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A whole galaxy filled with nothing 'but naught(y)


s.kirmish

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Posted

To inform a bit on the ongoing game, this is the current map:

 

Spoiler

overview.thumb.jpg.2f317be8fdf1ea3dfe8927d402ef95c6.jpg

 

I really like how the spread of the races turned out. Two of the elves who are by lore closely connected are actually next to each other, and so are the Barn Family and Mount Market - direct neighbors. High elves and Dragonporn are close to the center, which fits as some of the oldest races, but for some reason Darigold holds the actual center, hmm, whatever. Also neat is that I am close to my species' origin, the humans, which have not, I repeat, not been destroyed yet. In fact, they are doing very well for themselves, being in Alliance with the Furry Convention and the mighty Spermwhales.(an alliance which I am also associate of, and which currently represents the largest known regular empire force in the galaxy)

Cult of Tentacle is furthest from my realm, which is great! They will make for a splendid story as endgame enemy.? Impalium and Evolved Impalium are probably out in that direction too, so all the 3 hyper aggressive ones are far away.

 

What happened so far:

I got into an early conflict with my two closest neighbors, which were the Wood Elves and the Cosplaying Milfs. I located the Milf homeworld early only 4 jumps from mine, and through rapid focused expansion actually managed to seal them in by claiming the systems marked as 1, 2 and 3.

Spoiler

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However, there were two things I didn't consider. First, they could still break free and started to claim Kepler-1160 under 3 (and further systems from there), because I didn't actually close borders to them. Then, when I did, they immediately formed a defensive pact with the Wood Elves.

 

This was not too troubling at first, but then the Wood Elves themselves expanded one step too far, and not only cut off my route to the west, but claimed and colonized the crucial quest world of requiem.

Spoiler

Inkedwoodsituation_LI.jpg.3691bed902f754b2d7738dd48ad3d10b.jpg

I save scrummed (I can accept defeat, but not cut off quests) and at last, military conflict was at hand. ..Which I lost at first, because the AI cheats like crazy and somehow predicted my early missile corvette designs despite them being far out of sensor range. In the beginning I lost my whole early fleet to the wood elves and their point defense corvettes, but managed to turn the tide later when I coincidentally dug up both, the gas giant cruiser and the pirate frigate at the same time, reinforcing a new refitted fleet. I was actually already operating at 100% war exhaustion for some time, but the Wood Elves immediately gave up once I overtook their main shipyard at their homeworld.

If you wonder where the Milfs were at the time, I managed to safely box them in with 3 starbases, 2 hangars and one additional built defense platform each. Their early 20 corvette fleet tried to attack once at Dagonic Designs, but lost (even though no ships got destroyed).

 

So in that conflict I claimed 3 habitable worlds, and my gate to the west. A little bit later, when I could again declare war, I simply annexed the Milf homeworld, against which the now completely outclassed elves could do nothing about. Since then there has been peace, and the elves even visit the world Kephala for some pilgrimage event. The Milfs get outbred by my own, naturally, and even though there are still many around, I have constant "critical fuck" events, where the snu-fever trait claims one of their pops again. (they are still happy though, or maybe that's why?)

 

 

Other happenstances:

In the north, the Dark Elves fought a war against central high, which is cut from my borders due to a currently unbeatable marauder regime.(which have fantastic lewd portraits btw.)

Spoiler

centralhighsituation.jpg.bedd8070e79df7e0ecb3a24c91f240c7.jpg

This war brought central high to one step before extinction, as the next one would be fatal, as you can see. Since this is a race that I want to conquer myself, I am currently thus guaranteeing their independence.

 

In the west, the Tons of Tits Titular are also doing surprisingly well if you think that they suffer under the crippling "Useless Cattle" trait. They found two whole Gaia worlds in their vicinity, which is unnatural luck, but I like it.

Spoiler

westfront.jpg.88c41ecb6fbc8147ae8426b7b2e1c0b4.jpg

On the other hand, the Deva Anti-Chastity Oath just next door was not as lucky, as they were the first race that I saw conquered, or rather integrated. The Spermwhales totally lived up to their story, and just consumed their whole culture in domination, so "Birthright" is now theirs, making them the second largest power after me that I know of.(excluding the fallen and marauders of course)

 

...Which makes it even weirder if you think about the most recent occurrence: The war with the FutaCow Meadows. ..A war which they initiated.

Ok, so I made the FutaCow into an aggressive race. They have like -80 opinion on me for "making them horny" (these cows are clearly "horny" on their own, pretenders). All these aggressive races have -under the Lustful Void system- in fact a huge opinion malus towards all the other naughty ones. And this apparently means that they are so upset, they will even jump in practically suicidal wars that they can't win.

Spoiler

futacowsituation.jpg.0e00d76409356fe334d8e478744785ad.jpg

Picture this, you are bordering the two largest, mightiest empires known, one of which also being direct member of the largest alliance known, with both other members literally being just to your other side. The second of the largest empires is also an amiable associate of that very alliance.

You declare

A) war

B) wtf

C) "I am scared"

 

Welp, they declared war. On the furries in fact, but of course that triggered immediate reaction of the Spermwhales on the other border. I myself also quickly claimed a couple systems to cut of their colonization of this ocean world there I highlighted. My former border was at one system left of Zoisite, and I had no further ambitions for the time in the region, so I considered that Ocean planet to be rightfully Siren owned. However, the Futacows pushed down south fast, so it was good that the war came and let me put a stop to this.

In the picture above my part in the war had already ended, since I got the required systems and had invaded 2 of their remaining 3 worlds.

The Spermwhales took their homeworld (serves them right), and the Furry Convention could get their hands on a direct border planet.

 

I've got to say, it was really fun working together with these neighbors that love me so much. Despite this being a one sided thrashing, there was quite some maneuvering involved, and at one point the FutaCows actually got a proper starbase conquered from the Furries. ...Too bad I will eventually have to turn on those allies, but not just now.

 

 

 

One additional curiosity: If you wondered what this Admiral Haven thing and the four asteroids in my planet list are. ...I triggered this cybernetic implant quest chain, which I actually like the most. Part of that chain is that you find a system (in my case directly adjacent to my home world) with a derelict cruiser to analyze. This system always has the same amazing makeup. Whereas all asteroids of the galaxy are spawned with sizes between 1 and 4, this system actually comes with two size 8, one size 6 and one size 5 asteroid! Given that I chose asteroid colonization as my first ascension perk, and had the expansion tree filled first too for another district/size everywhere, this was a true gift.

Spoiler

admiralhaven.jpg.b16c35ddccfd1eafe3cec45f9c9aaad8.jpg

I built that amazing naval hangar everywhere (21 naval capacity in total each), which means I basically don't require anchorage starbases as of now. Plus, asteroids can build these 5-scientist research labs that don't consume any exotic gases!(they also can't be upgraded further, but early game this is an immense treasure)

Lore wise I consider this to be my secret navy research dock/base, because, well it can amazingly only be accessed by passing through my home system, and nearly half of the whole empires' brainpower and naval capacity comes from this. This basically has become my own custom built megastructure, because it kind of resembles a ring world, doesn't it? ..And it truely provides the boni of one.(more than vanilla stuff I'd say)

The construction ship there by the way is currently building a proper early-megastructure gas giant habitat.(from a mod) Once that is finished I will be able to use the two moons around it to form a military and commercial moon base. (I cheated to make those moons barren though, because the mod requires it, which I find unfair. my empire is expansive, and yet I couldn't find a single habitable planet with a barren moon around it, so I don't think the conditions are well put)

 

There is currently an issue in feeding all of these asteroids and getting all the consumer goods. Nearly all of my other planets are self sufficient, but their surplus is by far not enough to balance out against these quite surprisingly dense populated 4 rocks. I end up selling nearly all the crystals they make and trading that in for food and goods, but I still get a slight minus.

 

 

Oh, and more towards the functionality of the lewd mods: You might have noticed that the first two asteroids make a ton of profit from trade. That is only because one factor - the Bordello. The more sexual traits you have in Lustful Void, the higher the advantages of sex jobs, well, and both the "pleasure gardens" and the Bordello both produce insane profits if you run 20-trait races like those I created.(pleasure garden more in unity, amenity and social science, Bordello in good in unity, but focus in amenities and insane trade value)

This could be considered a cheat in normal games, but here, the other empires have it too in this galaxy setup. Clearly I still have the edge with my civilization being better at everything anyway, but definitely not as much.

 

 

Ah, and another thing. I have migration treaties with all my close friendly neighbors, and there are frequently pops of them springing up, but they always get quickly fucked away by the snu-fever events, which is funny. I mean, they came for this, right?

Posted
5 hours ago, s.kirmish said:

Game Content Mods:

 

Lustful Void (duh!)

Lood Diplomacy (for some reason this is not listed in the Stellaris mods here, even though it is one. Doesn't work in all cases in my experience, so maybe that is why, but I have seen some of those texts)

Sexy Personalities (no idea whether this works or not)

Lood Diplomacy ain't listed? Hmm, might be from the 2.3 issue, I think my last update I tagged it manually instead of just making a new mod. Also, if it doesn't work it's probably because most lines follow the personality first, then ethics. I've only changed the ethics diplomacy so far.

Posted
14 hours ago, Moncoyoule42 said:

Lood Diplomacy ain't listed? Hmm, might be from the 2.3 issue, I think my last update I tagged it manually instead of just making a new mod. Also, if it doesn't work it's probably because most lines follow the personality first, then ethics. I've only changed the ethics diplomacy so far.

I see it now, hmm, maybe I missed it, or did you fix it perhaps?

Oho, then the observation of the texts sometimes coming up were accurate. I like your mod so far. The text edits are really a missing feature for this conversion otherwise.

 

7 hours ago, TheLuckyNickel said:

Hey can I ask what you used to get those sexy flags for your empires?

Ahh, I overlooked that one. It is this: Coco's Stellaris Mod (I also added this to the list above).

It registers as "Content Consumers Mod", which is why I skipped it as I thought this was a secondary mod of myself that I just forgot about with some default Stellaris name attached to it.

Interesting how the one missing mod was immediately spotted. ..Well, it is kind of essential.

Posted

Which I lost at first, because the AI cheats like crazy and somehow predicted my early missile corvette designs despite them being far out of sensor range.

 

The AI by default goes hard on Point Defence, no 'cheating' required.

Posted

Oh, is that a thing? Other navies I can see right now are beam exclusive with their corvettes, but the game is already 70+ years old, so maybe that changed?

I don't know since when they are doing it, but maybe I overlooked it so far, because I have been using Star Wars weapons in all my last games, and gave my early ships these overpowered proton torpedos. Those had more damage on tier 1 than other tier 4 missiles, and 30 hp on top of that, so point defense was, he, pointless I guess. I grew tired of being forced to use this and edited the mod in this game for the first time to be balanced again.

Posted
On 11/11/2019 at 12:00 PM, s.kirmish said:

@robot_trait_points = 2

@robot_max_traits = 12

@machine_trait_points = 3

@machine_max_traits = 16

@species_trait_points = 4

@species_max_traits = 20

So I noticed something, with this trait allocation it works for most of the races you displayed in your screenshots, but when I got to E.V.E. I noticed how if I used all the traits you picked I was minus a few points. So I went ahead and edited mine and I'll post it here for anyone with the same issue:

 

Quote

@robot_trait_points = 2
@robot_max_traits = 12
@machine_trait_points = 5
@machine_max_traits = 18
@species_trait_points = 4
@species_max_traits = 20

 

It literally goes in the exact same place, thx for the inspiration and mod list btw!

Who knows maybe ill come up with my own perk which give you more points for machines... maybe i'll call it "Peak German Engineering" lol. If I do I'll post it here.

Posted
On 11/12/2019 at 6:58 PM, TheLuckyNickel said:

So I noticed something, with this trait allocation it works for most of the races you displayed in your screenshots, but when I got to E.V.E. I noticed how if I used all the traits you picked I was minus a few points. So I went ahead and edited mine and I'll post it here for anyone with the same issue:

I figured it out. I had reduced the cost of the Sex Robot Trait to only 1, because with all the extras you'd need to make the roleplay work (breast attachments, artificial wombs), it was just too expensive I figured. I will leave a note at the post.

Quote

It literally goes in the exact same place, thx for the inspiration and mod list btw!

Heyy, even though I can't really share the races directly, if it serves as inspiration, my job is done!?

 

On 11/16/2019 at 3:54 AM, Rogelio11 said:

I like your list of mods. I already grabbed the ones I haven't use yet. I'm gonna add them to my list to use.

 

I got a mod suggestion that I'm using in my gameplay. It adds in a bit of roleplay in my empire when I play.  :)

 

Cargo Ships and Foreign Trade (2.3.*)

https://steamcommunity.com/sharedfiles/filedetails/?id=1888133721

I have used a very old version of this back before 1.9, but I don't like it anymore simply because it eats too much resources. It is nice in the beginning, but remember that I only play on huge galaxies, so endgame slowdowns are always a concern. Keeping everything fitted is priority, otherwise I would use it again.

 

On 11/14/2019 at 10:12 AM, TheFeyWitch said:

If I could make a small suggestion, purrhaps the furry homeworld should be called Yiff? Just a thought!

 

Looks amazing though! I can't wait to try it out!

I already used the Yiff designation for the Jiffy Union, race Jiffborn. Making stuff appear double is bad style unless done out of a common theme, so I think the current name is a good compromise.

 

  • 3 weeks later...
  • 1 month later...
Posted
On 11/2/2019 at 4:26 PM, s.kirmish said:

Well, it is like this: These races are based upon many many different mods whose assets they require. If I were to package them as my own mod, extracting all the necessary assets from elsewhere, these other mods could rightfully complain for ripping off their content.
On the other hand, I could of course just list all the requirements, and then give the races out, but that has issues too. First, there are A LOT of mods who contribute, and few might be posed to go through such a list just to get some written texts (I know I wouldn't...), especially since a number of them are from Steam and without lewd content. Second, to make this work consistently, I would need to check all these mods for update compatibility all the time. I am currently still playing on 2.3, with all the mods being either legacy versions, or hand-edited to be backwards compatible again. ...I have no idea currently, if all the mods I used would even work on 2.5, and so in this method I would be under constant stress for just a couple races.

 

I don't really know how to do it is what I am trying to say. I would like to export them just with all the related content included at once and be done with it, but if nobody tells me that it would be fine on copyright/ownership grounds, I simply can't. If someone has advice on this, please, contact me. I want to know.

 

Anyway, this is why I offered above to make a tutorial on how to get this setup running yourself for the really dedicated. If I would provide the text and perks involved in clear, and wrote a speedy instruction on how to get the new perks installed (in any version), you could just assemble everything back, though the responsibility of checking the mods involved would be yours.

 

Well, I'd still rather release the whole thing in completion if I could.

I personally wouldn't mind having to assemble+install the required mods myself if you gave us your races to download. I'd certainly be very thankful, and I image I wouldn't be alone. :) And I also certainly wouldn't mind if you just published it for only your version of the game, meaning IMHO there is no pressure on you to keep everything updated and current in the future.

Posted
On 2/2/2020 at 8:20 PM, dramu said:

I personally wouldn't mind having to assemble+install the required mods myself if you gave us your races to download. I'd certainly be very thankful, and I image I wouldn't be alone. :) And I also certainly wouldn't mind if you just published it for only your version of the game, meaning IMHO there is no pressure on you to keep everything updated and current in the future.

It is correct, that after following all the modding instructions, you could just activate my empires as a casual mod and it would work, so I might've just have thrown in the files back then already. Well it is done now at the end of the big tinkering post.

 

Let me know if something should go wrong, though it worked for me in test.

 

On 2/3/2020 at 12:30 PM, darkestdragon said:

may i ask what does the Viviparous trait do

This stems from Lustful Void. You can decide whether your species reproduces by laying eggs (oviparous), similar to mammals inside the body (viviparous), or even via spores, clones or weird big-evil-twin-family mitosis. There notable buffs involved, like viviparous giving powerful +10% habitability, but there might also be some code related triggers in lustful void, where certain events might or might not be accessible to only certain reproduction kinds.

...Otherwise it is at least a nice roleplay fluff trait to add definition to the races.

Posted

Thanks! I was able to drop your races into a 2.5 build without much trouble, just had to adjust the traits a little since Lustful Void has since adjusted some costs and removed Viviparous.

 

The only missing things I didn't easily find on your mod list are the Futa Cow Meadows namelist "SMX1" and the Darigold ship graphical culture "tfpa_01". (edit: forgot about the Humanity Colonized Realms city graphical culture "tgef_01") It's not that important, but do you know what mods those are from?

 

I'd also be interested to see your copy of lv_species_traits.txt, since Lustful Void doesn't keep versions that old on its download page.

Posted

Interesting that it works in 2.5. If it weren't mid-game, I would be tempted to update for the features.

 

Futa Cow Meadows:

This comes from Sexy Male Xenos. I had linked it in the tutorial post saying I didn't use it yet, meaning the portraits, well, but this here is exactly why I needed to provide the full list of all mods, because some obscure asset just has to stem from somewhere where you don't expect it.?

If you had that already, it means it was deleted or renamed in updates of that mod, which would be no surprise considering how this particular namelist was basically half done only. I could upload it if needed.

 

Darigold ships:

This used an asset named "the free planets alliance ships", which comes from the previously linked Legend of Galactic Heroes Ships mod. As you can see in my picture printouts though, it hasn't been working in 2.3, but maybe it will in your 2.5? The mod updated 6. january, so something must work. However, I would say that the models are not suited to Darigold at all, and the vanilla human ships would fit better.

I previously played a huge and memorable campaign using only those ship models btw., and authentic admiral names too from that story. Even had a powerful jamming battle station at a critical chokepoint black hole named "Iserlohn" which actually decided my first war in my favor against a stronger enemy in a huge fight (starring Yang Wen-li on my side, despite playing Empire). Ahh, good memories...

 

Humanity Colonized Realm city graphic:

Is called "The Galactic Empire City", and also comes from the mod above. It is just a copy of the standard human city though with nothing added, so you could just take that.

 

Lv_species_traits.txt from 2.3:

lv_species_traits.txt

The numbers on my own traits might have changed due to later balancing decisions, so here is the language file belonging to this:

lv_traits_l_english.yml

Posted

Nice, thanks! Should have thought of SMX, haha. I did look at the LoGH mod but didn't bother downloading after thinking that the screenshots didn't match the ships I was looking for... Whoops.

 

I found that the different reproduction traits (Viviparous, Oviparous, Spore Ejection, Mitosis, Clones) actually came from Stellaris Decendants, which got bundled into SMX. LV just has Oviposition and Brood Parasite.

Posted
15 hours ago, MeMe said:

I found that the different reproduction traits (Viviparous, Oviparous, Spore Ejection, Mitosis, Clones) actually came from Stellaris Decendants, which got bundled into SMX. LV just has Oviposition and Brood Parasite.

Oh, that is good to know, and a strange origin. I guess there is no reason to believe these traits would influence lv-story then.

  • 2 weeks later...
Posted

Good time! I downloaded and installed mods with the exception of music and the SW package, but only the Egyptians appeared on the list of races. Can I get mod order? Or what else can make races appear in part ...

Posted
On 13.02.2020 at 01:11, MeMe said:

Хорошо, спасибо! Надо было подумать о SMX, хаха. Я посмотрел мод LoGH, но не стал скачивать, подумав, что скриншоты не соответствуют кораблям, которые я искал ... Упс.

 

Я обнаружил, что различные черты размножения ( Viviparous , Oviparous , Spore Ejection , Mitosis , Clones) на самом деле происходят от Stellaris Decendants , которые были включены в SMX. У LV просто есть яйцекладка и выводок.

Greetings! Tell me, did you manage to make this work, if so, could you share your mod sheet? I'm just trying to put it all together and until the result is comforting. Only a few races appeared, although it seems that all the mods are already standing. If you modified fractions could you also share this file?

Posted
On 2/21/2020 at 11:22 PM, wiewich said:

Good time! I downloaded and installed mods with the exception of music and the SW package, but only the Egyptians appeared on the list of races. Can I get mod order? Or what else can make races appear in part ...

Mod load order can't be the issue, since Stellaris does this automatically in alphabetical order without any tricks (..and I use none).

 

I looked into what set the Egypt Empire apart from the others, and the only game breaking factor I could find was that they only had 8 traits, which is probably the lowest of all the races. Thus I would wager the hypothesis that you might have forgotten to increase the maximum trait picks as explained here:

 On 11/11/2019 at 6:00 PM, s.kirmish said:

1.3a) Edit for more trait picks:


@robot_trait_points = 2
@robot_max_traits = 12
@machine_trait_points = 3
@machine_max_traits = 16
@species_trait_points = 4
@species_max_traits = 20

...Goes into "\common\species_archetypes\00_species_archetypes.txt". These are the numbers I went with, but do as you want.

 

 

1.3b) Civic picks:


GOVERNMENT_CIVIC_POINTS_BASE		= 3

...Into your average "00_defines.txt" or any defines, located in "\common\defines\"

 

If true then I would recommend to review the whole section 1 there as well, because races might also not function properly if my custom traits haven't been injected, and I used those on most of them too. (..not Egypt though)

  • 1 year later...

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