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Posted
9 hours ago, BlackShotman said:

I am not sure why, but i dont seem to have any traditions when playing. I guess its probably a mod missbehaving, i just hope somebody experienced that before and can give me some pointers.

 

The latest patch massively overhauled the Tradition system, and many mods (including LV) have not yet been updated to support it. There may not be anything you can do except wait for mod fixes.

Posted
On 9/27/2021 at 12:41 AM, Ozvelpoon said:

Similar idea would be replacing city district clerks with whore jobs. 

So I've done something very similar to that in a custom mod I used a little while ago, where I switched Clerks for Streetwalkers.  It's... very strong.  Probably too strong.

Posted

Lithia's still working on the update.  I imagine there's rather a lot to do considering on top of fixing anything that broke with the new version there's also a bunch of cool new stuff that can be done now, like the new tradition trees that were voted on a bit earlier in the thread.

Posted
On 9/27/2021 at 10:21 AM, BlackShotman said:

I am not sure why, but i dont seem to have any traditions when playing. I guess its probably a mod missbehaving, i just hope somebody experienced that before and can give me some pointers.

I actually have the same problem.  I went through and did a clean reinstall and got rid of any older mods that affect Traditions and still nothing. This mod and Sexopolis are my main suspects at this time :D

Posted
On 9/26/2021 at 9:34 AM, Isangrad said:

Is there any way that Sexopolis Project and More can  be incorporated into Lustful Void? The author of that mode isn't going to update it and has given permission to take over the mod to any one who wants it.

Pretty Please? Pretty Pretty Please?

Posted
17 hours ago, BMLlednar said:

Lithia's still working on the update.  I imagine there's rather a lot to do considering on top of fixing anything that broke with the new version there's also a bunch of cool new stuff that can be done now, like the new tradition trees that were voted on a bit earlier in the thread.

Ah good I'll just wait for the update then.

Posted
On 9/27/2021 at 1:35 AM, Dadicho said:

So I actually managed to give all xenophile pops the modifier but...

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...they don't produce any unity at all...
Don't mind the 1k,its just so I can easier see the impact the modifier should have.
Fortunately, the +1 breeder job per 20 pop works.
I wonder if there,s any way easier to do it tho.

Have you tried giving the pops a +% to unity instead? No idea if it'd work, but might be worth a shot.

 

As an alternative, there already exists a biodiversity modifier in LV that gives pop growth the more different species you have, you could add a conditional unity bonus to that if you have the perk.

 

Or you could scale it off the xenophile faction's approval, unfortunately I don't think it's possible to base things on a faction's size.

Posted
2 hours ago, Armin487 said:

Have you tried giving the pops a +% to unity instead? No idea if it'd work, but might be worth a shot.

 

As an alternative, there already exists a biodiversity modifier in LV that gives pop growth the more different species you have, you could add a conditional unity bonus to that if you have the perk.

 

Or you could scale it off the xenophile faction's approval, unfortunately I don't think it's possible to base things on a faction's size.

Alright so the _mult works but only affect pop that already produces unity (100% of 0 is zero).
I guess since it works I'll stick it with.
 

Spoiler

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As for the whole Tradition, Here's how its looking.
 

Spoiler

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I'll need to update the localization for the balance changes which I'm hoping you guys could help with and also some flavor text too.
 

Posted
20 minutes ago, Isangrad said:

So far things are looking good. Thank you. Now, about the future of Sexopolis........

 

My dude, it's been less than a day and like 3 posts since you last asked. Chill out.

 

The author of this mod doesn't post here frequently, and no one else can give you an answer. She'll probably address it next time she posts, whenever that is; if not, then ask again. Otherwise, there's no point spamming the thread with the same question.

Posted
19 hours ago, SexyHeathen19 said:

I actually have the same problem.  I went through and did a clean reinstall and got rid of any older mods that affect Traditions and still nothing. This mod and Sexopolis are my main suspects at this time :D

While I don't know your perticular issue, I have both Sexopolis+Lustfull Void as well as a couple of Tradition mods all working properly. Maybe look elsewhere or at your load order?

Posted
58 minutes ago, Ozvelpoon said:

While I don't know your perticular issue, I have both Sexopolis+Lustfull Void as well as a couple of Tradition mods all working properly. Maybe look elsewhere or at your load order?

I did try the load order and used Irony to clean up some issue. but the conflict still persists. Not to big of an issue though, im still playing around with things trying to fix it. . . .you know, like you have to do after every major update lol

Posted (edited)

Anomaly: Interesting Thermal Readings

Event: Unknown Micro Biosphere Discovered

 

This event from has no options, meaning I was stuck on the screen for all eternity.

I was playing a machine empire at the time.

Edited by shuuchi
Posted
20 hours ago, Isangrad said:

So far things are looking good. Thank you. Now, about the future of Sexopolis........

I have submitted that mod for consideration 6 weeks ago.

They will either pick it up or not.

Annoying them about it only makes the later option more likely.

Posted
So I’m fairly new to Stellaris—got the game ages ago in a Humble Bundle, but only really started playing it recently. I’m far enough into it that I’m actually playing with mod combinations, conflict resolution and merging with Irony mod manager (and maybe even considering the idea of seeing how difficult it would be to edit mods to my liking).
 
Playing around with LV has given me a lot of ideas about different races to make for some interesting galaxies, but I’m not really sure what all is possible in Stellaris. Thought I’d bounce some of my thoughts and questions off of the people here who have been playing it a lot longer.
 
(I tend to ramble, so I'll use some spoiler tags to cut down on spam.)
 
 
Thought #1:
Spoiler
Is it possible for mods to direct the behavior of races? I thought it would be interesting to have a race that kidnaps/conquers/enslaves females from other empires and uses lactation drugs on them for food.
 
Related: Is it even possible to have an empire capable of doing things to other races that it doesn’t do to itself? Seems like it’s impossible to have an all-male race that has can do anything with lactation and the like.
 
 
Thought #2:
Spoiler
I made an all-female race with the ability to bear offspring of other races. It made me realize I don’t really get how mono-gendered species even work. How possible is it to drastically alter reproductive rates based on planetary pop combos?
 
It seems like mono-gendered species shouldn’t even BE ABLE to reproduce (if not for cloning or some other excuse) to start with.
 
My idea with the above species was that I’d like them to grow slowly on their own, but be highly fertile when it comes to other races (preferably with a much higher chance of producing a hybrid closer to the paternal parent). The concept being that they’re isolationist and xenophobic, but can be abused by other empires to rapidly their own pops.
 
 
Thought #3:
Spoiler
I realized that it sucks that things happening outside of my empire are pretty much a mystery to me. I’ve made other empires that are parasitic breeders, despoiling kidnapers and slavers, etc. but I can’t really see what’s happening on the other side of the borders (no idea if the espionage from the Nemesis DLC changes this).
 
I see you get notices when members of your founding species pop up on the slave market. It made me wonder if it’s possible to get other notices when things happen to members of your species? Getting pop-ups like “Empire-X has begun using enslaved members of your species in their breeding pits on Planet-Y.”
 
Seems like that would add a bit more flavor to the game.

 

Posted

Basically, my coalition ganged up on the driven exterminator, and I ended up with a fairly decent chunk of their habitated system, and they were fairly angry that their new overlord is not a xenophobe like their old one were. Sent in the absolutely useless in most normal situation Highly Submissive governor and it made their happiness shot up enough that I don't have to deal with a economical disaster. So essentially I just send them in and be like "uwu you actually won" and it worked.

Posted

Hi!

 

I've unfortunately not had much time this week to work on the mod due to people keeping me busy with birthday things, but it won't take that much longer to finish the update I think ?
 
I was tinkering a lot with the new triggered modifiers for traits and sadly it's still too limited to use properly on its own. An example would be to give brood parasites a malice or boost based on other pops on the planet, but since it's tied to a trait, to affect anything on the impregnated species that species would need a special trait of its own. Something that can be done, but would require an event to do and events that add and remove traits cause a lot of lag so not really an option. The last thing I'll try is to see if pop assembly/decline rate can be applied to pop flags since pop growth can't (unless they changed that too with this update). Either way, it still needs some work before it's done.

 

@Dadicho Sounds like a good idea to me! Also yes I am french lol

 

@shuuchi I'll add it to the fix list.

 

@emes For the 1st one, it's possible to make events like that. The reason why there isn't really any is because of just not having enough time to get to everything myself. The 2nd one is because of the limitations of the game itself. I've tried many things in the past and it has the same problems as the brood parasite example I gave above. And the 3rd one is again to avoid lag, but small events that trigger for your main species can be done so I'll add it to the list!

 

And to everyone asking about the sexopolis mod, I promise to look into it lol. If I do decide to do anything about it though, it won't be part of the next update for lv either way.

 

Anyway, I'll try to get the update out as soon as possible! ?

Posted
On 9/29/2021 at 11:59 PM, Dadicho said:
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I'll need to update the localization for the balance changes which I'm hoping you guys could help with and also some flavor text too.
 

I feel like a lot of these bonuses don't have a lot to do with xenophilia and would be more appropriate in the already planned prostitution or breeding traditions.

 

The adoption and finisher are fine. Something feels off about Orgy of Ideas to me, but it fits with xenophilia (probably the decrease in society, that seems like the place that benefits most from more contact). On the other hand, xeno coupling, xeno offspring initiative, public lingerie adoption and breeding rewards program all would work perfectly fine in a completely isolationist empire.

 

Maybe focus more on having treaties with others? Like having commercial and research treaties give additional bonuses, or making migration treaties free so you're encouraged to have them with anyone that will accept? Could also maybe do something with espionage, everyone knows these species will fuck anything, so it's easier for agents to infiltrate important places by fucking the people with access. Also, increasing the bonuses from the biodiversity modifier in some way. Basically, things that actually scale off interacting with others.

 

@Lithia<3 Something that might be interesting for the breeding tradition: Some kind of selective breeding perk that unlocks a policy changing breeders from producing pop growth to producing pop assembly.

Posted
On 9/29/2021 at 5:05 PM, Isangrad said:

So far things are looking good. Thank you. Now, about the future of Sexopolis........

while we are on the subject WL should also be incorporated or at the very least this mod should try to expand to replace it. Its working fine as far as I know but its getting pretty dated. . . 

Posted

Family Oriented would be a nice addition, or something along the same lines (it's incest). The modder who made that hasn't been around since July. Some traits, some civics, a planet modifier, but the most innovative part was interacting with the Heir, if you had one. Was still rudimentary, though.

Posted (edited)

Next question: Can anyone explain how hybrids work as far as picking traits goes?

 

I was using Calcifire's trait pack along with a couple other trait packs (for making alien species a little more diverse). Had a species with inter-compatible wombs spitting out randomly named new pops with traits that seemed equally random. I would have thought the traits would have to pull from one of the available pops on the planet, but it looked like it was just randomly grabbing from any traits currently in the game. (...to hilarious effect, I'd say. All-female race with "Hyper-sensitive Testicles"... ?)

 

Edit:

Upon further investigation, I think the species in question did come into contact with an inter-compatible seeder race that I didn't realize still existed. I'm assuming that might have played a role...though I'm pretty sure neither species had the aforementioned trait.

 

 

Oh, totally unrelated, but an idea that I had while trying to come up with new alien empire concepts. Unfortunately, I could not do this as-is (though it looks like it may be possible with a modded "synthetic" race): Catalytic Processing turns food into alloys. I thought it made for a great reason why a machine race would want to get into milk ranching (even if it needed to abduct biological pops in order to do it).

 

Sadly, I don't think there's an origin out there right now that would allow robots to overthrow their masters and turn them all into cows for additional alloy production. ?

Edited by emes
New information
Posted (edited)

Issue with Brood Parasites throwing the notification with no way to get it off the screen.  It doesn't have an X in the corner to remove the notification.

Edited by cniht

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