Jump to content

Recommended Posts

Posted

Not sure if anyone else has the issue but I don't get the option to build impregnation facilities after unlocking the tradition perk. I tried with two different games and even tried with console commands.

Posted
8 hours ago, dontlook2 said:

Cool stuff, not sure if its just me though but the images are glitched, has several of the same image repeating for each icon. Plus it seems to be missing a description on finishing the tradition tree. 

I have quite a few icons there, which exactly are the troublesome ones?

And the tradition tree finisher — when I was making this little thing it pretty much were all function with no localisation for most things... Naturally I would the lines after figuring out what is happening with the icons (on my end all smooth idk)

 

And I'll probably make separate file page later since some ppl were interested

Posted
54 minutes ago, dontlook2 said:

Not sure if anyone else has the issue but I don't get the option to build impregnation facilities after unlocking the tradition perk. I tried with two different games and even tried with console commands.

I also had this problem, not sure why.

Posted
6 hours ago, Ascens said:

I have quite a few icons there, which exactly are the troublesome ones?

And the tradition tree finisher — when I was making this little thing it pretty much were all function with no localisation for most things... Naturally I would the lines after figuring out what is happening with the icons (on my end all smooth idk)

 

And I'll probably make separate file page later since some ppl were interested

Yeah it's a cool mod, you should def expand on it. From what I've seen just these ones, not sure it's an issue exclusive to me but I have no idea why it would be like this. 

stellaris_n4wAh3Fu6p.png

Posted (edited)
7 hours ago, Redoctor said:

image.png.373825512d74785ac929ad8e583d6e4e.png

 

I chose a collective mind and an origin with tentacles. Did you want to find out a bug or should it be?

I tried Tentacle world origin. Appears bugged to me as well. You need to have a bunch of the strategic resources to build any of the districts and there is no way to make any energy or minerals or alloys. Seems like big bug/oversight...?

Edited by enterprise2001
Posted (edited)
41 minutes ago, enterprise2001 said:

I tried Tentacle world origin. Appears bugged to me as well. You need to have a bunch of the strategic resources to build any of the districts and there is no way to make any energy or minerals or alloys. Seems like big bug/oversight...?

It not a bug, but rather an inherent problem with the original sexopolis mod. Tentacle worlds as a starting origin simply don't work well for the resource problems you mentioned. They are pseudo archologies and as such don't produce proper resources and you end up crashing your economy from the start.

 

Working as intended, just not perticularly balanced.

Edited by Ozvelpoon
Posted

Really to me tentacle worlds should be good breeding/food hubs, and sexopolis should be a good trade/consumer goods hub.  But yeah, I can't see a tentacle world being a very good place to get a star-spanning empire going...

Posted (edited)
1 hour ago, Ozvelpoon said:

It not a bug, but rather an inherent problem with the original sexopolis mod. Tentacle worlds as a starting origin simply don't work well for the resource problems you mentioned. They are pseudo archologies and as such don't produce proper resources and you end up crashing your economy from the start.

 

Working as intended, just not perticularly balanced.

I also found that my 2 guaranteed inhabitable worlds are desert worlds, not ocean as I would expect, (Ocean world was the native world type of my starter race.) or tentacle, for that matter. That also seems like a bug.

 

It might be doable if you race to the two guaranteed inhabitable worlds, but only if my pops can live there...

Edited by enterprise2001
Posted
38 minutes ago, Darkmind_mc said:

Really to me tentacle worlds should be good breeding/food hubs, and sexopolis should be a good trade/consumer goods hub.  But yeah, I can't see a tentacle world being a very good place to get a star-spanning empire going...

Not sure if they would ever be good then...? ?By the time you have the resources to build and maintain them, wouldn't you be to the point when you wouldn't need to be cranking out pops like crazy? Also, with the changes in 3.x that now takes influence to move pops, that makes it even less appealing to use the tentacle world...? Did I miss something...? ?

Posted (edited)
9 hours ago, Ozvelpoon said:

Это не ошибка, а врожденная проблема оригинального мода sexopolis. Миры с щупальцами в качестве отправной точки просто не подходят для упомянутых вами проблем с ресурсами. Они являются псевдоархологиями и, как таковые, не производят надлежащих ресурсов, и в конечном итоге вы с самого начала рушите свою экономику.

 

Работает по назначению, только не сбалансировано.

 

Maybe then tentacle worlds are allowed only for ordinary empires? And for the same collective mind to create a new origin, for example, a "Tentacles Supermind"? This will be a separate type of tentacle world — the "World of the Tentacles of the Supermind". The founder's appearance, along with the "Collective Mind" trait, will have the "Living Clothes" and "All Women" trait. That is, the tentacles captured an entire species into slavery and turned them into women. It will even be possible to turn other species into women through assimilation. How do you like the idea?

Edited by Redoctor
Posted (edited)
11 hours ago, enterprise2001 said:

I tried Tentacle world origin. Appears bugged to me as well. You need to have a bunch of the strategic resources to build any of the districts and there is no way to make any energy or minerals or alloys. Seems like big bug/oversight...?

i strongly disagree, its just a lot of micromanagement, and if you have a species with some decent +sex jobs output, its an awesome tech rush start imo, to the point id call it OP.

you are only lacking in minerals, blockers will provide gas, etc and liquid processor give strategic resources you need for a few districts.

energy you get from sex jobs.

 

edit: remember to shut down stuff you don't use, and even remove districts you don't use at start, the saving in upkeep will pay itself back in the long run. As it will take some time before you need to build a new district as each provide so many jobs.

Edited by Xadhoom
Posted
14 hours ago, Slaaneshi Priestess said:

Anyone know how to get the Lewd Advisor to work? I have tried extracting directly into the mod folder and have tried making the mod from the launcher, neither seem to work.

Just like any other mod.

You plop it into the folder and activate it in your playset.

Posted (edited)
On 11/1/2021 at 3:35 AM, SexyHeathen19 said:

maybe someone has answered this already. But why am I still getting Males pops on All female species and females on all Males? does the Base portrait Gender patch no longer work? or is it not compatible with Humans plus?

 

Have a look at Omori1701's files. The patch you want may be in there. HOWEVER, I don't know if LV changed the way it handles monogender in the new update, and if so I don't know if Omori1701's patch has been updated to account for that.

Edited by Renaati
fix link
Posted
12 hours ago, Xadhoom said:

i strongly disagree, its just a lot of micromanagement, and if you have a species with some decent +sex jobs output, its an awesome tech rush start imo, to the point id call it OP.

you are only lacking in minerals, blockers will provide gas, etc and liquid processor give strategic resources you need for a few districts.

energy you get from sex jobs.

 

edit: remember to shut down stuff you don't use, and even remove districts you don't use at start, the saving in upkeep will pay itself back in the long run. As it will take some time before you need to build a new district as each provide so many jobs.

I totally missed something then because I was at like -68 energy/month and had no strategic resources coming in.

 

Are these buildings you are talking about that need to be built?

Posted (edited)
38 minutes ago, enterprise2001 said:

I totally missed something then because I was at like -68 energy/month and had no strategic resources coming in.

 

Are these buildings you are talking about that need to be built?

If you're playing hivemind you might have trouble with it. Otherwise, sex jobs give a massive amount of trade and thus a massive amount of energy. Build a bunch of brothels and your energy troubles are gone. Built liquids processor pays for the strategic resources cost of the first few districts.

Edited by blankusernn
Posted (edited)
10 hours ago, enterprise2001 said:

I totally missed something then because I was at like -68 energy/month and had no strategic resources coming in.

 

Are these buildings you are talking about that need to be built?

I start with destroying one district, one tentacle breeder is enough. then disable admin and trader building (in picture i accidentally disabled researcher building too). the pictures show how i managed pops. and as you can see i am positive on energy at 2nd month.

 

2nd picture is after building a sexologist district, a good idea is to limit researcher jobs before finish district so not too many jump to become researchers as it can unbalance your economy to drain too many consumer gods. Also, i set up at buy order of 50 food each month to support breeder jobs.

 

after this, you just have to balance researchers, cows and whores. other planets you find is for minerals and alloys mostly.

 

20211104115426_1.jpg

20211104120205_1.jpg

Edited by Xadhoom
Posted
On 11/2/2021 at 6:46 PM, enterprise2001 said:

I tried Tentacle world origin. Appears bugged to me as well. You need to have a bunch of the strategic resources to build any of the districts and there is no way to make any energy or minerals or alloys. Seems like big bug/oversight...?

It gives you actual rare resource *production* though. So, it unlocks the crystals/motes/gases in the market that you can use to build more districts without the techs to harvest them.

 

For minerals/alloys, yeah it's an issue. Not so much for minerals, but you'll want to colonize something else ASAP to fire up a forge world. Just a Stellaris generic tip though: if you set a monthly buy order on the market for 12 alloys at the start of the game, you'll increase your production a bit to get your feet off the ground, but it's low enough that the price resets back to default before the monthly turnover so the price never increases. Bit of a Band-Aid until you get a forge.

 

It's honestly still pretty overpowered even with the little issues. You'll have so much energy, food, and consumer goods you won't know what to do with them.

Posted
6 minutes ago, Noobtub said:

uhm... can i have a quick question, why is my slave not getting any bonus from sex trait?

ah sorry, it's not the slave but the sex jobs aren't getting any bonus

Posted
3 hours ago, Xadhoom said:

I start with destroying one district, one tentacle breeder is enough.

 

I have a roughly similar strategy, but personally I would advise against destroying the tentacle breeder district. The pop growth they give is OP and you're better off just lowering the number of pops assigned to the job until you can support it. The extra pops you get will pay off in the long run and minerals (to build districts) are more scarce than the upkeep costs of the district.

Posted (edited)
5 hours ago, Noobtub said:

ah sorry, it's not the slave but the sex jobs aren't getting any bonus

Are you certain that they aren't actually getting any bonus? Afaik the bonuses to trade and amenities aren't actually directly through percentage bonuses but are instead added as numerical additions to the base, which means they wont say they're receiving bonuses but the number will be higher than otherwise. Have you tried having a pop without sex traits do the job and comparing the number?

 

If they're the same then you are probably running a mod that is incompatible or something like that.

Edited by blankusernn
Posted
15 minutes ago, blankusernn said:

Are you certain that they aren't actually getting any bonus? Afaik the bonuses to trade and amenities aren't actually directly through percentage bonuses but are instead added as numerical additions to the base, which means they wont say they're receiving bonuses but the number will be higher than otherwise. Have you tried having a pop without sex traits do the job and comparing the number?

 

If they're the same then you are probably running a mod that is incompatible or something like that.

i cracked down my "modpack" piece by piece and i ran down to only Lv and yes, as you said, the worker type of sex jobs don't show the percentage... pretty confusing but thanks

Posted
7 hours ago, blankusernn said:

I have a roughly similar strategy, but personally I would advise against destroying the tentacle breeder district. The pop growth they give is OP and you're better off just lowering the number of pops assigned to the job until you can support it. The extra pops you get will pay off in the long run and minerals (to build districts) are more scarce than the upkeep costs of the district.

Well, 1 district takes 10 food in upkeep, and it will take some time before you filled the first breeders, better keep that food to feed 10 more pops and rebuild it after you filled the first breeder slots.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...