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Posted

You have to go through the Genetic path in the Ascensions (two perks each). There's three paths, Genetic, Machine, and Psionic, and they're mutually exclusive. Once you've taken both perks on the Genetic path, you get access to some tech to research that will allow you to add negative traits to a template.

Posted

Question: is there going to be a version of this mod that's overhaul-friendly?

I ask because I'm playing Star Wars: Fallen Republic atm and I think this mod would mesh somewhat-nicely with the Hutt Cartel / the Mandalorians / the Slaver Empires....

 
There are problems with that, mostly from Fallen Republic itself.
 
1. The tech tree's changed up significantly from vanilla-requirements and unlocks would have to be shifted.  The same is true with Ascension Perks.
2. Genetic Engineering and Robomodding are severely limited, so many of the traits couldn't be added later.
3. No custom races permitted.  The 35+ empires are what you have to work with.
 
Posted
On 9/4/2020 at 8:56 PM, Zorlond said:

Put together a little tweak to one of the events of the mod, the Military Sex Party event. I added an option that'll be available if the owner_species has Sex Crazed. If your species is Crazed, you can send a camera crew to turn the event into public porn, gaining two months of Unity out of it (capped at 200).

 

Always bugged me a little how little event-impact having a Sex Crazed species has. It'd be nice if more events allowed options like this. If you read the flavor text, it's clear that such a species would not only seek to make porn at every opportunity, the 'victim' would be glad to be a spontaneous porn star (might not even want a paycheck after).

 

crazed_modified.zip 17.4 kB · 24 downloads

Thanks alot for this, though I did also make a personal tweak so it could be triggered by the Sex Crazed Trait or the Lewd Mind trait!!

Posted

Hi So is this still being updated? I played a couple rounds of Stellaris(base game only, I don't have the dlc's) and it has been pretty fun. Does this mod add a lot more with the dlc's? I was planning on getting them in the steam winter sale, and am just curious how much of this mod I am missing out on. 

Posted
4 hours ago, Seeker10101 said:

Hi So is this still being updated? I played a couple rounds of Stellaris(base game only, I don't have the dlc's) and it has been pretty fun. Does this mod add a lot more with the dlc's? I was planning on getting them in the steam winter sale, and am just curious how much of this mod I am missing out on. 

The Last update was end of July So I would say Yes :)

Btw mmoga is selling them also pretty cheap :)

Posted

Can mono gendered and futa traits not be added during play anymore? I have all 3 sequencing traits, transformation candy, and Evolutionary Mastery, but I'm not seeing the option.

Posted
9 hours ago, Bronzearm said:

Can mono gendered and futa traits not be added during play anymore? I have all 3 sequencing traits, transformation candy, and Evolutionary Mastery, but I'm not seeing the option.

All 3? There's 4. Feminine, Masculine, Sexual, and Exotic. Mono gendered and futa come from Exotic, so I'm guessing you've got the other three.

Posted
1 hour ago, Schmee said:

All 3? There's 4. Feminine, Masculine, Sexual, and Exotic. Mono gendered and futa come from Exotic, so I'm guessing you've got the other three.

Er, whoops. Guess that'll do it. Are there an extra requirements to roll exotic, or have I just gotten unlucky? I'm on repeatable tech now and still haven't seen it.

Posted

Exotic cannot be researched at all if your empire is Xenophobic to any degree. It just won't show up at all.

 

But, if you prefer, I've done a tweak that simply makes the tech very unlikely to show up if you're xenophobic. (about 10% of normal)

orange_tweak.zip

Posted
4 hours ago, Zorlond said:

Exotic cannot be researched at all if your empire is Xenophobic to any degree. It just won't show up at all.

 

But, if you prefer, I've done a tweak that simply makes the tech very unlikely to show up if you're xenophobic. (about 10% of normal)

orange_tweak.zip 2.66 kB · 0 downloads

Ah, thanks for letting me know! I was planning on ditching Xenophobic anyway, so it's not a big deal.

Posted

mmmm dont know if its me but parallel evolution and symbiotic evolution doesnt work, i spawn without the extra race

 

Btw could you make an option to make hivemind with broodswarm being able to reproduce only if they have a host species? just to make it a little hardcore

Posted
30 minutes ago, MarianTheSharkFace said:

mmmm dont know if its me but parallel evolution and symbiotic evolution doesnt work, i spawn without the extra race

 

I just tested both forms of evolution and both work.

Posted
11 hours ago, Everdark said:

I just tested both forms of evolution and both work.

mmmm strange could it be because i use other mods like planetary diversity, gigastructural and such?

 

Found the problem, it was the hive mind unofficial dlc mod

Posted

Has anyone tested the game's laggy/non-laggy-ness with each trait?
 

My test(s) were with, and without the Perfect Hybrid trait.

It seems that the Perfect Hybrid trait causes much more lag (processing power needed) on monthy tick, than without.

 

I am wondering if this may be due to the many job modifiers that it needs to loop through every single pop to check their job:

 

		planet_lv_milk_cow_produces_mult = 0.1
		# Sex Jobs Output +85% (exotic_gases) (research)
		planet_lv_sex_jobs_produces_mult = 0.85
		planet_lv_streetwalker_exotic_gases_produces_add = 0.1
		planet_lv_whore_exotic_gases_produces_add = 0.1
		planet_lv_concubine_exotic_gases_produces_add = 0.1
		planet_lv_call_girl_exotic_gases_produces_add = 0.1
		planet_lv_escort_exotic_gases_produces_add = 0.1
		planet_lv_streetwalker_exotic_gases_produces_mult = -0.85
		planet_lv_whore_exotic_gases_produces_mult = -0.85
		planet_lv_concubine_exotic_gases_produces_mult = -0.85
		planet_lv_call_girl_exotic_gases_produces_mult = -0.85
		planet_lv_escort_exotic_gases_produces_mult = -0.85
		planet_lv_streetwalker_physics_research_produces_add = 0.05
		planet_lv_streetwalker_society_research_produces_add = 0.05
		planet_lv_streetwalker_engineering_research_produces_add = 0.05
		planet_lv_whore_physics_research_produces_add = 0.05
		planet_lv_whore_society_research_produces_add = 0.05
		planet_lv_whore_engineering_research_produces_add = 0.05
		planet_lv_concubine_physics_research_produces_add = 0.05
		planet_lv_concubine_society_research_produces_add = 0.05
		planet_lv_concubine_engineering_research_produces_add = 0.05
		planet_lv_call_girl_physics_research_produces_add = 0.05
		planet_lv_call_girl_society_research_produces_add = 0.05
		planet_lv_call_girl_engineering_research_produces_add = 0.05
		planet_lv_escort_physics_research_produces_add = 0.05
		planet_lv_escort_society_research_produces_add = 0.05
		planet_lv_escort_engineering_research_produces_add = 0.05
		planet_lv_streetwalker_physics_research_produces_mult = -0.85
		planet_lv_streetwalker_society_research_produces_mult = -0.85
		planet_lv_streetwalker_engineering_research_produces_mult = -0.85
		planet_lv_whore_physics_research_produces_mult = -0.85
		planet_lv_whore_society_research_produces_mult = -0.85
		planet_lv_whore_engineering_research_produces_mult = -0.85
		planet_lv_concubine_physics_research_produces_mult = -0.85
		planet_lv_concubine_society_research_produces_mult = -0.85
		planet_lv_concubine_engineering_research_produces_mult = -0.85
		planet_lv_call_girl_physics_research_produces_mult = -0.85
		planet_lv_call_girl_society_research_produces_mult = -0.85
		planet_lv_call_girl_engineering_research_produces_mult = -0.85
		planet_lv_escort_physics_research_produces_mult = -0.85
		planet_lv_escort_society_research_produces_mult = -0.85
		planet_lv_escort_engineering_research_produces_mult = -0.85

 

I wonder if shifting these modifiers into the jobs instead (which there will be many times less jobs than pops) will have a significant effect on the game's monthly tick...
This may cause the game to loop through every job of type X to see if species Y is in them, rather than checking every pop of specie Y to see if they work a job of type Z, and if the job is X.

 

Lastly, why is there a +85% modifier to all sex job production, just for that to be cancelled by ever individual modifier?


        # Sex Jobs Output +85% (exotic_gases) (research)
        planet_lv_sex_jobs_produces_mult = 0.85

        ...
        planet_lv_escort_exotic_gases_produces_add = 0.1

       ....
        planet_lv_escort_exotic_gases_produces_mult = -0.85
        ...
        planet_lv_escort_physics_research_produces_add = 0.05
        planet_lv_escort_society_research_produces_add = 0.05
        planet_lv_escort_engineering_research_produces_add = 0.05
        ...
        planet_lv_escort_physics_research_produces_mult = -0.85
        planet_lv_escort_society_research_produces_mult = -0.85
        planet_lv_escort_engineering_research_produces_mult = -0.85

 

Why not just remove both mult modifiers?

 

Edit:

 

It looks like that the modifiers do make a difference - this is because those jobs produce Amenities and trade, which are not being reduced.

 

I tested moving the resource production to the jobs and it seems to ever so slightly reduce lag (5k+ pop). Probably needs more testing to be certain.


However, it appears that having many advanced traits (which produce resources) is a clear lag-causer (on monthly tick) due to the many small amounts of SRs (such as motes, gases, dark matter, and zro) needing to be summed together.

I tested with removing all the resource production from the advanced traits (or simply not having the traits) and there was a clear difference on the duration of the monthly tick. It went from ~10s (with the traits and/or SR production) to <5s (without).

 

Edit2:

 

Okay, so after additional testing, I have concluded that any job that produces a resource will tick on the 1st of every month. And all research ticks on the second. But it looks like the game/engine will need to sum up every small number. Hence, the advance traits that produce the SRs will be added to the calculation tick on the 1st of every month.

Removing all advanced traits (or commenting out their resources productions; i.e. energy, minerals, food, alloys, consumer goods, and any SR) reduces the lag by A LOT. The amenity produced do not seem to have much on the monthly tick.

Posted

I have a small idea for the mod, I think a tentacle portrait would be neat. MASSA had one, even though it was restricted to primitives all you had to do was to make it possible to use for the nation builder.

 

 

 

Posted
2 hours ago, ta55 said:

I'm having trouble installing this mod, can someone tell me how to?

1) Download mod file

2) Open mod file with your prefered zip-file handling software (winrar, 7zip etc..)

3) Extract the contents to \Documents\Paradox Interactive\Stellaris\mod 

4) if you don't have a "mod" folder create one there.

 

5) Open stellaris

6) Select "Mods" on launcher

7) Select Manage Mods

8 ) make sure Lustful Void is "Enabled"

9 ) Done and play

Posted
On 9/25/2020 at 12:57 AM, Everdark said:

1) Download mod file

2) Open mod file with your prefered zip-file handling software (winrar, 7zip etc..)

3) Extract the contents to \Documents\Paradox Interactive\Stellaris\mod 

4) if you don't have a "mod" folder create one there.

 

5) Open stellaris

6) Select "Mods" on launcher

7) Select Manage Mods

8 ) make sure Lustful Void is "Enabled"

9 ) Done and play

I did that and it didn't work.

 

Edit: So I fixed my problem by renaming the folder for the mod and then did the descriptor thing.

Posted

I've downloaded and extracted the mod into the appropriate folder with the rest of my mods, but it doesn't show up in the Manage Mods section of the Stellaris launcher. How do I get it to recognize it?

Posted

i tryed motherly mind.

i invaded  a primitiv planet and

now each of them use 1 consumer_goods

make it 0-22 and give me that debuff.

 

its unplayable

 

 

 

 

 

3 hours ago, Verkan said:

I've downloaded and extracted the mod into the appropriate folder with the rest of my mods, but it doesn't show up in the Manage Mods section of the Stellaris launcher. How do I get it to recognize it?

if its not you first mod

than do it like

On 9/25/2020 at 7:57 AM, Everdark said:

1) Download mod file

2) Open mod file with your prefered zip-file handling software (winrar, 7zip etc..)

3) Extract the contents to \Documents\Paradox Interactive\Stellaris\mod 

4) if you don't have a "mod" folder create one there.

 

5) Open stellaris

6) Select "Mods" on launcher

7) Select Manage Mods

8 ) make sure Lustful Void is "Enabled"

9 ) Done and play

but after step 7 click bottom right add more mods

and it should be there

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