snpy42 Posted November 27, 2021 Posted November 27, 2021 A big problem I've noticed with tentacle worlds (which others have pointed out) is the fact the AI keeps terraforming to and from them over and over on a loop. They have a weight of 1 to terraform to them, and then a weight of 1 to terraform away, with no conditions to alter them this means an infinite loop. This also brought to my attention another issue (one I don't think was mentioned yet, if it was I apologize I must have missed it). Unlike Machine and hive worlds being made into normal worlds, there is no "reroll_deposits = yes" and "clear_blockers = yes" effect stated. Normally when a machine world or hive world becomes, say, a continental world, it rerolls all the deposits, then automatically removes any generated blockers. This means when a world is terraformed from a tentacle world to a normal one, they can only have city and industrial districts since the deposits got deleted when they became tentacled, but were not regenerated once terraformed back. Once the next update for LV is out I'll probably tweak some files to fix these issues, assuming it's not fixed already. Since I'll be making it for myself anyway I'll probably toss up a mini-mod for it once I do, namely to fix the deposit issue, but also setting AI without the origin to never create tentacle worlds, and AI with the origin to never remove them (probably also set it so they only make new tentacle worlds if under x% are tentacle or something if that's even possible, to prevent total economic failure cause no alloy production). IF I can't figure out how to put the logic for not ruining their economy, then I'll just do what the other files do and turn it off, but that just doesn't sound as fun.
Ounze Posted November 27, 2021 Posted November 27, 2021 (edited) Once LV is patched, next game game will be with dolphinoids, but making 'em realistic. Meaning super rapey. Edited November 27, 2021 by Ounze
Ozvelpoon Posted November 28, 2021 Posted November 28, 2021 59 minutes ago, Ounze said: Once LV is patched, next game game will be with dolphinoids, but making 'em realistic. Meaning super rapey. Sadly there is only 1 mod on the Steam Workshop that restores the portrait to the original "Swolphin" by removing his clothes ala original press release. Very low res and does nothing for me. Hoping someone will take up that challenge again,
SohCahToa Posted November 28, 2021 Posted November 28, 2021 22 hours ago, SunTan Lotion said: was WL ever interrogated? I'm pretty sure it was not. 3 hours ago, Ozvelpoon said: Sadly there is only 1 mod on the Steam Workshop that restores the portrait to the original "Swolphin" by removing his clothes ala original press release. Very low res and does nothing for me. Hoping someone will take up that challenge again, This should not be that hard. The one without clothing is probably already in the code because usually primitives will use that version. It should just be a matter of switching them around. Although don't quote me on this. I'm still running 3.1.
derpyturtle01 Posted November 28, 2021 Posted November 28, 2021 (edited) Does the Pop stealing megacorp building work? I have never for the life of me seen the events related to it trigger, nor have I gained pops from it. Edit: I was able to get the event to work. It kills their pop and spawns one on a random world of the branch office owner. Edited November 28, 2021 by derpyturtle01
Tyrgalon Posted November 28, 2021 Posted November 28, 2021 6 hours ago, derpyturtle01 said: Does the Pop stealing megacorp building work? I have never for the life of me seen the events related to it trigger, nor have I gained pops from it. Edit: I was able to get the event to work. It kills their pop and spawns one on a random world of the branch office owner. Did you have to do something to make it work or? I had this building in a game a while back and don´t really remember it working.
aniikinis13 Posted November 28, 2021 Posted November 28, 2021 Would it be possible to add sexual district types to a Birch World or just a catch-all sex district?
derpyturtle01 Posted November 28, 2021 Posted November 28, 2021 3 hours ago, Tyrgalon said: Did you have to do something to make it work or? I had this building in a game a while back and don´t really remember it working. I had to modify the code of the event. I split it into 3 separate events. one that saved all the event targets, one that spawns the pop on the planet at random. and a 3rd delayed event that kills the pop. I think for some reason the saving pop and then killing pop was someone not allowing it to save the pop properly or something. I can post the code if it helps.
Tyrgalon Posted November 28, 2021 Posted November 28, 2021 19 minutes ago, derpyturtle01 said: I had to modify the code of the event. I split it into 3 separate events. one that saved all the event targets, one that spawns the pop on the planet at random. and a 3rd delayed event that kills the pop. I think for some reason the saving pop and then killing pop was someone not allowing it to save the pop properly or something. I can post the code if it helps. Ahh okey, could you maybe share the modified file so people can download it and Lithia can maybe merge it into LV when she patches it next time?
derpyturtle01 Posted November 28, 2021 Posted November 28, 2021 (edited) On 11/28/2021 at 12:21 PM, Tyrgalon said: Ahh okey, could you maybe share the modified file so people can download it and Lithia can maybe merge it into LV when she patches it next time? Not sure how to make a patch, but heres my changes. I only changed the event's code not the localization, which is still borked. I split it into 3 events, 1 that saves the targets, one that kills a pop on the stolen pop planet and one that spawns the pop on a random planet that the branch office owner owns. I also changed the min pops from 12 to 25 to match what the tooltip on the building says. Edit: Since as part of the event it sets a 'no repeat' flag for 740 days. I am considering changing the event to trigger more often on 100% crime planets, while taking longer to expire on 0 crime planets. (at 100 crime it would be 370 days, at 50 it would be the usual 740, and at 0 it would be either 1480 or 1110. To represent the fact that in a more crime filled city it would be easier to steal pops, rather when theres less crime it would be harder to steal pops.) lv_building_events.txt Edited November 30, 2021 by derpyturtle01 1
derpyturtle01 Posted November 30, 2021 Posted November 30, 2021 (edited) On 11/28/2021 at 2:08 PM, derpyturtle01 said: Not sure how to make a patch, but heres my changes. I only changed the event's code not the localization, which is still borked. I split it into 3 events, 1 that saves the targets, one that kills a pop on the stolen pop planet and one that spawns the pop on a random planet that the branch office owner owns. I also changed the min pops from 12 to 25 to match what the tooltip on the building says. Edit: Since as part of the event it sets a 'no repeat' flag for 740 days. I am considering changing the event to trigger more often on 100% crime planets, while taking longer to expire on 0 crime planets. (at 100 crime it would be 370 days, at 50 it would be the usual 740, and at 0 it would be either 1480 or 1110. To represent the fact that in a more crime filled city it would be easier to steal pops, rather when theres less crime it would be harder to steal pops.) Here is a slightly edited version. This version does a similar thing to what my edit says it does. it makes it so that on low crime worlds the kidnapping will have a longer cooldown, while on higher crime world it will have a quicker cooldown. The numbers look like this Crime (0-24) causes 1440 day flag, Crime (25-49) is 1080 day flag. Crime (50-74) is 720. Crime (75-99) is 360. and on crime 100 worlds the cooldown is 180 days. Does doesnt change the mean time to happen which is still 18 months so in theory. On a crime 100 planet you will see the event nearly once every 2ish years, while on a crime 50-75 you will see the event once every 4ish years. on a crime 0 planet you will see the event every 6ish years. Edit: Added file back. There was a bug where with normal corps that had the recruitment building they would also suffer the 6 year average since crime would be near 0 on their planets. It now only affects the syndicate version. (Maybe if Lithia wanted to make it scale with some other feature that would work but I am not adding that for now) lv_building_events.txt Edited November 30, 2021 by derpyturtle01 1
Xadhoom Posted November 30, 2021 Posted November 30, 2021 i'm not sure that it been mentioned. but perfect hybrid and titanic evolution is atm almost useless, they "nerfed" gene modding so traits that cant be modded can't be added to other species. so even if you get a perfect hybrid, you can no longer add that to others of your race. sucks, but it does kinda make sense tbh, why would you be able to gene mod in cybernetics just because a pop of your race in some other empire became cyborgs when you ain't? maybe add them as an origin, but some other negatives on top? so you can have your full race with them.
Zorlond Posted November 30, 2021 Posted November 30, 2021 5 hours ago, Xadhoom said: i'm not sure that it been mentioned. but perfect hybrid and titanic evolution is atm almost useless, they "nerfed" gene modding so traits that cant be modded can't be added to other species. so even if you get a perfect hybrid, you can no longer add that to others of your race. sucks, but it does kinda make sense tbh, why would you be able to gene mod in cybernetics just because a pop of your race in some other empire became cyborgs when you ain't? maybe add them as an origin, but some other negatives on top? so you can have your full race with them. (<-- haven't played since Aquatics dropped, waiting on LV) Oof, that's going to make the Species tab even worse. It was already a major source of game lag, but if the player can't even self-police it to keep things simple, that lag is going to just keep piling up. And actually, being able to apply a template should be possible even with a non-mod trait, *if* you have sufficient samples of the trait to study. If a third of your species has cybernetics, it shouldn't be that hard to thoroughly study those cybernetics and figure out how to add them to the other two-thirds. Perhaps it would even come at a cost, such as lost population and a serious empire-wide happiness/stability penalty.
Mr.proxy Posted December 2, 2021 Posted December 2, 2021 sorry in advance if this question has been answered(tried using the search bar for it.) i start a playthrough using snu snu fever and got fever forever. now i know it says what it does but the "you are crisis" is kinda throwing me off. does it use the nemesis's crisis gauge or is just flavor?
SohCahToa Posted December 2, 2021 Posted December 2, 2021 1 hour ago, Mr.proxy said: sorry in advance if this question has been answered(tried using the search bar for it.) i start a playthrough using snu snu fever and got fever forever. now i know it says what it does but the "you are crisis" is kinda throwing me off. does it use the nemesis's crisis gauge or is just flavor? Snu fever is not a part of this mod. Thats from SSX. But I'm fairly sure that's just flavour. It has nothing to do with the crisis feature from nemesis.
Tyranyus Posted December 4, 2021 Posted December 4, 2021 Hey so whenever I use this mod it makes it so my pops can't do any jobs besides ones added by this mod and the expansions. Is there a way to fix this? It severely limits what I can play and I can't seem to find any fix for it
Vtrx Posted December 4, 2021 Posted December 4, 2021 3 hours ago, Tyranyus said: Hey so whenever I use this mod it makes it so my pops can't do any jobs besides ones added by this mod and the expansions. Is there a way to fix this? It severely limits what I can play and I can't seem to find any fix for it Just ran a test with LV and it doesn't seem to have any issues with jobs in 3.2, I haven't experienced any issues with the mod either (which could mean a variety of things) so that leaves me to think you've got another mod in your load order that is causing the issue.
Tyranyus Posted December 4, 2021 Posted December 4, 2021 2 minutes ago, Vtrx said: Just ran a test with LV and it doesn't seem to have any issues with jobs in 3.2, I haven't experienced any issues with the mod either (which could mean a variety of things) so that leaves me to think you've got another mod in your load order that is causing the issue. Yeah I was thinking the same thing. Seems like I have a lot of trial and error to go through but thanks for helping me out 1
Isangrad Posted December 4, 2021 Posted December 4, 2021 Using Irony Mod Manager can help you figure out what is wrong if you understand the code.
techmatt Posted December 4, 2021 Posted December 4, 2021 It currently appears that Tentacle worlds are using only one tentacle district as defined in the lv_sworld districts file while all other slots are using the sexworld districts. Is this an oversight or just an inbetween stage of adding Sexopolis? Additionally all of the images for the districts are seemingly placeholders. All in all though it's quite nice to see the mod integrated as it adds a lot of interesting options for specialization. Breeder jobs and removal of the district malus are working correctly with tentacle blocker symbiosis now which is quite nice. (And no more free tentacle world terraforming as soon as you get terraforming tech!)
requimfor aqueef Posted December 4, 2021 Posted December 4, 2021 aNY CHANCE OF CUMFLATION EVENTS? maybe a mod to have void dragons cumshot a planet?
Zorlond Posted December 4, 2021 Posted December 4, 2021 18 minutes ago, requimfor aqueef said: aNY CHANCE OF CUMFLATION EVENTS? maybe a mod to have void dragons cumshot a planet? Could be an interesting variation on the 'Sex Titans' event chain already in LV. Although, with the dragon origin, this could easily become overpowered.
Fakenet Posted December 6, 2021 Posted December 6, 2021 On 12/4/2021 at 11:02 AM, Zorlond said: Could be an interesting variation on the 'Sex Titans' event chain already in LV. Although, with the dragon origin, this could easily become overpowered. Neither this mod nor Paradox themselves make game balance a huge concern. Even though I have no idea what either the dragon or the Sex Titans would effectively do for your empire.
Anonymous Posted December 7, 2021 Posted December 7, 2021 Was hoping to play Stellaris after a break, but Paradox pulled a fast one on me and released another update, so LV isn't technically up-to-date. Does 3.2 bork anything as far as LV is concerned (especially the functionality of monogendered species, how does that one work?)
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