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On 2/2/2022 at 3:52 PM, Zorlond said:

I'd recommend making the resources from jobs malus worse, 20 or 25%, and maybe adding a -10% army health on top. The logic being that the larger a specialized body part gets, the exponentially harder it gets to do anything that doesn't involve it, plus it being a larger target for enemies to aim at.

That'd be incredibly punishing. At 25% malus, you're only taking a net gain of 5% sex jobs output, as well as some growth speed, but at the same time losing all output for everything else. It'd be one thing if you could really lock down *exactly* which pops go where and work what jobs, but the job system is finicky at the best of times and you're going to really struggle producing anything that's not sex job related.

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4 hours ago, Schmee said:

That'd be incredibly punishing. At 25% malus, you're only taking a net gain of 5% sex jobs output, as well as some growth speed, but at the same time losing all output for everything else. It'd be one thing if you could really lock down *exactly* which pops go where and work what jobs, but the job system is finicky at the best of times and you're going to really struggle producing anything that's not sex job related.

Amenities and Trade Value are not considered "Resources" so that point misses.

But the entire thing was an extension to the already existing perks going up to 300% compared to the first level.
In terms of the mod it should hence be balanced already.

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9 hours ago, Schmee said:

That'd be incredibly punishing. At 25% malus, you're only taking a net gain of 5% sex jobs output, as well as some growth speed, but at the same time losing all output for everything else. It'd be one thing if you could really lock down *exactly* which pops go where and work what jobs, but the job system is finicky at the best of times and you're going to really struggle producing anything that's not sex job related.

If the sex jobs benefit is your concern, you can easily just make it bigger to counterbalance the malus. That's what LV does with Sex Crazed, a trait I run with a lot. If you look in the code, Sex Crazed has a -50% malus for All Jobs and a +100% buff for Sex Jobs, which results in a net +50% buff when doing a Sex Job, that is the bonus you see in the tooltips. So in this proposed case, a massive dong should, in the code, say -25% malus (or something) to All Jobs, and +55% boon to Sex Jobs. Then the tooltips will just declare it a 30% bonus.

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22 hours ago, Fakenet said:

Amenities and Trade Value are not considered "Resources" so that point misses.

But the entire thing was an extension to the already existing perks going up to 300% compared to the first level.
In terms of the mod it should hence be balanced already.

But food, consumer goods, rare materials etc are. There are more sex jobs than those from the brothel.

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7 hours ago, Schmee said:

But food, consumer goods, rare materials etc are. There are more sex jobs than those from the brothel.

I thought that milk cows are not considered sex jobs since they got their own modifiers and planetary designation.

I can still see that as intentional in the cases you mentioned.

Sience counts as a resource too though and if I understand the idea behind sexology correctly that should not be detrimentally affected by it.

 

Anyway, the point was that it's a trippling in effect of all factors and is therefore balanced in context of the mod.

Edited by Fakenet
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I've always thought that the sex jobs and a race that was tailored to it should find it hard to do most everything else with sex crazed simply making them mad crazy. It would be nice to see the sex crazed bonus coming about from events, or from the majority of your population experiencing public exhibitionism. Only trouble is I doubt there are that many events that could trigger it reliably, or if you made them to common it would just be on all the time. I think there is also a missing window to make bioships that feed off the sexual energy and "excess" materials it makes. Maybe instead of free corvettes it should be a bio ship similar to the crisis ships? Actually there's a thought, would love to have a crisis system tat works off sexual events and energy generated by the pops and traditions. 

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2 hours ago, Sybian said:

I've always thought that the sex jobs and a race that was tailored to it should find it hard to do most everything else with sex crazed simply making them mad crazy. It would be nice to see the sex crazed bonus coming about from events, or from the majority of your population experiencing public exhibitionism. Only trouble is I doubt there are that many events that could trigger it reliably, or if you made them to common it would just be on all the time. I think there is also a missing window to make bioships that feed off the sexual energy and "excess" materials it makes. Maybe instead of free corvettes it should be a bio ship similar to the crisis ships? Actually there's a thought, would love to have a crisis system tat works off sexual events and energy generated by the pops and traditions. 

So, Slaanesh crisis, basically.

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3 hours ago, WaaaaghMaster42 said:

hello, i started a game with the tentacle symbiosis origin and i have a question, can i transform other planets in tentacle worlds? Or the only tentacle planet is the one at the start? Because as for now i can only produce a tentacle planetary block

Yes, you can.

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4 hours ago, vixi said:

is this still being worked on? and more importantly is stellaris still being worked on?

Yes, and yes. 

 

Paradox and Stellaris in particular are very focused on post launch content and changes. There are new gameplay changes and AI improvements for the game every few months.

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Hey, I'm having a weird problem.
Setting up my mods, ticking them in the launcher, everything's fine
But when I'm launching the game (GOG copy), LV, KV and a few other lewd mods get their .mod deleted

Never seen anything like that happen.

 

Fresh install.
I've tried renaming the files and folders (thinking there might be a check for those?) ((of course updating the .mod files)), same thing.
Tried deleting and re-extracting the files from their respective zips (maybe I'd have messed something up), but same thing.

 

I'm using Irony's Mod Manager, launching the game through it afterwards.

 

The exact .mods that get deleted are :

  • Lustful Void
  • LV additional things
  • LV Extras
  • LV Patches
  • LV Tweaks
  • All You Need Is Loving
  • Kinky Void
  • KV-Sexopolis tweak
  • sexysxenoscities
  • sexysxenostraits
  • sexysxenoscountries

No other mods get deleted.
(only three lewd mods don't get axed: SmuttySpacePonies & Calcifier's)

 

EDIT:
It seems when launching the game through the vanilla launcher they don't disapear? They don't either through launching the exe directly.
Seems like Irony's is filtering those mods in some way?

Edited by erogal123
Workaround found?
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On 2/13/2022 at 11:49 AM, Ozvelpoon said:

Who remembers the bad old days?

49ekHIRpxGY7S3hifPoXHVkEa1gPtSLtykKvP7Re

 

And now we are looking at a major unity update near the games 6 year anniversary on the 26th.

 

Yah, Stelaris is still evolving as a game.

ah yes. that was before 2.0 right?  those where simple times. where mods where actually updated to work. lol

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On 2/13/2022 at 9:49 AM, Ozvelpoon said:

Who remembers the bad old days?

49ekHIRpxGY7S3hifPoXHVkEa1gPtSLtykKvP7Re

 

And now we are looking at a major unity update near the games 6 year anniversary on the 26th.

 

Yah, Stelaris is still evolving as a game.

 

I do, that tile swapping minigame for adjacency bonuses was just the worst, so, so dumb.  Was glad to see that go.  Buuuutt, on the other hand... was furious to see game drop multiple versions of FTL travel, this game is now just EU4 or CK2 in space, but with ridiculous slowdowns as time goes on.  And the AI tends to suffer from schizophrenia, works one patch, then shits the bed next patch.  Really speaks to Paradox corporate fucking shit up when the devs have to add an end date start option to make up for the fact that game can't make it 300 years without melting down CPU.  Or that big battles in endgame resolve much faster when NOT onscreen (seriously, where is the tactical view for battles with little triangles to significantly reduce graphics load in endgame????).

 

However, didn't drop back in for first time in years to reminisce, was wondering how this mod is gonna handle job/pop AI changes for 3.3?  Seriously, looks like this next patch might actually fix some stuff for realsies, not fix some stuff in order to break other stuff...

 

but as for more bitching, still amazed that game devs haven't modified the biological trait system to sometimes combine traits in order to fix Xeno-compatibility ascension perk.  Having a hierarchical trait system to collapse excess traits upwards would have fixed Xeno-compatibility causing crazy ridiculous slowdowns when some species accumulates 32 traits... just combine bonuses with biological ascension perks, maybe add a few more traits to biological ascension...  food for thought!

 

Mostly curious about how 3.3 gonna affect this mod tho.  Might be finally worth giving stellaris a try again for first time in YEARS!

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On 2/13/2022 at 1:08 AM, vixi said:

well i know the last update was 2 months ago. i dont keep up with the paradox forums though so was not sure if that was still being worked on.

 

Paradox is launching the 3.3 update on the 22nd (or 27th?) what you will find is many mod creators (With paradox) will stop updating mods after paradox announces a major update (In 3.3's case, unity, influence, Empire sprawl, edicts, traits and fleet capacity are all being completely overhauled) because that typically means the update is imminent when it is named (3.3's official name came out on the 8th of February) which is why you see so much disconnect, as Paradox loves to constantly update their games. (CK 2 went a full decade with over $400 worth of DLC in that time)

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Just a couple of thoughts from having tried out the current LV with 3.3: I'm still in the early game, but the jobs and buildings seem to be working so far.  I tried doubling the base Unity output on escorts to match their previous value as roughly half a bureaucrat, and that seems to be working.  I noticed later that while the admin cap boost doesn't get displayed anymore, it seems it's still active, and I didn't start accruing Empire Size penalties until I was over 100 plus the admin cap boost from the escorts.

 

On another note, does the Sex World colony designation have any benefits beyond the +10% trade value?  If not, it seems be strictly inferior to Urban World, which has +20% trade value (along with -10% building and district upkeep, +25% city district build speed).

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1 hour ago, GreatFez said:

I didn't start accruing Empire Size penalties until I was over 100 plus the admin cap boost from the escorts.

 

 

I seem to be having similar results with the new sprawl system, good to know others are having it happen too.

 

 

 

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