VickyNova Posted June 5, 2019 Posted June 5, 2019 I backed up all my mods and will just install them manually and roll back to the previous version probably.
Raana Posted June 5, 2019 Posted June 5, 2019 Aside from a bad install when I got the story pack (apparently an old bug with Stellaris) I haven't seen any issues with my mods list so far. Roughly half of my mods list is already updated actually, and my own workshop mods seem to be undamaged near as I can tell so the damage might actually be pretty minimal this time around (thankfully). I'm more sad about rerolling my galaxies to spawn the new features. Had some absolutely wonderful spawn locations for my empires the last time around.
docbarky Posted June 6, 2019 Posted June 6, 2019 Surprisingly, it seems 2.3 doesn't break a lot of stuff. The mod works without any error so far. The feature added by new story pack seems to have potential for lewdness. Digging up some ancient alien milking facility for example. 1
Bloodly Posted June 6, 2019 Posted June 6, 2019 All these little patches. They ever gonna be collected up into a full update?
kiargo Posted June 6, 2019 Posted June 6, 2019 2 hours ago, docbarky said: Surprisingly, it seems 2.3 doesn't break a lot of stuff. The mod works without any error so far. The feature added by new story pack seems to have potential for lewdness. Digging up some ancient alien milking facility for example. That would be... inecessary.. as we can build our own, but is very good story it maybe can find something wich can help. Is a good oportunity to get a lewd storys and maybe add some artifacts, we can add one wich cause desire at the empire it hold the artifact with positive and negative opinion buff (same as horny and lusty) and causes a CB for hostile empires (like the galatron itself), activating it can make growth speed and inmigration to your empire. 1
Zorlond Posted June 6, 2019 Posted June 6, 2019 How about unearthing a tomb that not only contains the final resting place of some ancient nobility, but also the 'lust virus' they were infected with in life? Or perhaps an ancient laboratory working on genetics-altering super-tech? How about some ancient queen's staggeringly extensive golden dildo collection? Plenty of potential for adding traits, temporary modifiers, and/or resource piles. Just needs some creativity and inspiration. 1
MagnusLaudate Posted June 6, 2019 Posted June 6, 2019 My wife and me played for some six hours yesterday and she wants me to thank you for the wonderful mod. Even though some of the fetishes were totally new to her (at least the extend of them taking a huge place in the mod like milking/Dairy farms etc.), she did enjoy playing her Sadistic-long-tongued-tentacle Monsters next to my classic lewd-mind-sexually-gifted-dominant Dark Elves. She is eager to see what will come next. Again: Thank you! Now we just have to reign over all this democratic scum next to us. So many democratic crusaders everywhere around our autocratic despotim... 1
Froggy Posted June 6, 2019 Posted June 6, 2019 On 6/4/2019 at 10:39 PM, sila said: Did it break mods again? ? 1
docbarky Posted June 6, 2019 Posted June 6, 2019 A really tiny bug with milk cow policy (lv_milk_cows_policy). It seems the the increased upkeep is negative, causing it to give a bonus instead. Note that this might be fixed in the newest version. Another bug I noticed is armies healing itself endless during invasion, causing their health to overflow and go into negative, killing them after enough time. I can't figure out what causes it. Maybe it was a rare vanilla bug that I triggered 1
GryfCz Posted June 6, 2019 Posted June 6, 2019 1 hour ago, docbarky said: Another bug I noticed is armies healing itself endless during invasion, causing their health to overflow and go into negative, killing them after enough time. I can't figure out what causes it. Maybe it was a rare vanilla bug that I triggered I think it is vanila bug because i never have seen that and I have this mod. But I may be wrong. 1
docbarky Posted June 6, 2019 Posted June 6, 2019 Found a real bug. It seems that democracy/oligarchy does not play well with the mod. When a new ruler is elected, they gain some new lustful void trait. It seems to be extreme high probability of gaining those. I tested with forced election. 3 times, no matter what traits the election screen shows, the newly elected will always get all the possible trait for their species. 1
docbarky Posted June 6, 2019 Posted June 6, 2019 I can't figure out how to edit the previous post, so apology for double posting. Perhaps instead of using 'leader_potential_add', the traits are assigned by 'on_leader_spawned' event, based on chance? Looking at how vanilla psi traits are coded (id = utopia.2601), I think that might allow more control.
Spenser Posted June 6, 2019 Posted June 6, 2019 I just want to leave it here. Some lewd picture wouldn't hurt for sure and might inspire someone for new events:) https://rule34.xxx/index.php?page=post&s=view&id=2705734 2
Balix Posted June 6, 2019 Posted June 6, 2019 I believe the current version is causing scientists to not give their skill bonus when excavating archaeological sights. I have a few mods installed and turned them on one by one with a save where i could test and when i had the mod on the skill bonus was not applied. 1
Lithia<3 Posted June 6, 2019 Author Posted June 6, 2019 I added a few more small fixes and re-added limited localizations (including some actual incomplete Russian translations). I also added a few more portrait patches and will make more soon! @Raana Sorry about not replying, I'll take a look tonight...but pm me if you have a new version or something lol
BlueWinds Posted June 6, 2019 Posted June 6, 2019 The brothel and sex market are pretty similar to certain base-game buildings. How would you feel about, instead of making them their own building tree, adding policies that reflavor the jobs at existing, in-game buildings? I'm attaching a small example, and wanted to know if people (especially @Lithia<3) are interested in more of this sort of thing before I spend time on it. This attachment is the Lustful Void mod, but rather than adding a Brothel and Bordello, it adds another research, "Sex Trade Policy", which allows you to decide how you want sex work in your empire - if allowed / encouraged, it adds Escort / Whore jobs to the Commercial Zone (in addition to its default jobs). Also, git repo please? Way nicer to share this sort of change, and merge it with other changes you may already be working on. The above changes just added, for example, which I haven't included here yet. (also this is my first time touching a Stellaris mod, sorry if I messed anything up - tested it in-game and seemed to work fine) !!Lustful Void With Modded Sex Jobs.zip
kiargo Posted June 7, 2019 Posted June 7, 2019 Is too much ask for a silder on the gene moding window? Also, now feels better the traits but the "muscule head" , it dosn't be "muscule body" as seems the description says so? , also, the excess of testoerone.. why add materialist atraction, the excess of that hormone can cause violence but why materialist atraction?
Raana Posted June 7, 2019 Posted June 7, 2019 3 hours ago, Lithia<3 said: @Raana Sorry about not replying, I'll take a look tonight...but pm me if you have a new version or something lol As long as the Enslaved Pop Ratio is kept between 20% and 25% I think the Sex Trade civic works pretty well as-is. I actually supplemented the vanilla consumer goods and amenities building chains with the slave market chain in the game I tested them in, and it actually kept pretty good pace income-wise. Not quite as much as I'd get through the vanilla buildings and without the unity, but my trade value was much stronger and I could focus my other workers on other things more. Which I felt was a nice trade off. Plus it synergized surprisingly well with the milking buildings. Also ran a game with the hive civic as well, and merging them all into one "Brood Hive" civic would probably be a good idea. Would probably make the concept a bit more flexible in how it's played and how it's expanded upon. Tested it with the following additions as well to counter the large opinion penalties they get and I think they worked pretty well at making the AI think twice about outright attacking. Right before the story pack update I'm pretty sure half the galaxy was federating for an attack on my hive. 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 Though the habitability and biology research should probably be removed from the symbiotic evolution civic in exchange. Since having those bonuses on both civics is a bit ridiculous.
Bloodly Posted June 7, 2019 Posted June 7, 2019 Reminded of something. Way back in the days of 1.1 Stellaris, there was a small event mod. Tiny really. Randomly, two techs would show up by event. Two pieces of equipment. Babel sensors and Aetherial ship power systems. Powered by tiny little creatures making love. The text even said "Yes, let's power our ships with love." Seems to be something that should be resurrected. ...While we're at it: Ravage Bombardment isn't showing up for Brood Swarm. Admittedly, it might because we're Futanari, or it might be because we're a Hive.
kiargo Posted June 7, 2019 Posted June 7, 2019 1 hour ago, Bloodly said: Reminded of something. Way back in the days of 1.1 Stellaris, there was a small event mod. Tiny really. Randomly, two techs would show up by event. Two pieces of equipment. Babel sensors and Aetherial ship power systems. Powered by tiny little creatures making love. The text even said "Yes, let's power our ships with love." Seems to be something that should be resurrected. I was thinking on something similar but applied to weapons, it could be energy weapons powered by the lusty crew like a plasma or laser weapons, or we could add colossus changes the gender of every pop on a enemy planet or something else it come to mind
Raana Posted June 7, 2019 Posted June 7, 2019 2 hours ago, Bloodly said: ...While we're at it: Ravage Bombardment isn't showing up for Brood Swarm. Admittedly, it might because we're Futanari, or it might be because we're a Hive. Toggle through the bombardment stances on the fleets themselves. It should show up there since it's copy/pasted directly from the vanilla game Raiding stance.
whateverdontcare Posted June 7, 2019 Posted June 7, 2019 I just remembered that a while back Lithia was planning on making an advisor voice set. Is that in this mod or was that abandoned?
Ultim Posted June 8, 2019 Posted June 8, 2019 On 6/7/2019 at 1:40 AM, BlueWinds said: The brothel and sex market are pretty similar to certain base-game buildings. How would you feel about, instead of making them their own building tree, adding policies that reflavor the jobs at existing, in-game buildings? I'm attaching a small example, and wanted to know if people (especially @Lithia<3) are interested in more of this sort of thing before I spend time on it. This attachment is the Lustful Void mod, but rather than adding a Brothel and Bordello, it adds another research, "Sex Trade Policy", which allows you to decide how you want sex work in your empire - if allowed / encouraged, it adds Escort / Whore jobs to the Commercial Zone (in addition to its default jobs). Also, git repo please? Way nicer to share this sort of change, and merge it with other changes you may already be working on. The above changes just added, for example, which I haven't included here yet. (also this is my first time touching a Stellaris mod, sorry if I messed anything up - tested it in-game and seemed to work fine) !!Lustful Void With Modded Sex Jobs.zip 17.49 MB · 23 downloads I am liking this addon so far. I however would like to suggest adding an option to restrict certain species from working in these jobs, maybe even a option to only have robots/synthetics work there as well. Yes, I am aware of the Job manager mod in Steam's Workshop, but it haven't yet been updated, and it seem to be incompatible with some other mods i use as well (including LV).
Pfactor Posted June 8, 2019 Posted June 8, 2019 Alien Zoo = Donkey Show, just saying. With the right tech it adds Whore jobs, Trade, Energy credits, Happiness at the slight cost of lower pop growth.
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