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[mod] The Sexopolis Project and More [FINAL VERSION] [DEPRECIATED]


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Posted
2 hours ago, Bloodly said:

A question.  Sexopolis Preference likes continental, tropical and ocean worlds.  It dislikes Arctic and Tundra worlds.  Fine, having to wrap up is only sexy if you were decently fine beforehand(See: Mei-ling Zhou).  But they also hate Desert worlds.  Why?  You'd think hot temps would be ideal?

Girls tend to be a lot less sexy once they run out of water. : /

Posted
13 hours ago, Bloodly said:

A question.  Sexopolis Preference likes continental, tropical and ocean worlds.  It dislikes Arctic and Tundra worlds.  Fine, having to wrap up is only sexy if you were decently fine beforehand(See: Mei-ling Zhou).  But they also hate Desert worlds.  Why?  You'd think hot temps would be ideal?

Because FUCK the cold and FUCK dry heat. Humidity or bust. (I'm 99% sure I just copied ringworld habitability but I can't remember)

Posted
21 hours ago, Zorlond said:

Girls tend to be a lot less sexy once they run out of water. : /

There is an entire fetish for that... its called necrophillia. Paradox was nice enough to give us an entire expansion on the subject called "Necroids".

Posted
23 hours ago, Bznboy said:

 

Oh... so that's where it gets displayed...

 

Thanks for the feedback, I guess that text part will only get displayed when the ruined pleasure world becomes available to get constructed via error.

np keep upp the good work i love stalaris with this mods.

Posted

Why would it be stupid? 

 

Though Ringworlds are more valuable as research, you can dump a Habitat almost anywhere(Including over those same Ringworlds) and fill it with military stuff or admin or whatever, and the 50% growth and how early you can get Sexual Megaprojects helps in that.  Depending on other mods, this can of course, get ridiculous.

 

As examples:  https://steamcommunity.com/sharedfiles/filedetails/?id=2397182148 (It's defensive districts and buffs to defence armies are scary)  https://steamcommunity.com/sharedfiles/filedetails/?id=2399762906 (For some reason even without the Special Origin, the 'Militarum Base' is availible to everybody and is seemingly a better, earlier Fortress.)

 

  Given Pleasure Habitats don't really have a mineral specicialization(Putting one of a Mineral or Energy deposit only gets you the alloy-making districts).

Posted
10 hours ago, GoomytheGoodra said:

Ever have a really stupid idea pop into your head and won't go away?

 

Fortress Pleasure Habitats / Ringworlds / Aldersons

 

I don't why, but I think I need this. 

This is actually one of my preferred defensive tactics in the game over high level starbases. Not strictly for pleasure habitats of course but loading up a chokepoint with habitats that all inhibit FTL and need to be bombarded down individually by an invading fleet can steal the momentum in an invasion. Unlike defense starbases they are easy to take back if they do flip where as taking back a starbase can hurt your fleets. 

 

I like to pair it with the "At War" group of mods such as the following:

https://steamcommunity.com/sharedfiles/filedetails/?id=2335141018

  • 2 weeks later...
Posted
On 2/23/2021 at 9:29 PM, Master589 said:

Another issue I found is that ruined pleasure segments seem to generate impaling a star for some reason.

uh what.

that's about the strangest thing I've ever seen, and it should be impossible. Checking the code, the next release shouldn't do this, but if it does pop up again I'll take a good look over the issue.

Posted
On 2/27/2021 at 10:25 PM, GoomytheGoodra said:

Ever have a really stupid idea pop into your head and won't go away?

 

Fortress Pleasure Habitats / Ringworlds / Aldersons

 

I don't why, but I think I need this. 

Hadn't really thought of this, although I'm not sure exactly what you mean. Do you mean to add new "pleasure fortress" districts? I might do something in the future related to this but tbh I don't really use defensive armies (not much experience in the area). Maybe if LV adds some more army types I'll look into it since for now the only have slime. I am considering adding some interesting things in the future though, and I'm always happy to hear ideas, so thank you!

Posted

I just tried a species with the tentacle worlds, but i can't find a way to terraform new ones, i've tried multiple ascension perks, with all tech unlocked, on both a normal species and a hive mind. am i missing something?

Posted
On 3/9/2021 at 11:42 AM, Blackfaery said:

I just tried a species with the tentacle worlds, but i can't find a way to terraform new ones, i've tried multiple ascension perks, with all tech unlocked, on both a normal species and a hive mind. am i missing something?

Same here. I have the tech researched and I can spawn tentacle species but I see no option to terraform a planet into a tentacle world. 

Posted
47 minutes ago, meatstroke said:

I have a funny idea.

 

A bombardment stance that drops a ton of tentacle monsters all over the target planet.

?Hmm...

Deals Morale damage instead of regular damage, doesn't kill Pops, devastation comes from everything being overrun with horny tentacles instead of reduced to smoldering ruins.

 

Maybe keeps adding Tentacle blockers until there's no room for anything else? Or perhaps turns planet into a Tentacle world if it gets too much "devastation"? Would those even be possible with current tools?

 

Of course, it would be a lot less effective against a civ with Tentacle Symbiosis.

Posted
3 hours ago, ArcaneHowitzer said:

?Hmm...

Deals Morale damage instead of regular damage, doesn't kill Pops, devastation comes from everything being overrun with horny tentacles instead of reduced to smoldering ruins.

 

Maybe keeps adding Tentacle blockers until there's no room for anything else? Or perhaps turns planet into a Tentacle world if it gets too much "devastation"? Would those even be possible with current tools?

 

Of course, it would be a lot less effective against a civ with Tentacle Symbiosis.

Armageddon bombardment used to convert the planet to a tomb world when it killed the last pop so I don't see an issue with "aggressive terraforming". Only question would be the trigger convert the planet; since we are not using pop death we would need a tile blocker system like you said.

 

What about:

Starts adding a tile blocker every X days after reaching 100% devastation. Once all unblocked tiles are occupied destroys districts. Once 0 districts remain converts the planet to a tentacle world and allows for colonization.

 

Edit: Another idea; after 100% devastation kill 1 pop on the planet and add 1 "tentacle monster" pop. When there are no pops other than tentacle monsters the planet flips to a tentacle world.

Posted

Just noticed a bug (pretty sure its a bug at least)

 

The new Tentacle World district jobs are not codded as sex jobs as per Lustful void and thus don't have the associated denefits/penalties for sex jobs. Is there an easy way to make them play nice between the two mods? For instance the "Tentacle Cow" jobs currently are treated differently from normal "Milk Cow" jobs, and are missing any content added by main Lustful Void.

Posted
2 hours ago, Ozvelpoon said:

Armageddon bombardment used to convert the planet to a tomb world when it killed the last pop so I don't see an issue with "aggressive terraforming". Only question would be the trigger convert the planet; since we are not using pop death we would need a tile blocker system like you said.

 

What about:

Starts adding a tile blocker every X days after reaching 100% devastation. Once all unblocked tiles are occupied destroys districts. Once 0 districts remain converts the planet to a tentacle world and allows for colonization.

 

Edit: Another idea; after 100% devastation kill 1 pop on the planet and add 1 "tentacle monster" pop. When there are no pops other than tentacle monsters the planet flips to a tentacle world.

Maybe have it not affect the Pops themselves, but have it spawn Tentacle Monster armies on the planet to conquer it for you periodically, with larger groups coming more often the longer the bombardment goes on. After the enemy troops get overrun, everyone else is too busy having various orifices reamed to object to you just declaring yourself their new master ("Yeah, sure, you're the boss now. Now get this thing outta my ass!").

 

It means you don't have to send troops to every single planet on your path to victory, but against anything more than the basic defense armies it would take an absurd amount of time unless you send actual armies down to help.

 

Although thinking about it, having this turn entire planets into Tentacle worlds would do some wonky things to the game balance, because it gets rid of the planet's features. No more mines, no more farms, no more special resources, just tentacles, which might seem like fun, until it happens to a world with a really useful and unique feature that has now been replaced with a giant plate of spaghetti. Changing a planet's class should require a special effort, even more so if the planet in question doesn't actually belong to you (maybe a colossus class weapon, like the standard planet busters?)

 

Though by this point we've gone rather beyond the scope of 'Sexopolis' and into 'this is an entirely separate mod' territory.

Posted
3 hours ago, Ozvelpoon said:

Just noticed a bug (pretty sure its a bug at least)

 

The new Tentacle World district jobs are not codded as sex jobs as per Lustful void and thus don't have the associated denefits/penalties for sex jobs. Is there an easy way to make them play nice between the two mods? For instance the "Tentacle Cow" jobs currently are treated differently from normal "Milk Cow" jobs, and are missing any content added by main Lustful Void.

Damn, that's a weird one. I'll have to investigate that a bit more, economic categories are a bit new to me, but I'll get it sorted.

 

 

On 3/9/2021 at 4:42 AM, Blackfaery said:

I just tried a species with the tentacle worlds, but i can't find a way to terraform new ones, i've tried multiple ascension perks, with all tech unlocked, on both a normal species and a hive mind. am i missing something?

This is weird to say the least. I'll be sure to get this sorted as soon as possible.

 

 

9 hours ago, meatstroke said:

I have a funny idea.

 

A bombardment stance that drops a ton of tentacle monsters all over the target planet.

Actually thought about doing something like this, but that's a ways away if at all

Posted

Ok fixed not being able to terraform it, let me know if there's still issues!

as for the jobs, at least with tentacle milk cows I tested a few things and found they were still affected by traits, the civic, and govenor traits. If you were talking about the other new jobs (Spire Keepers and the Distillers) I didn't set them as sex jobs, I might change the spire keepers to sex jobs in the future though.

Posted
14 hours ago, ArcaneHowitzer said:

Though by this point we've gone rather beyond the scope of 'Sexopolis' and into 'this is an entirely separate mod' territory.

Maybe for ease of implementation it would be simpler to make a clone of the existing "Fanatic Purifier" Civic and reskin it to fit. 

 

At first just do a 1 for 1 copy of the civic with minor changes such as requiring Xenophile rather than Xenophobe; and converting the terraforming event from tomb world to tentacle world. Rename some of the relevant mechanics for flavor and you have a quick and dirty implementation.

 

At this point you can look at customizing mechanics to suit the intention later. 

 

10 hours ago, Buttson117 said:

as for the jobs, at least with tentacle milk cows I tested a few things and found they were still affected by traits, the civic, and govenor traits. If you were talking about the other new jobs (Spire Keepers and the Distillers) I didn't set them as sex jobs, I might change the spire keepers to sex jobs in the future though.

Ah I think I see my problem. You are absolutely right they are working with the cow traits (huge breasts is there) but Sex Crazed got me confused. It looks like cow jobs in general are not affected by the Sex job modifiers and thus take the 50% penalty; not your mod at all just me not understanding the mechanics.

 

Sorry for the confusion!

20210311091525_1.jpg

Posted

Nope.  They're using Planet facilities, not Habitat.  Thus, they're treated as planets.  This gets weird in the case of things that should be on planets, not Habitats.  I'm making subterranean excavations(Modjam , also on its own as Subterranean mod) on the Pleasure Habitats.

Posted
17 hours ago, Shad0wC00kie said:

i dont know if it can be fixed, but the habitats from this mod do not count as habitats for the species trait from the voidborn origin

 

11 hours ago, Bloodly said:

Nope.  They're using Planet facilities, not Habitat.  Thus, they're treated as planets.  This gets weird in the case of things that should be on planets, not Habitats.  I'm making subterranean excavations(Modjam , also on its own as Subterranean mod) on the Pleasure Habitats.

 

*deactivates lurker cloaking device*

 

These are two separate issues.

 

1) The subterranean excavations in space is actually caused by an oversight in the Modjam mod. It does not check for habitable_structure, it only checks if the place you want to build it doesn't use either the habitat or ringworld district sets. This would also let you build subterranean excavations on any non-vanilla habitat or megastructure that used it's own district set. To fix this you would need to change the potential scopes for the decisions in osom_decisions_subterranean.txt.

 

2) To get the trait bonus we need to change the event origin.1 to include pc_shabitat.

 

I've only done some basic testing, but this should fix both. It will also make the Voidborn trait work on most mod added habitable structures.

 

Of course, now that I'm looking at habitats I've realised that I'm going to have to do some patches for other mods that don't check for them properly, like the More Events Mod which just gave me the Accelerated Evolution event on a brand new pleasure habitat.

 

*reactivate lurker cloaking device*

 

 

Sexopolis Voidborn ModJam Patch.7z

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