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Does anyone have some presets of races for populating the galaxy, i deleted all the pdx empires a few months ago and dont feel like spending a couple hours to make a bunch of new races.

 

Also does anyone know where the "Young Maturity" trait comes from, and any working "cheat" trait mods so i can mould some perfect aliens

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2 hours ago, Spiders_Venom said:

Does anyone have some presets of races for populating the galaxy, i deleted all the pdx empires a few months ago and dont feel like spending a couple hours to make a bunch of new races.

 

Also does anyone know where the "Young Maturity" trait comes from, and any working "cheat" trait mods so i can mould some perfect aliens

"Young Maturity" comes from Wild Lascivity.  This mod hasn't been updated for quite some time now, however, so use at your own risk.

 

As for a "cheat" trait, LV has a -99 point trait for exactly this purpose.

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So I posted this question on the sexopolis project forum too but i had a save that used the sexopolis project mod and now that its not being worked on and is part of this mod i wanted to just use this mod but the tentacle and sexopolis planets are invisible and my races ascension perk is gone

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Thank you for your work on this mod.

 

So a few points on the stuff from sexopolis:

Sexopolis, not much use, tentacle world is essentially the same and better because you can easier increase pop growth. also, too many work slots i think. a regular ecumenopolis only has 6 workers per disctrict, tentacle and sexopolis has 12. Sexopolis districts cost 2 resources in upkeep compared to ecumenopolis 1, so if any adjustments is done to workers then i think the upkeep should be changed too. I tried the Tentacle origin, it was awesome for tech rush, but still, i think it gives too many jobs. with 20 districts built i could employ 360 pops. same size ecumenopolis has about 180.

My suggestions:

  • Reduce workers to 6 per disctrict (or what you feel would be appropriate considering that LV jobs are different from normal)
  • reduce upkeep of strategic resources from 2 to 1
  • remove or rework either Sexopolis or Tentacle world, they are basically duplicates.

 

Pleasure habitats, has higher capacity then habitats and works more like regular planets then habitats. regular habitats have 1 capital building upgrade the pleasure has same 3 as regular planets, you can't build some buildings till you have made the 2nd upgraded capital building, while regular habitats only need the 1 upgraded capital building and can build some stuff before even the first, such as strongholds. Also upgrades opens upp more build slots that regular habitats don't.

 

Not sure if anything needs to be changed, works as is, even if it deviates from regular habitats. 

 

Rapist / sadist admiral event, i think it should be unity only, not influence as i feel it becomes too easy to gain lots of influence with such an admiral (the bonus weapon range is too hard to give up on). and penalties if you are pacifist or egalitarian, with option to stop him for a time, like with conquering planets?

 

Thanks for the time you put into this mod, i just tried to see if i could change sexopolis to restore some districts when restoring / making a sexopolis, took me about 3-4 hours and i still did not have a good working solution other then just add a few predetermined districts once built, similar to what was already in place :(

i could not use same function as regular ecumenopolis for some reason, and i failed to count districts prior to change and rebuild new ones after. but then I'm a noob at modding so...

 

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5 hours ago, Xadhoom said:

Thank you for your work on this mod.

 

So a few points on the stuff from sexopolis:

Sexopolis, not much use, tentacle world is essentially the same and better because you can easier increase pop growth. also, too many work slots i think. a regular ecumenopolis only has 6 workers per disctrict, tentacle and sexopolis has 12. Sexopolis districts cost 2 resources in upkeep compared to ecumenopolis 1, so if any adjustments is done to workers then i think the upkeep should be changed too. I tried the Tentacle origin, it was awesome for tech rush, but still, i think it gives too many jobs. with 20 districts built i could employ 360 pops. same size ecumenopolis has about 180.

My suggestions:

  • Reduce workers to 6 per disctrict (or what you feel would be appropriate considering that LV jobs are different from normal)
  • reduce upkeep of strategic resources from 2 to 1
  • remove or rework either Sexopolis or Tentacle world, they are basically duplicates.

 

Pleasure habitats, has higher capacity then habitats and works more like regular planets then habitats. regular habitats have 1 capital building upgrade the pleasure has same 3 as regular planets, you can't build some buildings till you have made the 2nd upgraded capital building, while regular habitats only need the 1 upgraded capital building and can build some stuff before even the first, such as strongholds. Also upgrades opens upp more build slots that regular habitats don't.

 

Not sure if anything needs to be changed, works as is, even if it deviates from regular habitats. 

 

Rapist / sadist admiral event, i think it should be unity only, not influence as i feel it becomes too easy to gain lots of influence with such an admiral (the bonus weapon range is too hard to give up on). and penalties if you are pacifist or egalitarian, with option to stop him for a time, like with conquering planets?

 

Thanks for the time you put into this mod, i just tried to see if i could change sexopolis to restore some districts when restoring / making a sexopolis, took me about 3-4 hours and i still did not have a good working solution other then just add a few predetermined districts once built, similar to what was already in place :(

i could not use same function as regular ecumenopolis for some reason, and i failed to count districts prior to change and rebuild new ones after. but then I'm a noob at modding so...

 

I like these balance suggestions, as great as the ideas behind these mods are the gameplay balance tends to degrade over time. You eventually end up with a mudded game where no vanilla content is used because it is underpowered compared to the stuff added by mods. Just an observation not necessarily a complaint.

 

I think there was a comment a while back that sex jobs were going to get a revision pass to account for the base game population rebalance from a few patches ago. This would be an ideal time to make revisions to these planets for balance changes I think.

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16 hours ago, Spiders_Venom said:

Does anyone have some presets of races for populating the galaxy, i deleted all the pdx empires a few months ago and dont feel like spending a couple hours to make a bunch of new races.

 

Also does anyone know where the "Young Maturity" trait comes from, and any working "cheat" trait mods so i can mould some perfect aliens

 

I can upload my creations but you will need the same mods as me.

Mainly pictures. And you might want to change a few traits, pretty much all of them have Gentle Snu Fever.

I also have mods that give me more ethic, civic and trait picks.

 

28 minutes ago, Spiders_Venom said:

Yeah upon checking again, the -99 trait isnt there

It is for me.

All my races need the cheat trait.

user_empire_designs.txt

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More issues, the AI just simply cannot handle ANY of the sexopolis starts even on GA, you might want to consider disabling them (for the AI), more on breeders the AI can build the base building, but they cannot build the upgrade for some reason, you set the is_ai = no for the upgrade, whether you want to not have that building for AI in totallity or just re-enable the building is up to you.

Edit (The Sexopolis, and probably all other newly added planet classes can use non sexopolis Designations)

Edit 2 (The Sexopolis Ascension perk is not locked behind mega-engineering)

Edited by aceasulter
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55 minutes ago, Fakenet said:

 

I can upload my creations but you will need the same mods as me.

Mainly pictures. And you might want to change a few traits, pretty much all of them have Gentle Snu Fever.

I also have mods that give me more ethic, civic and trait picks.

 

It is for me.

All my races need the cheat trait.

user_empire_designs.txt 21.54 kB · 1 download

That sounds cool, idm getting more mods as it just makes the game more fun (when the pdx launcher works), and iäll have to find a way to get that trait cause it isnt showing up for me

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1 hour ago, Spiders_Venom said:

That sounds cool, idm getting more mods as it just makes the game more fun (when the pdx launcher works), and iäll have to find a way to get that trait cause it isnt showing up for me

It should have come with the Lustful Void files.

 

The picture mods I use:

dadicho lewd xenos

sexy xenos

Vanilla Framework (which replaces all vanilla pictures, I only used afew of those in my empires.)

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I just wanted to mention if this would be a possible addition to this mod. But could it be possible for LV to add a tentacle species portrait into the game. like a legit one. There are some species in the plantoids and mollusks section that can kinda fit in for tentacle creature but not really. I'm surprised to be honest that this game has gone this long with out the addition of a mod that adds a tentacle species with portraits. I just wanted to ask if it would be possible to add such a thing in the next update.

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Made a relatively small addon for LV if ppl will like it, would probably make a separate file page here on LV to work further on it.

 

So anyway it contains:

-Lust integration tradition (finishing it would grant ability to grab the perk and build red light districts)

-Red light districts: 2 types 2 sub-types (for call girls and for escorts. For regular planets + for all arcologies (vannila + from planetary divirsity except sexopolis cuz it is already have some))

-Immortal Lust ascension perk (dont grab it right off the bat, you need rare crystals production or xeno species on your planets. The pop growth and even cloning plummet by -10k%)

-Tweaked pylons from pylons mod here on loverslab (added cap and made them stronger in one building, but more taxing to the end, the AI will build them if they can handle their effects)

-Some species traits

-Lustful origin (pretty strong but pales in comparison with things like birch world or alderson... or sexopolis)

-Civic which gives 1/3 of aforementioned origin effects

 

 

Things to mind:

Overrides LV jobs files due to some new traits, so consider that when LV updates

Contains english localisation files only, so duplicate and rename to others if you want too see english text on non-english game (do the files like lv localisation files)

When grabbing ascension perk consider that immortals have lower priority on livestock and breeder jobs.

Other things should be fine

LV additional things.rar

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6 hours ago, aceasulter said:

More issues, the AI just simply cannot handle ANY of the sexopolis starts even on GA, you might want to consider disabling them (for the AI), more on breeders the AI can build the base building, but they cannot build the upgrade for some reason, you set the is_ai = no for the upgrade, whether you want to not have that building for AI in totallity or just re-enable the building is up to you.

Are you sure about that? I ran into a tentacle world origin AI that got ridiculously strong.

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2 hours ago, blankusernn said:

Are you sure about that? I ran into a tentacle world origin AI that got ridiculously strong.

GA in two games had a sex ring and sexopolis start not able to build much in terms of fleets, tag'd into the sexopolis start one and they were completely dead on minerals and energy despite anything they'd try to do I expect. Since this happened with both I assumed the worst.

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6 hours ago, Fakenet said:

You meant Anti-Gravity Engineering  I suppose.

That is what the Arcology Project needs too.

Well that would be true if the ascension perk didn't also unlock the new ringworld, although the ringworld is unbuildable without mega-engineering anyways so it works either way.

Edited by aceasulter
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28 minutes ago, aceasulter said:

GA in two games had a sex ring and sexopolis start not able to build much in terms of fleets, tag'd into the sexopolis start one and they were completely dead on minerals and energy despite anything they'd try to do I expect. Since this happened with both I assumed the worst.

It might just be tentacle worlds then. I'm guessing what happened is their tentacle homeworld had a massive amount of breeder jobs and those pops got pushed into colonies that were able to operate as normal.

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Using this alongside Calcifire's Portrait Pack Director's Cut. Have the Base Game Portraits Gender Patch installed, but some of the pop portraits for species with All Female appear as male. None of the leaders do, just the pops. Is this something to be expected or have I got the load order for the patch wrong? 

Got an answer on Calcifire's page!

Edited by Papersword
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1 hour ago, aceasulter said:

Last bug, for some reason you can do the archology project on a sexopolis.

Another bug inherited from the Sexopolis mods, events happening on the artificial constructs. The modder was never able to fix it. Best guess, the vanilla events aren't looking at the right things to determine a correct target.

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