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Posted

I haven't been taking it out, in my modifications, but I really question the purpose of the "cognitive dissonance" modifier that reproducing robots can get when part of a determined exterminator civilization.   I get the in-universe logic, but it's hard to imagine a player seeing that - putting synthetic wombs on your murderbots serves no practical purpose, and this just adds another detriment on top of that, at the cost of more monthly "check every pop in the galaxy" overhead.  I would really suggest removing it.

Posted
3 hours ago, vunrtdofrt said:

I haven't tested yet, but I suspect it should be possible; the game has a rule for whether for whether you can crossbreed species on a planet that checks for its owner having the xeno compatibility ascension perk.  If that check is removed, it should allow it without the perk...in theory.

game_rules/rules.txt

can_crossbreed_species_on_planet = {
	exists = owner
	owner = { has_ascension_perk = ap_xeno_compatibility }
	count_species = {
		limit = { 
			is_crossbreeding_possible = yes
		}
		count >= 2
	}
}

The Red-Light Demeanour mod on Steam uses it to make its cross-species brothels work.

 

Just have to add in an OR= condition to check for species traits in addition to the ascension perk condition and the game will do the crossbreeding for hybrids on its own.

Posted
12 hours ago, Dagome_Iudex said:

I'd make it VERY sexual. I'd be good, I just need to know if there is the right infrastructure to support that kind of thing. 

Before you write the whole thing, give me a short example and I'll tell you if I'd make it or not.

 

4 hours ago, Eldritch_Prince said:

Are you planning on adding anything for hive-minds, civic wise?

Eventually yes, but probably after "stage 3"...so not yet.

 

 

Anyway, I've been thinking about making that custom ascension perk and it's probably the way to go. I've also had an idea for a workaround to those "temp" traits...so expect them to be removed soon.

Posted

Lithia, I'm having a little trouble figuring out exactly what you're intending to check for in the trigger section of the interbreeding events.  The relevant code is as follows:

any_pop = {
	pop_has_trait = trait_lv_intercompatible_womb
}
OR = {
	AND = {
		any_pop = {
			NOT = { pop_has_trait = trait_lv_intercompatible_womb }
			NOT = { pop_has_trait = trait_lv_all_female }
			NOT = { is_robot_pop = yes }
		}
		any_pop = {
			NOT = { pop_has_trait = trait_lv_intercompatible_womb }
			OR = {
				pop_has_trait = trait_lv_intercompatible_sperm
				pop_has_trait = trait_lv_all_male
				NOT = { pop_has_ethic = ethic_xenophobe }
			}
		}
	}
}

The first part checks that there is a suitable species with females who can interbreed.  The second...you've got OR = { AND = { nested in such a way that they effectively do nothing, both of the inner conditions still have to be true.  The first inner condition makes sense; you're verifying that there's a different species that has men in it.  I can't tell the purpose of the second inner condition, though.  It's a different species, but one that's either all male, or has intercompatible sperm, or just...has any members that aren't xenophobes, which is almost guaranteed to be satisfied by someone satisfying the first inner condition.

 

Actually, writing this out, I think may have just gotten it - you're trying to ensure that a xenophobic species, with women of its own, who don't have intercompatible sperm, won't make use of alien women?  As it is, though, that's a kind of pointless check, since one of those conditions is not like the others.  Being all male is rare, and having intercompatible sperm is rare, but having at least one pop be something other than xenophobic is virtually guaranteed.  Even fanatic purifiers will have some authoritarians or spiritualists.  If you want this to be a meaningful check, it should probably be changed from requiring "not xenophobe" to requiring "xenophile."

Posted
10 minutes ago, Lithia<3 said:

 

Anyway, I've been thinking about making that custom ascension perk and it's probably the way to go. I've also had an idea for a workaround to those "temp" traits...so expect them to be removed soon. 

Hah, hell, I've just spent a painful amount of time trying to optimise the events that hand them out.  What's the new system you're picturing, if you don't mind my asking?

 

Here's what I've done thusfar, anyway.  Went through most of the 'maintenance' style events, trying to minimize the number of times they called every_pop or every_planet, likewise the number of times duplicate events doing the same thing would be called simultaneously, et cetera.  I didn't see that much in the way of outright bugs to fix, just tightening up the code.  Maybe those changes are now pointless, though!

alterations.zip

Posted

@vunrtdofrt Aw I'm sorry, but trust me this will probably work better. As for your first question, that's actually left over code from SG. As you said they effectively did nothing, so I thought he must have had some reason for it (maybe) and as long as they don't cause any problems, I just left them there for now...but again these events will change drastically soon lol.

Posted

@Lithia<3  Hey!  Thank you so much for making this mod.  It's been exciting and fun and I've been checking since you first made your posts in the other topics.  Can I recommend putting a Version/Changelog in the original post?  It would make it easier to glance and see if/when you've updated the mod.
 

Posted
1 hour ago, kiargo said:

It may one day ready some minimal suport to not read "example_trait_leader_02" to other languages? Just asking

As this is still a framework I try not to outright ask for translators, but I don't turn them down either. Just know that things will probably change a lot as development progresses.

 

3 minutes ago, ChaoQueen said:

@Lithia<3  Hey!  Thank you so much for making this mod.  It's been exciting and fun and I've been checking since you first made your posts in the other topics.  Can I recommend putting a Version/Changelog in the original post?  It would make it easier to glance and see if/when you've updated the mod.
 

Sure, I can do that. I'll start adding it to the main post when I release the next version. ;)

Posted

Man, I have to say you did good on this mod, and looking at a recent patch, I am glad that certain things have been reigned in.

I started a game with servile pops with inter-compatible wombs and before my second colony, I had 3 different hybrid species, and when my colonies were established, wildlife started mating with my pops as soon as the colony was founded. It was kind of fucking hilarious to think that one of the first thing my colonists did as soon as the made landfall, was to start fucking the local fauna though, so I didn't mind to much.
 

Again, excellent work you have here!

Posted

*Downloads updated version of the mod that added MASSA and anomalies*

 

*None appear*

 

Hey-

 

*remembers anomalies are seeded at galaxy creation, I'm using an older save.*

 

Oh.....

 

Question! Why is there like, FIVE different traits for that sweet sweet ass? I mean, I like the booty myself, but except filler for the random gen AI, who would bother taking one or more when you have such limited trait slots in the first place? Again, like the filler, but perhaps making a unified trait that has breeder hips, prestigious rear, and the other traits into one and give it a good bonus with correlating cost would be more space efficient for the screen. 

 

Other than that loving the mod! If only I'd actually get some sexy events, I know its working cause the traits are all there and work, just not... getting any events. ? 

 

Keep up the good work in the mean time! I'll continue playing my sex crazed expansionists (God they're so much mroe balanced now! :D )

Posted

i have a big problem, if more then one race starts with intercompatible traits, there will be a ton of different races later in the game, and it seem to cause massive stutters each month. to the point it takes up to 10 seconds each month. is there a way to prevent AI controlled species to have intercompatible traits?

Posted

I played with this mod the last couple of days, so I guess it's time for some feedback :)

 

First, I'm happy to see this mod. This mod was basically the reason for me to start stellaris again.

Also I know it's a wip version. But that shouldn't hinder me to give feedback on things I noticed :)

 

The most important thing for me atm is the calculation each month. I'm now towards the endgame and the monthly stutter is now up to half a minute. It basically starts to get unplayable. When I disable the mod and load the same save, the stutter is barely noticeable. So yeah, it seems to come from the massive monthly scan from LV.

 

I was thinking about simplifying things.

All male for example has that temp trait that counters the growth penalty when there are xeno females with IC womb around. All female doesn't have this. They basically get their counter trait from the temp IC womb. The thing is, does it need that temp IC traits?

I would suggest to give all female the same counter as all male and get rid of that dozen IC temp traits. For me, that IC mechanic is to enable cross breeding.  A small growth boost can be on the trait itself.

 

Also I would suggest to combine IC sperm and womb into one trait. In function both does the same while scanning the pops twice for each trait. Also, it's possible to give one species both traits when their not semi gender. I did that with my species and the result was a total 60% growth boost with no All male/female penalty, even when no xeno pop was around.

 

Next would be trait costs and that parasite trait.

In my game, at one point every civ was a brood parasite. because it's free. Also, every pop was either all male or female, because free trait! :D Here I would suggest to make them at least cost 1 point to discourage the AI to pick them all the time.

 

Also, that brood parasite growth buff with 100% seems way to much. I know, that counts as balancing but I find it worth mentioning.

I had in my game a xeno race that was star born, nomadic and brood parasite. They overrun all the galaxy.

 

Last but not least the temp traits itself. It's mentioned before that they start to get messy at some point. When I want to look at a species in the galaxy wide window that sits somewhere in the middle, I'm scrolling forever. An alternative to those traits would be preferable. I think you wrote you have something in mind. But also the amount of possible buffs.

Like I said, IC would be fine with a small buff. Compared to vanilla traits around 5%, since the main function is to enable cross breeding. That can be applied on the trait itself so no temp (and calculation) is needed. Also, it wouldn't counter the all female/male penalty alone.

 

In summery:

- Lesser/combined traits, lesser monthly calculation.

- Lower numbers.

- Give that free traits a cost so Ai won't pick it everytime.

 

Cheers :)

Posted
6 hours ago, Xadhoom said:

i have a big problem, if more then one race starts with intercompatible traits, there will be a ton of different races later in the game, and it seem to cause massive stutters each month. to the point it takes up to 10 seconds each month. is there a way to prevent AI controlled species to have intercompatible traits?

Seconded - I gave up on my first game running Lustful Void due to this issue, though I understand it should be less common in the newer releases.  We'll see, I guess!

 

I've started a new game using .3.  Love the new events, my only complaint is I want more events!

 

I'm trying out a Corporation for the first time... its okay, I guess.  I'm not all that taken with it yet.  But what might make it a little more fun?  Being able to build Xeno-Brothels!  As I understand it the criminal corporations have different building that jack up crime, so maybe you'd need two different versions.

Posted

May this idea will work more on SSX but I guess there can be some type of Megacorporation where you can enslave pops and then put them work on a borthel and give you trade value or credits, as they will serve as whores.

Posted
15 hours ago, Lithia<3 said:

As this is still a framework I try not to outright ask for translators, but I don't turn them down either. Just know that things will probably change a lot as development progresses.

 

you may add  %modroot%/localisation/russian/lv_diplomacy_l_russian.yml with content from your english original, just change 1 line l_english: to l_russian: for an example.

So ppls with get at least english localisation instead of example_trait_leader_02.

If u use some control version system i can do it by myself+ using for an example git will make work for translators much easier. I attach my localization folder as example .

localisation.7z

Posted

When I chose the middle option of this event, the game freezes and crash to desktop.

That is the start option for something interesting.

How can this be solved?

 

 

 

 

Skärmklipp.PNG

Posted
8 minutes ago, Nashley said:

When I chose the middle option of this event, the game freezes and crash to desktop.

That is the start option for something interesting.

How can this be solved? 

Looks like it's because that tries to give you a tech that doesn't exist in this mod, cyber sextoys.

Posted

Since I couldn't really continue my save anyway because the monthly calculation started to take so long, I started to make some changes to the mod.

 

Basically I used the code from the all male event, which gives all male species back their growth speed and let it also search for all female species that have the possibility to breed. And instead of giving the result a gender specific temp trait, I used an uni gender breeding temp trait.

Also I added a small base growth speed to the IC trait itself and disabled the IC Womp/Sperm/Robot events.

 

Runs good now, monthly check is barely noticeably now and way less temp trait spam :D

Posted
48 minutes ago, vunrtdofrt said:

Looks like it's because that tries to give you a tech that doesn't exist in this mod, cyber sextoys. 

Thank you!

Posted
1 hour ago, vunrtdofrt said:

Looks like it's because that tries to give you a tech that doesn't exist in this mod, cyber sextoys.

Oops. Missed that one. My bad.

Posted

Don't worry I already fixed that a few days ago. It will be part of the next release.

 

Also...

22 hours ago, Lithia<3 said:

...but again these events will change drastically soon lol.

I'm reworking them right now...so just be patient lol

Posted
13 hours ago, Xadhoom said:

i have a big problem, if more then one race starts with intercompatible traits, there will be a ton of different races later in the game, and it seem to cause massive stutters each month. to the point it takes up to 10 seconds each month. is there a way to prevent AI controlled species to have intercompatible traits?

Maybe make the intercompatible traits non-random so only the player can seed in as many or few as they want? Dunno if that would work.

 

 

Gotta say, this is an excellent mod. Just enough sexy fun times mixed in with standard space-4x fare that I'm actually having fun with Stellaris since I stopped playing it in I don't know how long ago (feels like years, not long after it came out, really). Love to see this developed further.

 

Have an idea for you though. How about a male equivalent of physogastric oviposition? Basically a race would have very few males (not no-male), and their sole purpose in life is to mate with as many females as they can, non-stop, every day, all day long. Maybe call it brood-stud or something. I dunno, I'm bad at making up names...

Posted

I'm not certain what traits to that effect meaningfully accomplish.  It's descriptive, but it describes something the game does not really model and cannot be reasonably made to model, meaning all you can do is toss on some fairly arbitrary effects.

 

Oh, which reminds me.  Lithia, I noticed there were some comments in the species traits files about checking whether certain effects were valid when applied to a species (planet crime, border friction, trade attractiveness, influence generation); you've likely already investigated, but it appears that they are not.

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