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Posted
5 hours ago, Rasthal said:

another thig: is this compatible with NSC2?

Theoretically yes as there should be no conflicting files.

But when my attempts to start a game were successful and did not result in a crash I ended up with a starting system without any stored resources (minerals, energy, ...), ships or even an outpost around the sun.

Plus every building was unlocked and be able to put into the building queue even though I had no resources as previously mentioned.

 

So I'd say no.

Posted
40 minutes ago, JesusKreist said:

Theoretically yes as there should be no conflicting files.

But when my attempts to start a game were successful and did not result in a crash I ended up with a starting system without any stored resources (minerals, energy, ...), ships or even an outpost around the sun.

Plus every building was unlocked and be able to put into the building queue even though I had no resources as previously mentioned.

 

So I'd say no.

I tried it and it does work.

Posted

Weird.

If that's the case I seem to have some sort of triangle incompatability going on.

Lustful void + unknown mod = working.

NSC2 + unknown mod = working.

Lustful void + NSC2 + unknown mod = not working.

 

Posted

This Sound incredibel ^^ Thank you for your hard work. 

 

I will try to use this with Glavius Ai and see how it works.

I followed your instruction in regards to the incompatible Sections and deleted the Acension perks file and folder from your mod and changed the one line in Glavius, it seems the only needed change as it doesnt touch the other things.

 

Lets see how and if at all this works out :)

Posted
On 4/10/2019 at 5:07 PM, darkspleen said:

You should check out the post I made just 2 posts before yours.

Oh yeah I see that sorry for repeating the comment didn't see you mention it until now lol! 

Posted
11 hours ago, Rasthal said:

is it possible to add a civic that makes it possible to be able to invade for breeding purposes? would be cool to be like "devouring swarm" but instead of eating the pops you enslave them as breeeders.

Mhm something like that is planned.

 

7 hours ago, laurentius1978 said:

Just out of curiosity, what kind of events are being planned?

Look at the "road map", it should give you a basic idea. ;)

 

1 hour ago, Anonyshadow said:

@JesusKreist What is NSC2?

 

@Zaroth_0 @Lithia<3 I was thinking you could add a special unit to the more... sexually aggressive species. An army unit that does morale damage and you can kind of figure out how they do that. I was thinking many things could be done potentially with the combat systems in place. Boarding party ships, ground combat events, etc. I am currently testing out a ground combat mod that adds in a bunch of new troop types, so it wouldn't really be much of a stretch to add this morale damaging army just make them restricted to certain civics/traits/government type.

 

I also am going to suggest again my idea of sexy diplomacy which I believe you are already looking into it mayhaps? Including some lewd dialogue and pictures to make your sexual empire's diplomacy feel more... sexual lol.

NSC2 is this basically.

 

Also everything else you mentioned has some or other form of idea in the ideas folder...like lewd power armor to distract the enemy and do a lot of morale damage is just one example.

Posted

I feel like i played enough Species Civics Traits combinations to be able to give some feedback :)

First of im really impressed, not only does it run with no performance impact that i noticed but i also havent encountered bugs. 

 

First i have no idea about the technical side of things but applying those buffs debuffs on species .... well 

I surely forced things with going syncretic and one species having that womb to get pregnant with xeno children and the other species with the sperm to get xeno females pregnant in order to test how the system works but thanks to all the buffs debuffs after just 30 years ingame .. Oh boy ...

Not only do i have 6 different species now but each has like 3 different subspecies on each of my planets leaving me with like over 30 entries (different species) in my species menu making it unusable already in this run XD

 

On a standard Empire i had quite to opposite experience with pretty much nothing being different from without the mod besides godly traits until i forced things, of course this is a wip mod so im excited to see what is to come.

 

My second small complain is that alot of those extra traits so far feel quite double three times there. Of course there all different but it still feels abit much and surely they are intended for more specific roleplay situations but making them feel abit more unique from another for me atleast would feel better. Or maybe just balanced them more around vanilla as the vanilla variants feel underpowered compared to yours (Maybe if possible change vanilla traits to better integrate and reduce the number) :)

 

But those things aside i have great fun with this mod and look forward for things to come.

Thanks for your hard work on this mod ^^

Posted

Had been planning on something like this before burnout hit me following Megacorp, but it seems like I've been beaten to it in every way and then some. ?

 

Suppose that means I can narrow my focus onto working on an array of custom-made portraits I had also been planning on adding.

 

One request I'd like to make is for a "bio-compatible" trait of sorts. Functionally similar to the intercompatible traits, but themed for the whole species instead of just half of it.

 

Also kind of wish some of the traits weren't so expensive, but that's more personal preference of mine as I've always found lower cost traits to be more fun to mix and match into interesting combinations.

Posted
On 4/10/2019 at 1:39 PM, GrizwoldEX said:

One question.  Is there a value that I can edit somewhere to disable the hybrid race generation from Interbreeder traits? I like having All Male and All Female races with Intercompatible traits but the hybrid races that they generate can often throw a wrench in some plans.

 

5 hours ago, Amaranth_Scarlet said:

I surely forced things with going syncretic and one species having that womb to get pregnant with xeno children and the other species with the sperm to get xeno females pregnant in order to test how the system works but thanks to all the buffs debuffs after just 30 years ingame .. Oh boy ...

Not only do i have 6 different species now but each has like 3 different subspecies on each of my planets leaving me with like over 30 entries (different species) in my species menu making it unusable already in this run XD

 

I'm glad to see there's others with my problem. The intercompatible womb/sperm traits are nice, but I do wish there was a way to disable hybrids. I've been trying to play as an empire with syncretic evolution with my main species being all female and having intercompatible womb, and the syncretic species being all male. However, keep getting so many hybrids that it gets hard to keep track of them all. Perhaps you could make a version of the trait that allows interspecies breeding, but hybrids don't happen?

However, I'm glad to see a great spiritual successor to Sexual Gameplay! Thank you, and keep up the hard work!

Posted

Looks good so far, thank you!

 

What Portrait mods, if any, work with this currently?  I saw that patches would be needed to handle single-gender species, any available besides Elves?

Posted
3 hours ago, Zaroth_0 said:

You should be able to disable them as is through the options menu, accessible under edicts.

Yes there is an option to hide the events.

That prevents the popups that notifies the player of the event but not the event itself. Meaning you still get hybrids but you aren't notified of new hybrids cluttering your already quite filled species tab.

Posted

Have anyone had the intercompatible womb wildlife event triggered for them? Have been playing for more than 100 years but haven't seen it ones, everything else seems to be working as far as I can tell. 

 

Can it be the Mass Effect Civilisations - Asari mod that interfere in some way? Feels like everything should be broken if that was the case. Will start a new game and see what happens.

Posted
8 hours ago, heartburn said:

I'm glad to see there's others with my problem. The intercompatible womb/sperm traits are nice, but I do wish there was a way to disable hybrids. I've been trying to play as an empire with syncretic evolution with my main species being all female and having intercompatible womb, and the syncretic species being all male. However, keep getting so many hybrids that it gets hard to keep track of them all. Perhaps you could make a version of the trait that allows interspecies breeding, but hybrids don't happen?

 

4 hours ago, JesusKreist said:

Yes there is an option to hide the events.

That prevents the popups that notifies the player of the event but not the event itself. Meaning you still get hybrids but you aren't notified of new hybrids cluttering your already quite filled species tab.

 

You're right, there is no option to disable events yet. I'll make one tonight however...also the "temp traits" are just a temporary workaround until I find a better way. I just wanted to get it working so people can at least play while I do research. I mean it when I say this IS just a framework lol.

 

@ErikModi Like the main post says, they will need a patch and I've only had time to make that one so far.

 

@Doomsday8931 I'll look into it.

 

@CromeX It should, but you'll miss out on some content eventually.

Posted
3 hours ago, CromeX said:

@Lithia<3 means though that atm. I can use them without missing anything yes?

 

I believe that's what she means. I've been using them and have had no issue. The only problem I've had is the flood of hybrids, but she's already working on that.

Posted

Any chanses for futa/hermaphodite content? Like some additional traits, especially that can combine with "All female/male" (or simply allow both sexes traits for them)?  Also, is there any way to get rid of brood parasite?

Posted

Thanks for reply.

I've already tried it few times with population and migration control, while using console commands to speed up genetic modification (otherwise it takes too much time). At first, it works, but parasite is continue to randomly pop out on different planetes and other species.

Maybe, it's just my lack of gameplay mechanic understanding, but there's really need an option (research or event) to control parasite's spreading or even permanently exterminate it.

Posted

It crashes for me , no error no nothing .  the game starts with the mob but if i pick a trait  and press start... crash .  I tried 2.2.6.2 and 2.7 , also tried deleting species_archetypes   from the mod file according to the comments above.

Posted
1 hour ago, Zaroth_0 said:

Have you tried disabling other mods to test for conflicts?

Yes ,  so far i played for a 2-3 hours  only with ui overhaul  mod. The game is running mod pics and events are firing as long as i don't create custom race everything is running. 

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