vixi Posted February 12, 2022 Posted February 12, 2022 is this still being worked on? and more importantly is stellaris still being worked on?
Ozvelpoon Posted February 12, 2022 Posted February 12, 2022 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. 1
Zorlond Posted February 12, 2022 Posted February 12, 2022 3 hours ago, Ozvelpoon said: There are new gameplay changes and AI improvements for the game every few months. Well, there are AI changes... 'Improvements' is debatable. ?♂️
vixi Posted February 13, 2022 Posted February 13, 2022 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.
Purplehorn Posted February 13, 2022 Posted February 13, 2022 15 hours ago, Zorlond said: Well, there are AI changes... 'Improvements' is debatable. ?♂️ Stellaris really just becomes a completely different game every few months
Ozvelpoon Posted February 13, 2022 Posted February 13, 2022 (edited) Who remembers the bad old days? 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. Edited February 13, 2022 by Ozvelpoon 5
erogal123 Posted February 13, 2022 Posted February 13, 2022 (edited) 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 February 14, 2022 by erogal123 Workaround found?
vixi Posted February 15, 2022 Posted February 15, 2022 On 2/13/2022 at 11:49 AM, Ozvelpoon said: Who remembers the bad old days? 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 1
Sybian Posted February 16, 2022 Posted February 16, 2022 On 2/7/2022 at 4:54 PM, Shadowlyger said: So, Slaanesh crisis, basically. Yup, just more fun and less bizarre cenobite s/m stuff.
ghostfalll Posted February 17, 2022 Posted February 17, 2022 On 2/13/2022 at 9:49 AM, Ozvelpoon said: Who remembers the bad old days? 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!
soldier847 Posted February 18, 2022 Posted February 18, 2022 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)
Popular Post Lithia<3 Posted February 20, 2022 Author Popular Post Posted February 20, 2022 Hello everyone! I am back suddenly!?No I've been around but got some new years anxiety I guess, so haven't really been active here much. I also have the pleasure of my wisdom teeth deciding it's the perfect time to give me trouble so that's been making me feel really bad. They will be removed soon so I will need to recover from that too, so fun times ahead! lol You might be like "why are you telling us this! D:" Well it has to do with lv ofc! I have been fixing bugs when I had some time and wasn't in too much pain, but I have not been able to work on it enough. That being said, I will try to update the mod to 3.3 this coming week and fix as many bugs and things as I can before I have to go into surgery, so I don't have to worry about it when I'm recovering. Anyway, after I get better I'll resume adding new things! I have also started creating a new super secret lewd mod which is secret so I'll be working on that too? 40
firestar101001 Posted February 23, 2022 Posted February 23, 2022 im on steam and am using stellaris 3.2, idk why its doing this, 1st time modding stellaris
GreatFez Posted February 24, 2022 Posted February 24, 2022 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). 1
Vtrx Posted February 24, 2022 Posted February 24, 2022 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.
Isangrad Posted February 24, 2022 Posted February 24, 2022 (edited) 10 hours ago, firestar101001 said: im on steam and am using stellaris 3.2, idk why its doing this, 1st time modding stellaris Download this, Irony Mod Manager. https://bcssov.github.io/IronyModManager/ Watch this, Never touch the Paradox Launcher again. If you don't understand coding, don't touch the conflict resolver button in the bottom right corner. This is the best way to activate and manage mods for Stellaris. The devs of this software keep it updated via a built in updater. A blue box appears in the bottom right corner letting you know there is an update. Since using Irony Mod Manager, I have had no issues that I didn't create my self. Edited February 24, 2022 by Isangrad Additional Information
MagnaSonic3000 Posted February 24, 2022 Posted February 24, 2022 I'm sure it is from this mod, but how does breeding offensive work. I've never gotten it as a war goal, or standard claims.
MagnaSonic3000 Posted February 24, 2022 Posted February 24, 2022 On 2/13/2022 at 11:49 AM, Ozvelpoon said: Who remembers the bad old days? 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 remember the days of wormholes and borders naturally expanding instead of locking everything down with bases. Oh, and the fact you could do silly things like have stations all formed around a single Ringworld, since starbases used to be tied to a planet, not a system. Don't stare too hard at the girls, they're shy when they're the only ones who have a drastically different artstyle. 2
Fakenet Posted February 24, 2022 Posted February 24, 2022 2 hours ago, MagnaSonic3000 said: I'm sure it is from this mod, but how does breeding offensive work. I've never gotten it as a war goal, or standard claims. Me Neither and I also had a few thoughts about that. I figured that this casus belli should be similar to despoilation. Meaning you raid their worlds and abduct pops. You'd also either have a special breeding-purge type or have the non-hivemind pops be able to live in your empire similar to the bio-trophies of the rogue servitor. Those bio-trophies would of course also increase growth speed. 1
Cumog81 Posted February 24, 2022 Posted February 24, 2022 Breeding Offensive works only for Hiveminds and driven Assimilator. For Example read the Tooltip for Brood Swarm. You can declare War without claims and conquered territory will be instantly yours. Pops from conquered colonies can be purged, enslaved or assimilated while the War goes on. What it will be depends on your species rights and technologies.
MagnaSonic3000 Posted February 24, 2022 Posted February 24, 2022 I do have a hive, although mine are the nymph trait, which automatically makes you female only, and describes your main desire is to get your girls knocked up. Sounded like the very objective for my girls would be to swallow someone up for the fuckening. Apparently not.
Grif Posted February 25, 2022 Posted February 25, 2022 On 2/24/2022 at 2:59 AM, GreatFez said: 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). Can you upgrade the buildings from the mod? I should be able to, but the arrow for it remains gray.
Fakenet Posted February 25, 2022 Posted February 25, 2022 (edited) 1 hour ago, Grif said: Can you upgrade the buildings from the mod? I should be able to, but the arrow for it remains gray. Pretty sure you have to research them first. And whatever else you need to build it. If you still think you got all that's needed to upgrade we will need more information, It should work. Edited February 25, 2022 by Fakenet
ghostfalll Posted February 26, 2022 Posted February 26, 2022 On 2/24/2022 at 1:38 AM, Fakenet said: Me Neither and I also had a few thoughts about that. I figured that this casus belli should be similar to despoilation. Meaning you raid their worlds and abduct pops. You'd also either have a special breeding-purge type or have the non-hivemind pops be able to live in your empire similar to the bio-trophies of the rogue servitor. Those bio-trophies would of course also increase growth speed. That would be cool to adapt the bio-trophy code for non hive empires, really make my Hutt criminal corp empire the TiTS! Although maybe link it to a tradition for normal empires and some sort of corporate building for corpo empires... I guess alternatively could make conversion some sort of cybernetic trait, possibilities abound! But haven't played this in a while, so perhaps already included?
schroecat Posted February 26, 2022 Posted February 26, 2022 (edited) 16 hours ago, Grif said: Can you upgrade the buildings from the mod? I should be able to, but the arrow for it remains gray. We *should* be able to, but this is presently broken by patch 3.3. I'm not sure what has changed, but on 3.3 I can't upgrade: - Sapient Dairy Ranch to Sapient Dairy Estates; - Brothel to Bordello; or - Comfort Zone to Comfort Megaplex. Similarly Specialised Creamery can also no longer be constructed. Edit: And suddenly I fixed it while I was stuffing around with the building files, but I don't even know what I did... Edit 2: I've got it. The broken component is: allow = { buildings_upgrade_allow = yes } For whatever reason, this scripting no longer functions. I made it work by replacing this with: allow = { has_upgraded_capital = yes } Now obviously these do slightly different things, but it's working for me and I'm just going to keep it this way for now. I'll let the brains trust pick it up and run with it from here. Edited February 26, 2022 by schroecat Further Information 2
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