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Posted

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.

Posted (edited)

Once LV is patched, next game game will be with dolphinoids, but making 'em realistic. Meaning super rapey.

Edited by Ounze
Posted
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,

Posted
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.

Posted (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 by derpyturtle01
Posted
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.

Posted
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.

Posted
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? :)

Posted (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 by derpyturtle01
Posted (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 by derpyturtle01
Posted

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.

Posted
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.

Posted

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?

Posted
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. 

Posted

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

Posted
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.

Posted
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

Posted

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!)

Posted
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.

Posted
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.

Posted

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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