machine one a little before, but there's a lot of stuff that can easily break so I didn't look too much into copying it. And I don't think there's a way to really work in migration with non-gestalt empires either. Since they're excluded by default, and even if they weren't your pops would die in any empire they migrated to that didn't have the ability to deassimilate them.
Ozvelpoon Posted May 21, 2019 Posted May 21, 2019 2 hours ago, Raana said: I had mostly just intended them to be a framework to build off of, so I separated them in case of any way to diversify them from each other. In hindsight though the ideas I had would be just as achievable by condensing it down to a single civic to simplify things, and instead creating "government" types depending on which species trait you have which events could tie into. For example invading a world a a siren government would have a different fluff text than invading them as a brood swarm. And yeah, giving the assimilator civic a combat bonus is something I've been thinking would be a good idea as I've been playing. Against solo empires the negative opinions aren't usually an issue as long as you keep your fleet strength up, but the moment a federation decides to put you in their sights it could prove to be a problem without a little boost. Maybe take advantage of the Force Disparity and Home Territory Fire Rate Bonuses? It wouldn't given them an overt offensive edge, but could be explained away as survival instincts kicking in if they find themselves on the wrong end of too many empires. I'd considered a custom trait for the secondary species, but I wasn't sure what to give them since Hive Minds naturally come with bonus growth rate, and in the previous mod version I learned that too much of a growth bonus can actually make it difficult to keep up with new pops. Plus the mod itself gives quite a few unity bonuses to hive minds as well so I passed that up too. Though perhaps amenities would be a good idea? Since that's a resource I've noticed hive minds struggle with. I'm not really sure how to pull off a rogue servitor styled hive mind to be honest. I messed around with the machine one a little before, but there's a lot of stuff that can easily break so I didn't look too much into copying it. And I don't think there's a way to really work in migration with non-gestalt empires either. Since they're excluded by default, and even if they weren't your pops would die in any empire they migrated to that didn't have the ability to deassimilate them. I don't know the mechanics behind the coding but Rogue Servitor does have non-hive mind pops in a hive mind empire so it SOUNDS like it should be achievable. I agree that there should be a difference between Devouring Swarm and anything you give to your 'raiding' swarm. DS has: - 25% hull points - 0.5% hull and armour regen - 50% Starbase influence cost - 40% army damage - 20% biology research - 25% ship cost - 33% naval capacity All in all, big tough fleets. +33% naval capacity and -25% ship cost seems to be the baseline for the "killy" civics along with some kind of army damage and a ship combat bonus. As for options for your civic, raiding is based off of orbital bombardment damage so that would be a good bonus to speed up abductions, and falls into the "army damage bonus" column for taking planets. As for the other bonuses I kind of like the idea of a fast swarm; bonus evasion/ sub-light speed with steep bonuses to ship construction speeds and naval capacity.
WolfieKnot Posted May 21, 2019 Posted May 21, 2019 it may just me not really seeing it, but I haven't seen the "robot raping others" event, or I have and it just didn't really pop out. do you need the Dawn DLC for that event? as in it happen when they rebel?
dragon13 Posted May 21, 2019 Posted May 21, 2019 at present how much of sg, ssx, and massa are in the mod, because like the monty python cat i am confused (as to if i still need the other mods or not)
CrimsonOmegaLance Posted May 21, 2019 Posted May 21, 2019 Are there supposed to be any modifiers that occur when you put an species with all male/female with another pop? I get a portrait saying that they're going crazy, but I don't see any effect.
Raana Posted May 21, 2019 Posted May 21, 2019 9 hours ago, Ozvelpoon said: I don't know the mechanics behind the coding but Rogue Servitor does have non-hive mind pops in a hive mind empire so it SOUNDS like it should be achievable. I agree that there should be a difference between Devouring Swarm and anything you give to your 'raiding' swarm. DS has: - 25% hull points - 0.5% hull and armour regen - 50% Starbase influence cost - 40% army damage - 20% biology research - 25% ship cost - 33% naval capacity All in all, big tough fleets. +33% naval capacity and -25% ship cost seems to be the baseline for the "killy" civics along with some kind of army damage and a ship combat bonus. As for options for your civic, raiding is based off of orbital bombardment damage so that would be a good bonus to speed up abductions, and falls into the "army damage bonus" column for taking planets. As for the other bonuses I kind of like the idea of a fast swarm; bonus evasion/ sub-light speed with steep bonuses to ship construction speeds and naval capacity. It most likely is achievable I can say. When I was testing the civics I diabled the hive trait from the secondary species to test the assimilation mechanics. By default non-Hive organics are purged so I disabled the purge for the assimilation civic. With that disabled non-Hive organics default to slavery if there isn't a valid assimilation check. The key to rogue servitors I think is the organic sanctuaries, because as long as there are open jobs in one the pops will be neither purged nor enslaved. Also, at one point during a game I noticed a rogue servitor with more organics than they had sanctuary space, and they had defaulted to being enslaved since servitors don't want to kill organics. Probably has something to do with the happiness mechanic for servitors where happier pops give bigger rewards, but not having the space for them resulting in enslavement reduces the overall happiness. For the assimilation civic bonuses maybe something like? + 15% Evasion + 15% Sublight Speed + 20% Habitability (gotta be able to survive on the planets your hosts are on, also kind of pairs with the machine / cyborg habitability bonus from machine assimilators) + 40% Army Morale Damage (demoralize instead of flat damage because of the other things they do to their foes instead of killing them) + 20% Biology Research + 25% Ship Build Speed (instead of ship cost reduction) + 33% Naval capacity Bombardment damage probably doesn't need to be changed. I just copied the vanilla raiding stance and by default it has a 100% chance to "kill" a pop every minute. Compared to the 50%/10min for indiscriminate and 25%/20min for selective.
lachlord Posted May 21, 2019 Posted May 21, 2019 Maybe im just blind but i cant find Raana's civics.
Ozvelpoon Posted May 21, 2019 Posted May 21, 2019 5 hours ago, Raana said: Bombardment damage probably doesn't need to be changed. I just copied the vanilla raiding stance and by default it has a 100% chance to "kill" a pop every minute. Compared to the 50%/10min for indiscriminate and 25%/20min for selective. You taught me something new then; I always thought the pop abduction was based off of devastation, if this is true then it is better to have many very small fleets all bombarding to proc the roll multiple times?
Raana Posted May 21, 2019 Posted May 21, 2019 1 minute ago, Ozvelpoon said: You taught me something new then; I always thought the pop abduction was based off of devastation, if this is true then it is better to have many very small fleets all bombarding to proc the roll multiple times? To be honest? I don't know. I haven't reached a point in a game where I'm bombarding to steal pops, and in most of my other games I try not to kill enemy pops if I can help it because they better serve my empires alive with working infrastructure. ? 51 minutes ago, lachlord said: Maybe im just blind but i cant find Raana's civics. Regular Empires: Parallel Evolution - Syncretic Evolution without the locked Serviles trait. Gestalt > Hive Mind: Nymphic Hosts (female-only) - Hive Assimilators. Propagating Throng (male-only) - Hive Assimilators. Brood Swarm (brood parasites) - Hive Assimilators. Symbiotic Evolution - Syncretic Evolution for Hives.
lachlord Posted May 21, 2019 Posted May 21, 2019 37 minutes ago, Raana said: To be honest? I don't know. I haven't reached a point in a game where I'm bombarding to steal pops, and in most of my other games I try not to kill enemy pops if I can help it because they better serve my empires alive with working infrastructure. ? Regular Empires: Parallel Evolution - Syncretic Evolution without the locked Serviles trait. Gestalt > Hive Mind: Nymphic Hosts (female-only) - Hive Assimilators. Propagating Throng (male-only) - Hive Assimilators. Brood Swarm (brood parasites) - Hive Assimilators. Symbiotic Evolution - Syncretic Evolution for Hives. Thank you very much!
snarfies Posted May 21, 2019 Posted May 21, 2019 20 hours ago, Lithia<3 said: Small update released. In the absence of a detailed changelog, I've retested the bugs I found with .0.4 In 0.4.1: Loading crashes at 93% if using LV with both Real Space and Elves of Stellaris (and associated patches), but launches with either separately (not an issue in earlier LV versions): Not fixed (bye for now, knife-ears!) Brood Parasite popups occur, but no actual changes in population growth get applied (syncretic evolution): Actually worse, see below Robot pops are given gender traits when performing planetary gender changes: Fixed Robot Rape does not trigger on new machine society colonies when bios are relocated there (rogue servitors): Not fixed New bugs (?) found for 0.4.1: Rogue Servitors can build the Dairy Farm, but as the Worker class is required, there is no way the Dairy can ever be used, as it requires a different class of workers that simply can never be available. If you could make an alternate version for Bio-Trophies, that'd be super rad. Rogue Servitor Robot Rape is applied to the initial homeworld, but no popup occurs. Shame, those are hot. Rogue Servitors Robot Rape seems to result in a third robot species rather than the main species. I don't know if that was intended, I didn't get that far in testing in .0.4. In any event, this new, third, robot species is set as a Bio-Trophy despite being a machine. It should either be part of the main species Machine Integration, or, even better, there should be no third race and Robot Rape offspring should be of the main species. Brood Parasite is simply not triggering at all now - not even a popup. Dom/Sub and Sadism/Masochism events are no longer triggering. Or do they just trigger a lot less often now? Not sure if they're broken or as-intended in my brief testing. Requests: I like the robosex, in case you haven't noticed. I'd like to see a version of MF Cyber Womb that can work with citizen species, a more consensual version. So, for example, Driven Assimilators could breed with their bio-drones to accelerate build speed, or a bio species that's just really into robots could use their bodies to accelerate robot creation. 1
Raana Posted May 21, 2019 Posted May 21, 2019 1 hour ago, snarfies said: Brood Parasite is simply not triggering at all now - not even a popup. Dom/Sub and Sadism/Masochism events are no longer triggering. Or do they just trigger a lot less often now? Not sure if they're broken or as-intended in my brief testing. Seems to be the traits in general. Main species has: Brood Parasite, All-Male, Domineering, and Sadistic. Secondary species has: All-Female, Submissive, and Masochistic. Before the update I got pop ups for everything but Brood Parasites, but after the update on a new game I'm on my 3rd planet and haven't seen any pop ups yet. 2
cptnnutt Posted May 22, 2019 Posted May 22, 2019 it would appear that planetary events as a whole are non-functioning at the moment. shame because i had a parallel evolution empire set up exactly to see events start popping up
dragon13 Posted May 22, 2019 Posted May 22, 2019 at present how much of sg, ssx, and massa are in the mod, because like the monty python cat i am confused (as to if i still need the other mods or not)
CrimsonOmegaLance Posted May 22, 2019 Posted May 22, 2019 6 hours ago, snarfies said: Loading crashes at 93% if using LV with both Real Space and Elves of Stellaris (and associated patches), but launches with either separately (not an issue in earlier LV versions): Not fixed (bye for now, knife-ears!) I have both Real Space 3.2 and LV 4.1 enabled and mine works.
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