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Posted

Any chance that the mod will include an option to make removing positive species traits a possibility for all empires? As it stands, the game really seems to punish organic empires for going for Psionic Ascension since all the new traits are so stronk.

 

Edit: managed it by simply adding the advanced gene modding feature to the gene tailoring

Posted

About 0.4.4 prostitution_industry

      planet_stability_add = -10
        country_energy_produces_mult = 0.05

-10 stability is -5% of all work. how is 5% of energy do any good.

Also the stability punishiment -30 of Dairy Arcoloy is too much even build one only. I think the crime rate would be better

Posted

Interbreeding pop ups for hive-mind brood parasites still aren't appearing for me. ?

 

I am liking a lot of the new flavor text though, and the new indicators of modifier strength do help. I'm gonna check out the remaining changes in my non-hive empire for now.

 

Also I was putting together  a MLP event image replacer while I was waiting for the update. Figured I'd share it with anyone who might be interested. Want to do one with actual artwork I make myself, but that's gonna require some time.

LV MLP Event Replacer.rar

Posted

not sure if this is a bug or intended but slime labs isn't limited to 1 per planet the way slime vats is, seems pretty powerful to let you have multiple copies per planet.

Posted

How would you model that in game though? And how would that be different than just renaming the existing jobs or modifires? Futher more how would that react with different ethics and different governments? I am not saying dont do it but rather how can it be done well?

 

I for one am thinking sacred prostitution as a civic that takes some jobs for other buildings and makes them better sexual jobs instead. I am thinking that this should be a job that favors slavery but maybe we could have a policy on that or make it swing based off your ethis and laws. For instance if you are fanatic xenophobes only your primary species can be Hori, or mabey their would be a more rapey policy for them that changes what hori produce.

 

I am thinking the Hori (sacred prostitute) could be a job at the temple, the paradice dome and perhapse even that clerk job at the housing district. Maybe some of the jobs for the megacorp buildings as well. Hori would generate spiritualist ethic attraction (because going to church gets you laid) energy/trade value (because prostitution) amenaties/stability (because sexy faith is satifying to the spritualists) and a point of unity or a fraction of a point of influence (because fun sexy times).

 

Then maybe as icing on the cake if a species that can be a Hori in your empre can also produce leaders you might get a leader of that species with a "Hori" trait that does things with moral, trust growth with xenophile and spiritualist species or other things.

Posted
1 hour ago, blightedmarsh said:

How would you model that in game though? And how would that be different than just renaming the existing jobs or modifires?

Just make it a civic for spiritualist that replaces the temple with building with another jobs giving different effects (like, more pop growth but less unity) than normal priests? 

Posted

What was the purpose of slapping -10/20/30 stability onto the Diary chain buildings? Stability is a huge stat and there aren't many ways to improve it, let alone offset something as hard hitting as -30. If this was happiness, I could almost understand, but having a Dairy Arcology is the same effect on stability as having 0% pop approval!

Posted
On 7/20/2019 at 4:33 PM, cptnnutt said:

i've never heard of a steam game needing to use vlc to open the executable.

Back in the pre-internet BBS days, .mod files were music files. 

Posted

Started a new game with 4.4:  I can build a dairy farm, but it does not generate any new jobs!  I've tried it with two different species.  Worked find in 4.3, though.  Anyone else getting that?  Is it yet another mod conflict from my end?

Posted
6 hours ago, Davidchan said:

What was the purpose of slapping -10/20/30 stability onto the Diary chain buildings? Stability is a huge stat and there aren't many ways to improve it, let alone offset something as hard hitting as -30. If this was happiness, I could almost understand, but having a Dairy Arcology is the same effect on stability as having 0% pop approval!

 

Dairy farms give stab hits? Geeze, that seems weird. 

Posted
6 hours ago, Davidchan said:

What was the purpose of slapping -10/20/30 stability onto the Diary chain buildings? Stability is a huge stat and there aren't many ways to improve it, let alone offset something as hard hitting as -30. If this was happiness, I could almost understand, but having a Dairy Arcology is the same effect on stability as having 0% pop approval!

Yeah, I agree. These penalties are absolutely brutal. I changed it to -2/4/6% stability on mine and it's still noticeable. If the buildings are overpowered and need a nerf elsewhere to keep them in check, this is too far in the other direction for sure. I feel like they shouldn't affect stability at all, even at the small amounts I modded mine to- maybe a planet modifier for reduced specialist output instead? A penalty to migration attraction? I dunno. The stability malus seems out of place.

Posted
1 hour ago, Schmee said:

Yeah, I agree. These penalties are absolutely brutal. I changed it to -2/4/6% stability on mine and it's still noticeable. If the buildings are overpowered and need a nerf elsewhere to keep them in check, this is too far in the other direction for sure. I feel like they shouldn't affect stability at all, even at the small amounts I modded mine to- maybe a planet modifier for reduced specialist output instead? A penalty to migration attraction? I dunno. The stability malus seems out of place.

It's especially weird because in order to make the buildings worthwhile you really need to specialise pops for them, even with the trait that gives small amounts of Zro per pop it doesn't feel super good.

 

Edit: for instance, the Psi Corps building only provides 5 stability while an Arcology gives -30, the Psi Corps requires going down the weakest ascension path in the game and I cannot, off the top of my head, recall *any* other building that gives stability. On a further note, I'm not quite sure why there would be a happiness penalty for an egalitarian empire, given that they wouldn't force people to work there. I feel like that should get shifted to policy options, with different options having different effects, like free range cowgirls having lower production but producing unity and forced cowgirls having drastically increased production at the expense of happiness or stability.

Posted

the only way I managed to get the dairy farms to work was having a breeding planet (with the influence cost thingy) and activating martial law and having equally as many fortresses as I had dairy farms, which allowed me to have 100% stability. though that seems extremely overkill when I gene modded my slaves to be happy slaves.

 

I didn't think the dairy farms where busted before, though if you gene modded a race to have specific traits, that allowed rare resources from the farms and stacked slave productivity bonuses, then you might have a point about it but I'm unsure personally if it was busted given the investment require to achieve this.

 

-edit-

 

In all honesty though I think I understand the reasoning behind an negative impact of it, if those people are forced into this situation, which the pictures usually implies. Then their happiness and comfort would be down the drain. I believe the biggest issue is the base games "Nerve Stapled" trait which basically invalidates any negative impacts of enslaving a species and forcing them into the farms. I usually ignore this trait and try and combat the negative happiness with gene modding the slaves as the cost of investment.

 

in terms of the people working at the farms I believe there should be more decisions to add flavor to the theme of why they work in the farms. I support the idea that they would be forced into it and unhappy about it, which forces you to deploy anti crime and stability measures to control the situation. but likewise I think there's the happy enforced which is the theme I usually go for. Likewise I believe free to do but unwilling and free to do and willing should be themes allowed aswell. Currently we have options in regards to how the cows are milked, and I can't from the top of my head remmeber if the new slavery based decision was part of it, but more decisions in this regard would be great, but here I am saying "make this" yet I havn't gotten onto my own project so I can only suggest with little backing. With that said, there's also the themes of the sex buildings which I think also should have decisions for, and I'm unsure why a breeding building doesn't exits as a additional building with high upkeep for pop growth compared to dairy farms. 1 per planet limit would make senses and balance it out.

Posted
11 hours ago, Saulstealers said:

It's especially weird because in order to make the buildings worthwhile you really need to specialise pops for them, even with the trait that gives small amounts of Zro per pop it doesn't feel super good.

 

Edit: for instance, the Psi Corps building only provides 5 stability while an Arcology gives -30, the Psi Corps requires going down the weakest ascension path in the game and I cannot, off the top of my head, recall *any* other building that gives stability. On a further note, I'm not quite sure why there would be a happiness penalty for an egalitarian empire, given that they wouldn't force people to work there. I feel like that should get shifted to policy options, with different options having different effects, like free range cowgirls having lower production but producing unity and forced cowgirls having drastically increased production at the expense of happiness or stability.

 

Not directly, but the Noble Estate does give some stability, but that's because the noble job it generates does give stability. And while it's not a planetary building, the Deep Space Blacksite also gives stability. Otherwise, yeah, spot on. That -30 is worth a Chosen One Governor with a Fanatic Pacifist nation that has finished the Harmony Tree and got a Deep Space Blacksite going in the system.

Posted

For anyone willing to tweak the files, you can remove the stability malus on Dairy buildings by going to your Documents\Paradox Interactive\Stellaris\mod\!!Lustful Void\common\buildings and editing your lv_buildings.txt file to remove all the lines with 'stability' in them (just ctrl + f and find all three and remove them.) If you know more about the code you can change the values to better suit what you want it to be.

Posted
17 hours ago, snarfies said:

Started a new game with 4.4:  I can build a dairy farm, but it does not generate any new jobs!  I've tried it with two different species.  Worked find in 4.3, though.  Anyone else getting that?  Is it yet another mod conflict from my end?

...okay, I'm gonna guess I'm the only one with this issue, fml. 

 

I peeled out every mod but Lustful Void, but no effect - building a dairy farm does not cause milk cow workers to appear in the Population tab.

 

I'd roll back to 4.3, but unfortunately the filenames aren't uploaded by version number here, and I'm not manually versioning my downloads, so I guess there's no going back unless somebody cares to share.

Posted
1 hour ago, snarfies said:

...okay, I'm gonna guess I'm the only one with this issue, fml. 

 

I peeled out every mod but Lustful Void, but no effect - building a dairy farm does not cause milk cow workers to appear in the Population tab.

 

I'd roll back to 4.3, but unfortunately the filenames aren't uploaded by version number here, and I'm not manually versioning my downloads, so I guess there's no going back unless somebody cares to share.

Not sure what to tell you. Clear out everything under LV in your mod folder, redownload/install? Who knows, maybe the file just glitched or something? That's odd.

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