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Posted
1 hour ago, Bloodly said:

It's not clear to me; do Hive Minds get these sex jobs the traits keep mentioning?

Right now I think the only available jobs are the milking jobs, but they are available to Hive Minds so it's likely the other jobs added in the future will be as well.

Posted
On 5/25/2019 at 11:50 PM, kiargo said:

Not isn't, it shows actually the maluses and bonuses from the traits. As far I know...

 

Yeah but to get both at once for a single race doesn't make sense.

Posted
6 hours ago, Malum Oculus said:

 

Yeah but to get both at once for a single race doesn't make sense.

The pops gets the bonifiers and maluses, not the entire species, if was that the case it would be like the anterior patch wich was shown as traits and that was really annoying. and still showed the bonuses and maluses applied at the population of a planet.

 

Is really wierd showing the bonus and maluses in a pop but really makes sence as you can know how much you gain or loose looking at the pop modifier.

Posted
7 hours ago, Malum Oculus said:

 

Yeah but to get both at once for a single race doesn't make sense.

 

1 hour ago, kiargo said:

The pops gets the bonifiers and maluses, not the entire species, if was that the case it would be like the anterior patch wich was shown as traits and that was really annoying. and still showed the bonuses and maluses applied at the population of a planet.

 

Is really wierd showing the bonus and maluses in a pop but really makes sence as you can know how much you gain or loose looking at the pop modifier.

I'm actually kind of curious about the conditions to apply the Lusting/Disgusted modifiers.

 

It was weird seeing them in my Hive Mind since gestalt consciousness kind of means they're all one single being in a way, but I figured it was just a conditional thing where pairing an all-male species with an all-female species was granting the "lusting after" bonus, but the second species was getting "disgusted by" because the main species was also a brood parasite.

 

Actually makes me wonder if hive minds shouldn't get slightly different pop bonuses. Especially since the happiness and ethics attraction modifiers from pretty much all of the pop modifiers are essentially pointless.

 

I also noticed the same thing in my normal, non-hive empire, but didn't think much of it there until I noticed the "disgusted by" penalty was being applied to a lot of my xenophile pops which I don't think it's supposed to do.

Posted

I'm confused by male only/female only. The text suggests that breeding gets a bonus once other races are available as citizens, but how does that work?

 

EDIT:

Oh, so the only benefit is happiness and xenophile ethics attraction? Okay.

Posted

Wow!

I didn't really check the Stellaris mods here ever since Megacorp was released, since I'm still not happy with PDs efforts at fixing the state of the main game and was quite surprised to see the modding scene here make this kind of effort.

So is this going to be the "combined efforts of LL for Stellaris" mod or should one run other LL mods alongside it?

Posted
5 hours ago, Starfire12 said:

Wow!

I didn't really check the Stellaris mods here ever since Megacorp was released, since I'm still not happy with PDs efforts at fixing the state of the main game and was quite surprised to see the modding scene here make this kind of effort.

So is this going to be the "combined efforts of LL for Stellaris" mod or should one run other LL mods alongside it?

From what i could read, It will be both a mod consisting of other mods, a all-in-one and also containing a framework, so that others can expand on it by adding additional features or sub-mods as well... (as Dark World Reborn /Dark world Fantasy works)

 

By the way, there is there missing patches? i do not see a patch for "SSX Enhanced Gene Mod" ?

 

Another question...

Which mods is fully implemented/merged in this mod?

 

I belive Sexual Gameplay is, but how is it with MSSA etc ?

 

Posted
16 hours ago, rallyelgen said:

Another question...

Which mods is fully implemented/merged in this mod?

 

I belive Sexual Gameplay is, but how is it with MSSA etc ?

 

From what I've seen quite a bit of MASSA is integrated at this point. I think it's mostly a few events and some of the building chains that are still missing.

 

Not sure how much of other mods are. The only other one I use is Sexy Xenos and really only for the species profiles.

 

-------

 

Also, @Lithia<3 while playing lately there were a few things I noticed could probably use some tweaks as far as balance and theme flavor go.

  • Most of the pop modifiers probably need alternatives for gestalt consciousnesses. Since happiness and ethos modifiers don't give them any benefit.
    • Also, the sex shop event that gives trade value to a system. Since gestalts don't use trade goods.
  • I've found I never use the breeding planet decisions and rarely use the exhibitionism decision on my worlds. Generally favoring the vanilla planetary growth for 1k Food or a modded alternative that gives the same effect as vanilla, but continuously for 8 Food/month. I won't deny the growth bonus is massive, and worth the trade off of the production, but I've found I never have the influence to spend on them until a good 50+ years into my games. Even with the bonus influence from species sharing planets. Granted a lot of that's because I play "wide" so my influence tends to get dumped into territory expansion. (unless it's supposed to be a more mid-game benefit in which case ignore this).
  • Leader traits could probably use some adjusting to make them a bit more unique from each other. I know each will affect the outcomes of future events, but the baseline benefits will still remain a big factor in how valuable they seem.
    • For scientists right now I tend to gravitate towards Zoophile simply because it grants the biggest bonus to the same modifiers. Leaving Sexologist and Sadistic somewhat neglected.
      • Also a little surprised Zoophile is only available to the Sex Bot and Sadistic species traits, and not Lewd Mind and Sex Crazed as well (Submissive and Masochistic would probably be appropriate too).
    • Sadistic and Rapist for Admirals and Generals has a similar issue as well. With Rapist having the same bonuses as Sadistic, plus two more in both cases.
    • Also, a more in-general thing, but I've noticed that any leader regardless of species can get the traits as long as there's another species in the empire with the required species trait (something I'll admit to taking advantage of).
  • Physics and Engineering could probably use some equivalents as well. Not sure how to apply them to researchers aside from maybe "accidents" happening in the three lab types, but the other two could be tied to anomalies in their own unique ways. Extradimensional beings, psionic possessions, ancient machine "toys," etc.
  • Spiritualist / Materialist divide with All-Male and All-Female respectively also seems a bit of an odd choice to me.
  • I also wonder if it'd be possible to have the transformation researches increase max trait picks instead of trait points. Because I generally end up with far more trait points than I can spend since I just can't pick any more traits to add to a species.

Other than that everything from the last big update has felt much more balanced than things did prior, and I've come up with some rather interesting species trait combinations and empire themes with the changes.

 

Edit: oh, and I modified one of the hive assimilator traits to test the bonuses I posted a few pages back to see how they handle with a little extra power to make up for being disliked by just about everyone:

 

Spoiler

+ 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

Seems to be pretty balanced for the most part. Maybe drop the habitability and biology from the syncretic hive trait if they do get added, because with both civics and the extremely adaptable trait I could safely colonize tomb worlds before I even got the research and was flying through biology techs.

 

That said, I've had a federation eyeballing my hive for most of the late early game, and I think they've been gearing up to attack because they keep forcing their ethos on their neighbors and making that whole corner of the galaxy either federated or at least associated. ?

Posted
8 hours ago, smorefan said:

Anyone know why it keeps crashing on the fourth day despite it being my only enabled mod?

I know it always locks up for a few seconds on the 4th and 9th days of a new game for me. It's pretty much the mod checking every pop in the new galaxy to see if they qualify for the modifiers. I just let it run and the freezes usually stop not long afterward once the scripts finish checking things and the game continues fine afterward.

 

I have noticed the freezes vary in length depending on galaxy size too (more pops, longer process I suppose) so maybe give it some time to see if it's just taking a while to process everything?

Posted
14 hours ago, Raana said:

-------

 

Also, @Lithia<3 while playing lately there were a few things I noticed could probably use some tweaks as far as balance and theme flavor go.

  • I also wonder if it'd be possible to have the transformation researches increase max trait picks instead of trait points. Because I generally end up with far more trait points than I can spend since I just can't pick any more traits to add to a species.

 

Please do not do this (or just don't switch one for another), as for those who are using more then one mod that adds additional traits, could use those extra points for other things...

 

Posted
45 minutes ago, rallyelgen said:

Please do not do this (or just don't switch one for another), as for those who are using more then one mod that adds additional traits, could use those extra points for other things...

 

Balance in all things...

 

A nice mix of both then!

Posted
6 hours ago, rallyelgen said:

Please do not do this (or just don't switch one for another), as for those who are using more then one mod that adds additional traits, could use those extra points for other things...

 

 

6 hours ago, Ozvelpoon said:

Balance in all things...

 

A nice mix of both then!

Mix of both might be good. The issue I keep running into is ending up with 6+ trait points between the research and the ascension path, and no way to spend them because I've capped out my trait selections.

Posted
16 hours ago, Raana said:

 

Mix of both might be good. The issue I keep running into is ending up with 6+ trait points between the research and the ascension path, and no way to spend them because I've capped out my trait selections.

In the meantime you have this pointer which you can find where you download the file under the Compatiblity section:
 

Quote

Anything changing the "00_species_archetypes.txt" base game file. Delete this folder (...Lustful Void\common\species_archetypes) if you have another mod that increases trait points/picks.

Which you can translate to: That txt file contains the settings for trait points/trait picks ... just open that file and change those numbers to your hearts content :)

 

My reason: I have other mods that add other new traits, enabled when playing...

Posted

Me personally I would like to see some different things if you are using Brood Parasite and All Female.  If there was a way to change pictures when Using Futanari that would also be nice. 

 

But I think I would like to see where they the all female Brood Parasite doesn't mention males at all.  But that's just me. And more popup events and decsions about the players created species would be nice.

 

One thing I have a question of, will there be new slavery?  I mean will there be new types of slavery, like breeding slavery or something similar? 

 

Other then that I find I'm enjoying this mod, and bonus for the futanari trait as well. 

 

Posted
On 5/29/2019 at 8:20 AM, rallyelgen said:

In the meantime you have this pointer which you can find where you download the file under the Compatiblity section:
 

Which you can translate to: That txt file contains the settings for trait points/trait picks ... just open that file and change those numbers to your hearts content :)

 

My reason: I have other mods that add other new traits, enabled when playing...

Honestly, I think the baseline allocation is nicely balanced as-is. Gives plenty of room for quite a few interesting trait combinations while being restrictive enough to stop and really think about how a species should be set up at game start.

 

Part of it is also probably how with normal vanilla I would mod out the negative traits to grant those extra slots. Since all negative vanilla traits are purely negative. While some of the mod's traits still have value despite their penalties, and are worth holding onto.

 

Which is kind of why I switched to agreeing that a mixed benefit from the modded research may be the best approach. Extra points for those who want the points, extra slots for those who want more slots. Allowing genemodding to remain a way to grow a species for everyone.

Posted

Just to let people know, I'm waiting for the new DLC that will come out next week before releasing an update. This does not mean I stopped working on the mod though...I just need to see what breaks. I'm sure not too much will, but still.

 

Also, as far as I know, you can't add more trait picks with technologies or even events. You can make events that give traits and them not costing a trait pick, but any template based on that species will take those traits into account for the limit.

 

I feel a lot better though, so I can do more than just fix a few bugs each night lol

Posted

Personally, I thought having only 3 traits per species was boring. I like some more diversity and being able to really customize your species from the beginning, so I set trait picks to 20 and trait points to... 50, I think.

The only downside is that it's hard to see each individual trait because they are all so mushed together, but that's more of a UI problem. :P

 

(For that reason, I also tend to favour more unique and diverse traits rather than similar, incremental traits.)

Posted
3 hours ago, Lithia<3 said:

I feel a lot better

Glad to hear :) Stay healthy and most importantly, get enough sleep so that your immunity is can be fully restored.

Posted

I would ask about the opinion modifiers about make others  "horny" or "lust", because I make some horny and others lust,  wich criteria followed here in order to say wich is horny and wich is lust?

Posted

Harking back to an earlier comment. The LV milk farms seem to be working for me in terms of jobs (unless I'm misunderstanding it).

But it is with great reluctance I must admit that in the my playthrough with LV 0.4.1 I'm finding that the milk buildings are creating volatile motes instead of consuming them as upkeep. Not that I mind, but I feel this is unbalanced as proven by me abusing said building :)

Posted
On 5/30/2019 at 4:13 PM, Lithia<3 said:

Just to let people know, I'm waiting for the new DLC that will come out next week before releasing an update. This does not mean I stopped working on the mod though...I just need to see what breaks. I'm sure not too much will, but still.

 

Also, as far as I know, you can't add more trait picks with technologies or even events. You can make events that give traits and them not costing a trait pick, but any template based on that species will take those traits into account for the limit.

 

I feel a lot better though, so I can do more than just fix a few bugs each night lol

Here's hoping the update doesn't break anything with modifiers... One of my workshop mods is almost entirely modifiers, and it is an absolute pain to update whenever there's a big shift.

 

Sucks about the trait pick restrictions. Though I wouldn't go changing the values the mod sets them at during empire creation because I do think it's pretty balanced as is. Was just hoping there would be a way to expand upon that limit is all. Though I did think a little more on the traits added in general, and how the negative traits add penalties but are still useful in some way. Sadistic in particular because of the leader traits it gives, and Sex Crazed is also good for that early game growth kick with the resource output penalty being noticeable but not crippling.

 

It also got me thinking about maybe adding more negative traits to the list. A 3 point one in particular would be nice since I occasionally need the points, but Sexually Repressed is rather theme-specific and is also locked out by a lot of the other traits. A few quick ideas I had were:

Spoiler

> Abundant Penises

   -3 Cost

   The males of this species possess an ample number of penises to the point of being overwhelming to most species' females.

   +16% Growth Speed

   +8% Pop Food Upkeep

   +4% Amenities Usage

   +4% Consumer Goods Usage

   Has a substantial effect on Sex Jobs

   Has a substantial effect on breeding specific Sex Jobs

   Has an enormous effect on Other Species

      Positive Effect: Elastic Orifices, Masochistic, Sexually Gifted, Breeder Hips, Sex Crazed.

      Negative Effect: Everyone else.

   (Obviously made with tentacle monsters in mind)

 

> Prodigious Penis

   -2 Cost

   The males of this species are exceptionally well endowed compared to the galactic average, but are liable to harm the females of other species.

   +8% Happiness

   +4% Consumer Goods Usage

   Has a moderate effect on Sex Jobs

   Has a substantial effect on Other Species

      Positive Effect: Elastic Orifices, Masochistic, Sexually Gifted, Breeder Hips, Sex Crazed.

      Negative Effect: Everyone else.

   (Think size difference taken too far)

 

> Zoophilia

   -3 Cost

   This species has an unusual sexual interest in non-sapient life forms.

   +16% Xenophile Ethics Attraction

   -16% Growth Speed

   +8% Housing Usage

   Has a moderate effect on Sex Jobs

   Has a moderate effect on Other Species

      Positive Effect: Lewd Mind, Sex Crazed.

      Negative Effect: Everyone else.

   Zoophile leader traits to all leaders instead of just scientists

   Random empire events, particularly on planets with Hostile Wildlife, Alien Zoos, and (maybe) pre-sapients.

 

I'm also going to see if I can't make another civic themed around the sex trade with its own building chain. Along with a building chain for hive minds.

 

11 hours ago, kiargo said:

I would ask about the opinion modifiers about make others  "horny" or "lust", because I make some horny and others lust,  wich criteria followed here in order to say wich is horny and wich is lust?

Looking at the files it looks like "Lusting" comes from any non-xenophobe empire when your empire has:

> A ruler with the Lustful Body or Seductive traits

> A primary machine species with the Sex Bots trait (materialists in particular will lust after your empire more)

> A primary species with pretty much any of the male and female attribute traits (breasts, penises, etc)

 

Xenophile empires will of course lust after you even more.

 

"Horny" comes from xenophobic empires towards your empire if it has any of those same requirements, except spiritualists replace materialists for Sex Bots. As well as any species with the Lewd Mind or Sex Crazed traits.

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