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10 hours ago, firestar101001 said:

image.png.79c2c62aab78eff337314899e4886ff0.png

 

image.png.c06f3b91d2e5c3bb7f9bbe05a084f4c5.png

 

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 by Isangrad
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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.

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.

2017_04_07_1.png

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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.

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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.

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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. 
 

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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 by Fakenet
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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?

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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 by schroecat
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4 hours ago, schroecat said:

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.

 

 

 

Thanks for the information, i wasnt sure if its a problem just for me.
That solution worked for me too

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Had a strange run-in with the new patch mechanics today. Not really LV's fault, but thought I'd share.

 

There has been some modifications to Reform Government. Originally, it was a flat 250 Influence cost to do this, allowing one to add Civics after getting research (and possibly modded Ascension Perks) done. Well, Paradox changed this so that Empire Size directly determines the cost of Reforming Government, making it Size*10 in cost. But the capacity cap for Influence hasn't changed.

 

This means my empire of hyper-breed-happy-sluts quickly managed to populate the empire up to 108 Empire Size before I was ready to Reform. This made the cost 1080, which is impossible to save up to since Influence cap is 1000. Fortunately, I use Production Revolution, which allows me to 'hide' a chunk of population in it's Manpower stat, which doesn't count to Size. But once I did this, and brought the cost down to about 850, I paid for the Reformation....

 

And the game didn't take the Influence away. Not one point. I still had almost 900 influence, and still had it after waiting a month to tick over.

 

Weird.

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38 minutes ago, nerdy gamer said:

how to i install this mod correctly? i don't see a difference, so i'm assuming i did something wrong. anyone willing to do a step by step tutorial with/for me?

Go to C:\Users\userName\Documents\Paradox Interactive\Stellaris\mod
Unpack the contents of the archive into it so that a folder and a file with the .mod extension appear in it.
Open the Paradox launcher, select the mods tab.
On the right, click on the update icon.
Next, go to the game sets tab and add + enable the mod.

*If you are playing on version 3.3, then there is no point in installing the mod. It's been updated for now. Most likely it will be updated next week.

Edited by Normone
Да
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21 hours ago, Zorlond said:

There has been some modifications to Reform Government. Originally, it was a flat 250 Influence cost to do this, allowing one to add Civics after getting research (and possibly modded Ascension Perks) done. Well, Paradox changed this so that Empire Size directly determines the cost of Reforming Government, making it Size*10 in cost. But the capacity cap for Influence hasn't changed.

 

You may have a UI mod or something obscuring the new mechanics.  In my current game, with LV and a dozen or so other mods, Reform Government now costs Unity.  My current cost to reform is over 14,000, and the Reform button is available to click, with no warnings about insufficient resources.

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18 hours ago, Normone said:

Go to C:\Users\userName\Documents\Paradox Interactive\Stellaris\mod
Unpack the contents of the archive into it so that a folder and a file with the .mod extension appear in it.
Open the Paradox launcher, select the mods tab.
On the right, click on the update icon.
Next, go to the game sets tab and add + enable the mod.

*If you are playing on version 3.3, then there is no point in installing the mod. It's been updated for now. Most likely it will be updated next week.

i can't find them in "playsets" only in "all installed mods"

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While we wait for the post-update mod fuckery to clear up in a few weeks, I thought I'd give a suggestion for a few mods that pair well with LV (and worked fine as of 3.2): Carrying Capacity and Ecology Mod

 

The whole point of LV is to crank up pop growth to ridiculous levels and have fun doing it, but on vanilla pop growth model the number of pops can get unruly and very difficult to manage, very quickly.

 

Carrying Capacity creates a system that dynamically modifies the pop growth rate for each planet individually, using a planetary deposit that modifies growth based on a bunch of things like planet size, housing, and number of free districts. So each regular planet has a soft "cap" of up to 400 biological pops, and the speed of growth dynamically adjusts based on how close you are to to the cap, with the cap updating every few years (though I suggest tweaking the BASE_POP_GROWTH modifier in carry_defines.txt from 2 to 3, to be less slow and more in-line with vanilla growth speed, since that's what LV was based off of)

 

Ecology mod is similar in that it creates waste/pollution as a resource/planetary deposit, and how you manage that impacts a bunch of things like pop growth, habitability, trade value, etc. 

 

Using both mods adds a fun and more manageable pop growth mechanic, where it lets you use LVs traits, policies and other mechanics to their fullest potential by making it something of a game to fight dynamically changing pop growth modifiers with every lewd tool LV has to offer.

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Got a little issue. I don't think it's LV's fault, I think it's just an unfortunate interaction with Production Revolution and possibly Ethics and Civics Classic (in Steam Workshop).

 

So I'm running a slaver empire (Caste System civic from E&CC, 40% enslaved pop ratio), I have the Species Slavery Type set to Domestic Servitude. This normally would create jobs for unemployed slaves to fill, not very efficient but more efficient than sitting around all day doing nothing. But it doesn't work. The Domestic Servant jobs aren't created, slaves remain unemployed, and nothing happens.

 

Cue the Sexual Slavery tech. I research it, implement the Slavery Prostitution Policy, and now unemployed slaves are being given Sex Slave jobs (again, not efficient, but better than nothing). The jobs are being created, and slaves are filling them. All good, right? Uh, not quite. The Sex Slave job is getting priority over some other jobs, like Comfort Worker, sometimes Breeder or Milk Cow. So, my excessively horny mega-sluts are running off to become someone's private sex toy rather than working as a masseuse or lying around just being pregnant or milked all day.... which actually makes perfect sense, but it's still a little disruptive to my job queues.

 

What makes it worse is the interaction this has with Production Revolution. Unemployed slaves that are supposed to be Domestic Servants somehow don't register to PR's mechanisms that slot unemployed pops into its Manpower stat. So the unemployed slaves just sit there, stuck. And when Sex Slave jobs come along, PR doesn't touch them, because they're employed. And since my girls prefer to be Sex Slaves, PR tries to bring pops out of Manpower to fill jobs. A percentage of which become slaves because slave empire, who run off to be Sex Slaves. So I end up with a quarter of the visible population being Sex Slaves, which throws Manpower out of whack, cutting deep into production of resources. Everyone's quitting their jobs working 9-5 on the production lines to beg random people to take them as their personal sex pet.... Which, again, makes perfect sense for these girls even though they're not Submissives, they're Just That Horny....

 

Ugh, I have discovered the Crisis, and it is Thirsty Thots. :P

Edited by Zorlond
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9 hours ago, Zorlond said:

Got a little issue. I don't think it's LV's fault, I think it's just an unfortunate interaction with Production Revolution and possibly Ethics and Civics Classic (in Steam Workshop).

 

So I'm running a slaver empire (Caste System civic from E&CC, 40% enslaved pop ratio), I have the Species Slavery Type set to Domestic Servitude. This normally would create jobs for unemployed slaves to fill, not very efficient but more efficient than sitting around all day doing nothing. But it doesn't work. The Domestic Servant jobs aren't created, slaves remain unemployed, and nothing happens.

 

Cue the Sexual Slavery tech. I research it, implement the Slavery Prostitution Policy, and now unemployed slaves are being given Sex Slave jobs (again, not efficient, but better than nothing). The jobs are being created, and slaves are filling them. All good, right? Uh, not quite. The Sex Slave job is getting priority over some other jobs, like Comfort Worker, sometimes Breeder or Milk Cow. So, my excessively horny mega-sluts are running off to become someone's private sex toy rather than working as a masseuse or lying around just being pregnant or milked all day.... which actually makes perfect sense, but it's still a little disruptive to my job queues.

 

What makes it worse is the interaction this has with Production Revolution. Unemployed slaves that are supposed to be Domestic Servants somehow don't register to PR's mechanisms that slot unemployed pops into its Manpower stat. So the unemployed slaves just sit there, stuck. And when Sex Slave jobs come along, PR doesn't touch them, because they're employed. And since my girls prefer to be Sex Slaves, PR tries to bring pops out of Manpower to fill jobs. A percentage of which become slaves because slave empire, who run off to be Sex Slaves. So I end up with a quarter of the visible population being Sex Slaves, which throws Manpower out of whack, cutting deep into production of resources. Everyone's quitting their jobs working 9-5 on the production lines to beg random people to take them as their personal sex pet.... Which, again, makes perfect sense for these girls even though they're not Submissives, they're Just That Horny....

 

Ugh, I have discovered the Crisis, and it is Thirsty Thots. :P

 

E&CC and LV modify the file that handles civics. You need a patch to run them together. If you understand coding you can use Irony Mod Manager to create a patch.

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Actually, E&CC and LV run fine together, there's no conflict in the civics themselves. The file names are different, as are the civic names, so they supplement each other, and both sets of civics show up in game and work fine. I have WinMerge, comparing the two mods is pretty easy. It's just how Production Revolution handles slavery, and LV's Sex Slaves in particular (PR doesn't even know they exist), that causes the interaction.

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The conflict is with the temple buildings. If you don't patch it you will either get one mod's civic or the other. I have created that patch in Irony a few times now.

 

There may be others, but I have had to add the concubines code to the temples every time.

Edited by Isangrad
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