Tamwin5 Posted August 11, 2019 Posted August 11, 2019 On 8/7/2019 at 1:06 PM, DMoney1331 said: Out of curiosity, are there any plans to add branch office buildings for megacorps? Prostitution-specific additions seem like they'd be rather appropriate, especially if the industrialized option is turned on. Or is there not really a good way to implement them without making the mod dependent on the megacorp dlc to function? There are plans to both add a couple of new Branch office buildings, but also to add flavor variants of most base branch office buildings for any Corporate empire with a Sexual Civic (And variants for Sexual Criminal heritage). Here is a sample of the replacements for the Private Military Industries and Wrecking Yards Quote Spaceship Decorators (Lewd) - Any spacefaring vessel, be it civilian, military, or even automated, is simply not complete unless it has a tastefully poised female embossed on the side. Scrap material is shipped away, “For the convenience of the customer” [Replaces Private Military Industries] + 2 Whores + 3 Alloys Dildo Factory (Lewd+Criminal) - Any suspicion that this innocuous sex toy factory is a front for military grade hardware is quickly dissuaded by lovely assistants, happy to offer a “personal” demonstration of the product. [Replaces Wrecking Yards] + 2 Whores, +25 Crime + 3 Alloys I think I did a decent jobs of making Alloys sexy 1
kiargo Posted August 11, 2019 Posted August 11, 2019 Did someone manage to get only with Daily Cows the food and CG that they need or is only a building for support?
Kerenga Posted August 13, 2019 Posted August 13, 2019 On 8/4/2019 at 11:34 PM, Qwarter said: Eh i like this mod BUT it's not compatible with mods modifying civics and ethics could you make a patch that could make it compatible withhttps://steamcommunity.com/sharedfiles/filedetails/?id=1790861374 pretty please uwu Can you tell us what exactly makes it uncompatible? I use https://steamcommunity.com/sharedfiles/filedetails/?id=1100284147/ and it workes fine so far.
anno Posted August 15, 2019 Posted August 15, 2019 Can some one help me please. I'm playing as a materialistic empire and building robot pops. How do I change the default robot species picture to a sexy one from SSX? I am building sex bots after all. Thanks
akimaruto Posted August 15, 2019 Posted August 15, 2019 1 hour ago, anno said: Can some one help me please. I'm playing as a materialistic empire and building robot pops. How do I change the default robot species picture to a sexy one from SSX? I am building sex bots after all. Thanks You need to edit some file in the stellaris folder SSX don't do that so i'm currently testing some tweak in the file to do that with a custom set a portrait
Jp the Hoell Posted August 15, 2019 Posted August 15, 2019 Great mod! It really helps keeping me invested in the game! A question though: Does any of the upcoming updates contain features specific to corporate empires? I'm planning to start a game as one. And was wondering if I should wait an update or two? In any case, I'm looking forward to any and all updates! It is always a pleasure to see what you have cooked up for us
Railgunner2160 Posted August 16, 2019 Posted August 16, 2019 18 hours ago, anno said: Can some one help me please. I'm playing as a materialistic empire and building robot pops. How do I change the default robot species picture to a sexy one from SSX? I am building sex bots after all. Thanks There is a patch over on the SSX mod page, You want the !PatchSSXBuildableSynth patch. then you just robo-mod you robot pops with the SSX portrait.
anno Posted August 17, 2019 Posted August 17, 2019 On 8/16/2019 at 1:17 PM, Railgunner2160 said: There is a patch over on the SSX mod page, You want the !PatchSSXBuildableSynth patch. then you just robo-mod you robot pops with the SSX portrait. Sweet mother of god!! It works too Thankyou very much kind stranger
Tamwin5 Posted August 18, 2019 Posted August 18, 2019 On 8/15/2019 at 5:20 PM, Jp the Hoell said: Great mod! It really helps keeping me invested in the game! A question though: Does any of the upcoming updates contain features specific to corporate empires? I'm planning to start a game as one. And was wondering if I should wait an update or two? In any case, I'm looking forward to any and all updates! It is always a pleasure to see what you have cooked up for us Yes, there are corporate features planned, however considering that it won't be the next update, and update progress is slow atm (irl stuff), it will likely be several months until ay corporate related features come out. So you'll have plenty enough time to enjoy a play through. 1
Jp the Hoell Posted August 19, 2019 Posted August 19, 2019 20 hours ago, Tamwin5 said: Yes, there are corporate features planned, however considering that it won't be the next update, and update progress is slow atm (irl stuff), it will likely be several months until ay corporate related features come out. So you'll have plenty enough time to enjoy a play through. Thanks for the answer. I might just go ahead with the play through then. If updates take a little extra time, then thats how it is. Quality over quantity
Aled190 Posted August 19, 2019 Posted August 19, 2019 So thoughts for genetic engineering, is there any way that we can get an option in the settings or civics to remove positive traits as well? Playing as a slave taking species, the ability to rewrite the genome of my slaves to make them better servants, for example Submissive and masochist traits can't be added if the Ai has already given them make traits. Also any trait that relates to specialist or ruler classes are worthless and disqualifies a species for slavery because they can't take their jobs. Is it possible we can get more slave tiers so that it more closely resembles the roman republic, where specialists and rulers even can be slaves? Since there is precedent in history of slave being much more than colonial chattel slaves for farms, there were teachers, scientists, inventors, blacksmiths, ect. Also perhaps the ability to assimilate a species through genetic engineering so they are sanctioned xenos so xenophobic empires can deign themselves to interact with them? Just a thought for the future.
Raana Posted August 19, 2019 Posted August 19, 2019 1 hour ago, Aled190 said: So thoughts for genetic engineering, is there any way that we can get an option in the settings or civics to remove positive traits as well? Playing as a slave taking species, the ability to rewrite the genome of my slaves to make them better servants, for example Submissive and masochist traits can't be added if the Ai has already given them make traits. Also any trait that relates to specialist or ruler classes are worthless and disqualifies a species for slavery because they can't take their jobs. Is it possible we can get more slave tiers so that it more closely resembles the roman republic, where specialists and rulers even can be slaves? Since there is precedent in history of slave being much more than colonial chattel slaves for farms, there were teachers, scientists, inventors, blacksmiths, ect. Also perhaps the ability to assimilate a species through genetic engineering so they are sanctioned xenos so xenophobic empires can deign themselves to interact with them? Just a thought for the future. Removing positive traits is actually a feature of the base game's gene tailoring ascension path. The Evolutionary Mastery ascension perk specifically I believe. Also unlocks some of the high-tier species traits not normally available as well I think. Slavery types, however, are regrettably hard-coded features, and not something I think any modder can really change (even though quite a few of us would absolutely love to). Not sure about xenophobic options though as I've never played as one. So I'm not sure how restrictive their settings can actually get as far as non-primary species rights go. 1
Aled190 Posted August 20, 2019 Posted August 20, 2019 6 hours ago, Raana said: Removing positive traits is actually a feature of the base game's gene tailoring ascension path. The Evolutionary Mastery ascension perk specifically I believe. Also unlocks some of the high-tier species traits not normally available as well I think. Slavery types, however, are regrettably hard-coded features, and not something I think any modder can really change (even though quite a few of us would absolutely love to). Not sure about xenophobic options though as I've never played as one. So I'm not sure how restrictive their settings can actually get as far as non-primary species rights go. For Xenophobes, my main desire is getting multicultural leaders, problem is you can't get make xenos citizens, so they can't be leaders, so gene modding them so they count as "human enough" to be made citizens seems like a neat "assimilate" Idea, like assimilate a species into your species to grow your numbers. Because, after all, you are perfection. You can of course make it as lewd as you want in how they're assimilated, a lot of "Slowly changed to Demon/trap" comics come to mind.
Mythaltir Posted August 21, 2019 Posted August 21, 2019 On 8/20/2019 at 8:23 AM, Aled190 said: For Xenophobes, my main desire is getting multicultural leaders, problem is you can't get make xenos citizens, so they can't be leaders, so gene modding them so they count as "human enough" to be made citizens seems like a neat "assimilate" Idea, like assimilate a species into your species to grow your numbers. Because, after all, you are perfection. You can of course make it as lewd as you want in how they're assimilated, a lot of "Slowly changed to Demon/trap" comics come to mind. ain't it simpler to shift out of Xenophobe? i mean, as a xenophobe no matter how much you change 'em they're still xenos, not "insert main species here", and you wouldn't let them lead anything. (if Fanatic xenophobe, why the hell do you even tolerate the xenos to live within your borders?) only way it would make sense is for them to become "insert main species here" via assimilation, but then you are where you started, with only "insert main species here" as leaders. Hell it makes so little sense that it actually makes more sense to prohibit subspecies from"insert main species here" to ever become leaders, as they are different, though maybe it only makes sense for F. Xenophobe. If you want alien leaders, either play as anything other than Xenophobe/F.Xenophobe or use factions to shift out of it.
FreeCups Posted August 23, 2019 Posted August 23, 2019 On 8/21/2019 at 10:02 AM, Darkimana said: ain't it simpler to shift out of Xenophobe? i mean, as a xenophobe no matter how much you change 'em they're still xenos, not "insert main species here", and you wouldn't let them lead anything. (if Fanatic xenophobe, why the hell do you even tolerate the xenos to live within your borders?) only way it would make sense is for them to become "insert main species here" via assimilation, but then you are where you started, with only "insert main species here" as leaders. Hell it makes so little sense that it actually makes more sense to prohibit subspecies from"insert main species here" to ever become leaders, as they are different, though maybe it only makes sense for F. Xenophobe. If you want alien leaders, either play as anything other than Xenophobe/F.Xenophobe or use factions to shift out of it. As a die hard F.Xenophobe leader, the idea of assimilating another species into my glorious race is heresy in the highest order. The only reason we even allow them in our borders is as slave labor forces or live stock. Maybe pleasure slaves on a distant planet where we send prisoners. That aside, yeah, the easiest way would be to just not play as a Xenophobe, possibly just through an over all game play idea. The idea of assimilation of another race feels more of a spiritual or militaristic leader thing than a Xenophone concept.
Unorginal Posted August 24, 2019 Posted August 24, 2019 So quick question tangentially related to the mod. Is there any way to change species portrait after game start that doesn't involve the limited changes allowed by gene modding? Or at least a way to change portrait class? And if there's not maybe consider putting one into the mod integrated into game play or otherwise Because I've found this monster of a console command that looked promising: effect = { every_country = { limit = { and = { is_ai = yes species_portrait = example } } modify_species = { portrait = example } } } But the damned thing doesn't seem to work all that well, especially when the empire in question is already gone. And save game modding faces the same problems as far as I can tell as it just isn't working in a bunch of cases especially if the nation in question is no longer in the game.
kiargo Posted August 30, 2019 Posted August 30, 2019 With gene compatibilty perk they appear randomly as well with a random portrait, I wonder what is the point of having compatitbilty womb and sperm with the ascension perk
Iso040 Posted August 30, 2019 Posted August 30, 2019 Minor bug (probably already reported), but gestalt consciousnesses still get workers, rather than types of drone, for the whoring and milking buildings. 1
toynbeeidea Posted August 31, 2019 Posted August 31, 2019 On 8/30/2019 at 11:11 AM, Iso040 said: Minor bug (probably already reported), but gestalt consciousnesses still get workers, rather than types of drone, for the whoring and milking buildings. I've reported that in the past. They need hivemind-equivelent buildings. Though I'm not sure that hiveminds would have "whores" in the first place, except for xenos on a really weird vacation?
RSGAlex Posted September 1, 2019 Posted September 1, 2019 Probably some variation on maintenance drones in term of what they're there for.
Iso040 Posted September 1, 2019 Posted September 1, 2019 16 hours ago, toynbeeidea said: I've reported that in the past. They need hivemind-equivelent buildings. Though I'm not sure that hiveminds would have "whores" in the first place, except for xenos on a really weird vacation? That's probably fair enough as regards the whores. Those not getting hivemind versions is not unreasonable, but milk cows (and male equivalent) should absolutely have drones. 1
Tamwin5 Posted September 2, 2019 Posted September 2, 2019 12 hours ago, Iso040 said: That's probably fair enough as regards the whores. Those not getting hivemind versions is not unreasonable, but milk cows (and male equivalent) should absolutely have drones. There will be (eventually) both Hive specific milk cows and also other jobs. At least 2 others, potentially more, ideas aren't at all finalized. There will also be equivalents (with some slight variations) for machine empires. 1
Starfire12 Posted September 2, 2019 Posted September 2, 2019 Question: If I were to make a monogendered species and pick Syncretic Evolution would the presence of a 2nd species on my homeworld right from the start break anything?
snarfies Posted September 3, 2019 Posted September 3, 2019 3 hours ago, Starfire12 said: Question: If I were to make a monogendered species and pick Syncretic Evolution would the presence of a 2nd species on my homeworld right from the start break anything? Nope. Works as intended. Set one for female, one for male, and off you go. 1
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