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Kinky Void


Kinky Void v1.1.2

A Lustful Void Submod

 

My first mod for any game, focusing on what I felt were gaps in LVs otherwise excellent content, pulse what ever other kinky ideas struck my fancy. Employ sexologists to lick tease and probe the mysteries of the universe, use the power of psionics or cybernetics to enhance your sex industry, train cheep and enthusiastic slut armies and send into battle,  accidently get your leaders addicted to robotic pleasure suits, or make your pops so insatiable that you actually need the stupid amount of amenities your sex industry creates. 

 

Current contents:

 

19 Techs

1 Origin

5 Civics

3 Jobs

3 Species Traits

5 Leader Traits

1 Edict

1 Planetary Decision

2 Army Type

 

Extra Files:

More loading screens: Love Lustful Voids loading screen options but hate how their mutually exclusive? Download the Lustful Void Loading Screens (All) pack and enjoy over 200 possible lewd loadings screens. All credits go to the original artists and to Lithia<3 for putting the packs together. All I did was change the file names to make them work as a single mod.

 

KV-Sexopolis tweaks:

Requires "The Sexopolis Project and More" by Buttson117. 

Adds Kinky Void sexologist jobs to the sexology district found in Sexopolis mega structures and habitats. Regulars empires will now get a 50/50 split of researchers and sexologists, while those with the sexology civic will get all sexologists. The patch also removes the unnecessary housing from dairy districts as Milk Cows don't require it. Credit to Zorlond who came up with the idea and made most of the changes.

 

1.1.2 Change Log:

Spoiler

Psionic Whores:

  • Latentent psionic, and psionic pops working as psionic whores now produce a small amount of administrative capacity (2/3 respectively).
  • To account for the lower pop counts in 3.0 the psionic whore tech now adds 1 extra psionic whore job per planet.
  • Reduced upkeep cost of the “Psionic Sex Spire” building.
  • The techs "Psychic Sex Industry" and "Psychic Sex Networks" have been renamed to "Psionic Sex Industry" and "Telepathic Sex Networks" for flavor consistency.
  • "Telepathic Sex Networks" now requires mind over matter ascension perk.
  • New Tech, "Psionic Milking":  requires mind over matter ascension perk and "Telepathic Sex Industry", adds a milk cow job for every 20 pops
  • New Tech, "Precognitive Sex Workers": acts as the capstone of the psionic whore path, requires transcendence ascension perk and "Telepathic Sex Networks", increases the ratio of psionic whores from pops, and adds a free call girl job to every planet.

Sexbots:

  • Sexbot jobs now produce a small amount engineering research to differentiate them more from other sex jobs (1 per sexbot).
  • Sexbot energy production boost from industrial prostitution lowered to be less insane (From +4 to +2 other yields unaffected)
  • Bugfix: Fixed Missing upkeep for sexbot jobs.
  • The LV tech Biological Mimicry is now available to regular empires on the robotics ascension path. Requires "Synthetic Personality Matrix", adds 6 robotic trait points. This gives non machine empires the points to actually play with the lewd robot traits.

Pleasure Suits:

  • New planetary decision "Pleasure Suit Crackdown": an alternative to martial law, lowers crime, increases stability and raises pop happiness. Can be removed at any time but leaves behind the pleasure suit withdrawal modifier for 1 years.
  • New Temporary Planet modifier: “Pleasure Suit Withdrawal” lowers pop growth, goods produced, and happiness. Currently only added by two sources and mostly for flavor, but more and longer lasting ways to get it may be added in the future.
  • Banning pleasure suits now adds the Pleasure Suit Withdrawal modifier to all planets for 6 months.

Sexologist:

  • Research Institutes now boost sexologist output.
  • Three new techs "Advanced Sexology", "Unified Theory of Sexology", and "Interdimensional Sexology" boost sexologist output by 20% each to let them keep up with traditional researchers as tech advances. Each tech is extremely cheap to research but requires all three researchers boosting techs of the same level.

Misc Changes:

  • Sex Planets no longer have a negative effect on amenities required
  • Gestalt empire sex planets now boost sex job energy production instead of trade value.
  • Bugfix: The “Maid to Serve” trait from the sexbot origin can no longer be added to robot pops.

KV sexopolis tweaks:

  • "Sexual Megaprojects" ascension perk now requires either the tech “Habitats” or “Anti-Gravity Engineering”. This is designed as a flavorful change and not an actual attempt at balance.
  • Taking the "Sexual Megaprojects" ascension perk or having the “Pleasure Ring” or “Sexopolis” origin will allow you to research the sexologist boosting techs without having the civic. 

1.1.1 Change Log:

Spoiler

New Origin, Sexbot Revolution:

  • Requires rogue servitor civic, reduces diplomatic upkeep and boosts bio-trophy happiness.
  • All Robot pops start with the Sexbot trait as well as a new trait “Maid to Serve”.
  • Maid to Serve: Increases Leader cost and pop amenity usage, decreases pop unity output but gives you the trait points needed for the Sexbot trait.
  • Start with a sexbot market on your capital and the tech to build more.

 

Tech Changes:

  • Rogue servitors and driven assimilators can now research the Sexbot Industry techs (I forgot machine empires don’t get droids)
  • Cybernetic Sex Implants now requires Sexbot Industry instead of Droids. Tech now also boosts sexbot (job) output by 15%.
  • New Rare Tech: “Interchangeable Cybernetics” aka the swappable boobs tech, requires Sexbot Cities, Gives extra robotic trait points and reduces species modification cost.

 

Sexbot Job Changes:

  • Sexbot buildings are now cheaper.
  • Job base output changed from 3/6/3 energy/trade value/amenities to 4/4/4.
  • Sexbot jobs now receive a larger boost from LV prostitution policies.
  • Sexbot jobs now correctly produce nanites when worked by robots with the correct LV traits.

 

LV changes:

  • Bio-trophies can no longer work sex jobs, as that was kind of silly. (bio-trophies can still work in sentient dairies as the idea of mandatory pampering cows was too amusing to remove.)
  • Sexbot trait can no longer be removed without the tech to add it in the first place.
     

1.1.0 Change Log:

Spoiler

Pleasure Suit changes:

 

  • Pleasure Suit tech is now rarer and slightly more expensive, but is more powerful to make up for its downsides. Now reduces leader cost/upkeep by 20% and gives +5% pop happiness.
  • Added a Ruler version of the Pleasure Suit trait. Events should keep the ruler and non ruler version synchronized. 
  • Gaining the Pleasure Suit trait will now cause the leader to lose a skill level.
  • Suit addicts now have a chance to recover based on their experience and traits, regaining the lost skill level but gaining the “Pleasure Suit Withdrawal” trait.
  • Odds of a leader spawning with or randomly gaining the Pleasure Suit trait are now influenced by lewd traits.
  • Leaders can now spawn with “Pleasure Suit Withdrawal”
  • Overall number of suit addicts should be the same for most empires, but you may want to think twice if your species has the trait “Lewd Mind”, “Sex Addicts” or “Insatiable” 

 

Pleasure Suit Policy system: 

 

After researching pleasure suits empires can now change the legality of suits with a new policy setting. Current options are:

  • Pleasure Suits Allowed: the default setting, receive the normal bonuses of the tech.
  • Pleasure Suits Prohibited: Lose all benefits of the tech and gain a small amount of crime. Banning suits will cause all current leaders to lose the suit addict trait and will prevent new leaders from spawning with it (they will spawn with Suit Withdrawal instead). Does not stop new suit addicts entirely but does make the event far less likely. Think of it less as a permanent setting and more as a reset button if you have too many addicts around.
  • Pleasure Suit Slavery: requires slavery allowed, adds extra stability and slave happiness on top of the normal effects of the tech. However it also makes suit addicts more common, and recovery less likely

Future updates will probably include new policy options and more effects from switching between them.

 

Jobs:

 

  • “Exotic Cows” produces an even split of motes/gases/crystals and benefits from all cow output traits/techs/policies. Less output per job then the vanilla equivalents but you get two cows per building.
  • “Sexbots” put those sexy robots to work,  powerful sex job that also gives energy. Can only be worked by robot pops. Receives extra benefits from “Cybernetic Sex Implants” tech. 

 

Techs:

 

  • "Quantum Porn Broadcasts" and “Quantum Entangled Sex Toys” new physics techs at tier 3 and 4. Boost trade protection as your pops no longer need to leave the house to have sex with xenos half the galaxy away.
  • “Exotic lactation drugs”, requires lactation drugs and all three rare resource techs, unlocks the exotic dairy/exotic cows.
  • “Advanced Pleasure Training”, unlocks a new building, the “Brainwashing Center”, acts as an upgraded version of the military academy that also lowers army cost.
  • “Psychic Sex Networks” psionic path, unlocks the “Psi Sex Spire” building which increases the number and boosts the output of Psionic Whores
  • “Sexbot Industry” robotics path, requires droids, unlocks the building that provided sexbot jobs.
  • “Sexbot Cities” robotics path, unlocks the tier 2 sexbot building.

 

Traits:

 

  • “Milky Orgasms” makes sex jobs produce a small amount of food. Though generally less than their own upkeep, so think of it more as a discount then a food source.

 

Civics:

 

  • “Sexology Division”: now megacorps can get sexologists too.
  • “Open Door Policy”: more interesting version of vanilla Free Haven, removes influence cost for migration treaties but adds it for closed borders. For getting more sexy xenos into your empire without having to conquer them. Not compatible with other mods that modify influence costs (blame paradox for hard coding them).
  • “Sexulised Culture” Adds extra unity to all sex jobs. Would be OP if you couldn’t already get a stupid amount of culture from sex workers by using the prostitutions promoted policy.
  • “Pleasure Suit Industry” Start the game with pleasure suits unlocked. Has a build in reduction to the frequency of suit addiction, but can not ban suits.

 

LV Balance Changes:

 

  • Changed some LV buildings to work more like vanilla and require techs to unlock
  • Level 2 sex building now require the “Sex Cities” tech.
  • Level 2 Dairy now requires the “Sapient Dairy Estates” tech.
  • LV civics that add a starting tech no longer have an unnecessary research popup on game start.

 

Backend:

 

  • Moved LV balance changes into their own files so they can be turned into a separate download in the future.
  • Fixed localization files for languages other than English. (for real this time)

 

Minor Changes:

 

  • Automatic colony designation now accounts for the new buildings.
  • Research Planets now affect serologist upkeep.
  • Improved sexology icon by adding tiny flasks, because flasks = science.
  • Cleaned up some tooltips. 

 

Old Change logs:

Spoiler

1.0.3:

Sexologists changes:

 

Empires with the sexology civic will now start the game with a sex lab instead of a research lab. 

 

Sex labs now convert back to research labs if owned by an empire without the sexology civic. hopefully the researchers don't mind some of the lab equipment being a little sticky.

 

Sexologists now have identical base output to researchers. This avoids weird scaling issues and makes it easy to figure out who will give you more output. (Its probably the sexologists)

 

Other changes:

 

Pleasure suit addiction now happens about twice as often. Still trying to find a good point where the overall effect on your leaders in noticeable but not crippling.

 

Fixed broken localization for the "Sex Job Upkeep" modifier used by the Sex World colony type.

 

1.0.2:

"Psychic Sex Industry" tech now creates "Psionic Whore" jobs, this is mostly just for flavor, but they do receive an extra production boost if the species has the Psionic or Latent Psionic traits.

 

Fixed missing localization files for people playing in languages other an English, though the complicated method of copying over then English file into the other language folders.

 

1.0.1:

Techs:

  • New Tech: “Psychic Sex Industry” adds 1 extra whore job per 20 population. Requires Psionic Theory, twice as likely to show up if you have “Mind Over Matter”.
  • New Tech: “Cybernetic Sex Implants” basic sex jobs now add energy equal to 15% of their base trade value. Concubines are excepted as their bodies are too sacred to be modified so drastically. Requires Droids, three times as likely to show up if you have “The Flesh is Weak”
  • Pleasure Suit changes: now reduces leader upkeep and unlocks Pleasure Suit Armies, is now marked as a dangerous tech instead of rare. 
    • Pleasure Suit Armies, more expensive to recruit, but have stupidly high morale.
    • Pleasure Suit Addict trait now reduces leader exp gain as its old negative didn’t actually work.
    • Leaders will now slowly gain the Pleasure Suit Addict trait by event.
  • New Tech: “Combat Pleasure Training” has Pleasure Suits old non trait effects, Experts assure us it’s not technically brainwashing.

 

Balance and quality of life:

 

  • Nerfed sexologists to be less blatantly over powered: base output changed from 4/5/4 research points, to 3.69/4/3.69. 
  • Added custom effect tooltips for all added leader trait effects.
  • Cleaned up most tooltips to remove unnecessary periods.

 

1.0.0: 

 

Techs:

 

  • Robotic Pleasure Suits: boosts army morale, unlocks recruitment of slut armies. Leaders may gain the Pleasure Suit Addict trait. Requires Powered Exoskeletons
  • Slut armies: low upkeep, high moral/moral damage, low actual damage,
  • Self-Contained Life Support Miniaturization aka the Slut-in-a-Box tech: boosts trade protection, resettlement costs, and colony starting population. Requires LV sex slavery tech.
  • Hedonic Enhancers: Small boost to leader exp, unlocks the powerful Hedonic Enhancer Deregulation edict.
  • Hedonic Enhancer Deregulation:  Reduces war exhaustion, boosts pop happiness, and job output, massively increases pop amenity usage.

 

Leader Traits:

 

  • Admirals and generals now have their own versions of the Lustful Body trait
  • Masochist trait for generals. It’s all upsides as long as you don’t mind your armies never disengaging.
  • Pleasure Suit Addict, available to all leaders once the tech is researched. Suited leaders are cheaper and learn faster, but are far too distracted to have the same skill level. For extra fun it doesn't even use up a trait point.

 

Species Traits:

 

  • Insatiable: Put those sex industry amenities to use with a species that now require twice as many amenities as normal pops.
  • Switch: Gain some of the advantages of both the dominant and submissive traits in a single trait slot. Sadly doesn't trigger LV synergy bonus, maybe it was too hard to script, or maybe they're just not quite kinky enough.

 

Civics:

 

  • Sexology Studies: Gain access to sexology labs and their resident sexologists, researchers who count as a sex job giving them bonuses from all of those LV’s sexy traits.

 

Minor Changes:

 

  • Sex World colony type added, reduces sex job upkeep and boosts trade value.
  • LV dairy colony type now correctly uses cow icon, nerfed unnecessary free stability from 10 to 5 (was accidentally set to use icon 3 instead of icon 13)
  • LV Intergalactic Prostitution Industry is now less likely to show up for non egalitarians/materialists instead of being literally impossible. (no idea if this was intentional)
  • LV Sex Slave and Franchised Prostitutions civics now restrict which prostitution policies you can take.

As this is my first mod, expect some bugs and questionable balance, I'm happy for any feedback/subjections.

 

Possible Future Plans:

  • More sex jobs that produce things other than Trade Value and Amenities, both because its more interesting, and far easier to implement.
  • More techs.
  • New Origins.
  • Black market smuggling den for space stations to help reduce space piracy at the cost of planet crime.
  • Find a way to make ship components sexy.
  • A new submissive themed origin

 

Not Happening:

  • Custom Art assets more complicated then messing around in blender for 10 min.
  • A level of maturity above the level of making slut armies take 69 days to train.

 

Credit to Lithia<3 for all the original gfx assets used in icons, I just tweaked, recolored, and repurposed them.

Russian translation by Vivikon.


 

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Downloaded but not instaled yet ,but i can already tell u that the sexologist job gonna need some nerf because of one mechanic form LV ,if i'm right to count them as sex jobs ^^. The tentacles block give a huuuuuuuge boost of ppl working as breeder once u unlock the rare technology that come after the remove tentacle block tech. And i'm not even talking of the tentacle planet ... (4 spot of tentacles).

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I haven't really tested most things beyond making sure the modifiers actually work in game. At the moment Sexologists are about 10-20% better then researchers at the games start with a basic +sex output build. Definitely overpowered by base game standards, but I'm not sure if its over the line for LV content. No idea what it looks like late game. If it needs to be nerfed I would probably include a research malus on the civic itself, so your still overpowered later on but have to work to get there.

 

 

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So after poking around and testing it turns out that while you can't modify the trade value or amenities of a job without overwriting it, its quit easy to make individual jobs produce new resources. This opens up some fun ideas such as:

 

a trait, making sex jobs produce food (organism induced lactation?)

a tech making sex jobs produce energy directly (cyborg whore tech requiring "the flesh is weak"?)

gaining unity from sex jobs (Harlot bureaucracy civic?)

a stupid late game tech that somehow gives you alloys from sex work via ??? (will have to think of some flavor justification for this because its too stupid not to do)

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Interesting looking mod, well done.

 

Could I ask for a quality of life improvement? Separating the changes into a couple of files to allow players to pick and choose what changes they want to make use of, or a way to disable bits using Lustful voids in game UI? Keeping it a bit more modular would ley people tailor it to their liking.

 

I am particularly interested in the changes in the ascension paths that you mentioned. LV is very obviously biased to gene modding, but there are a lot of opportunities for mind control and sex machines when you let your imagination wander a bit.

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I don't think this mod is anywhere near the size to start thinking about splitting it yet but its something I will consider for future. 

 

As for expanding the other ascension paths, one of the inspirations for this mod was noticing LV complete lack of new techs in physics and engineering research, despite the sexologists trait improving materials and industry research. Long term I would like to make each Ascension Path change effect your sex industry in meaningfully different ways. In the short term I have a couple of unfinished ideas that will probably be in the next update, names and exact effects subject to change:

 

"Telepathic Whores" tech, requires Mind over Matter, adds extra streetwalker jobs to all planets based on population.

"Cybernetic Sex Implants' tech, requires The Flesh is Weak, all sex jobs now produce a small amount of energy directly.

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i have a question, i installed the mod and it works but one thing not. in the preview pic for the civic is the name and a small text but in my game theres only standing: civic_kv_sexologist, and the effect says: civic_tooltip_kv_sexologist_effects. same for all stuff from this mod. this is strange because lustful void textboxes and names working normal. can someone tell me what i did wrong?

 

Edit: after some trying i found out that it must be an localisation problem. i switched to english and now it works. 

 

thank you for this nice mod  beelzi

2021_04_03_1.png

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I made a few tweaks to Sexopolis districts that incorporate the Sexologist job if you happen to have access to them. Only use if you use Sexopolis mod, obviously.

(side-note, I also tend to remove housing from Dairy Farm districts, as I think that's a little OP, but the #s can be easily removed if you want the housing back)

KV-Sexopolis tweaks.zip

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New update posted, if anyone has problems with me redistributing the LV portraits or knows how to better credit the original authors let me know.

 

Also Thx for the reminder about localization, I will probably due what other mods due and simply copy the English localization file into the other languages, the text will be in the wrong language, but at least it will show up. I will probably post a small bug fix tomorrow.

 

Other short term changes may include a custom job type for the new psychic whore tech (basically just a reskin of the LV whore job but with a boost if the pop is psychic or latent psychic) this would have the side effect of making the jobs unaffected by the boost from they cybernetic path if you go out of your to get booth.

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As for long term plans, in case anyone couldn't tell from the Mod thumbnail the pleasure suit tech/trait was one of my favorite additions and I have big plans for theconcept in in the future.

 

I've always loved the hentai cliché of cursed armor that slowly takes control of its user and eventual can't be removed and sadly its a severely underserved niche in sex-mods. You don't want to know how much time I have spent trying to find a cursed armor themed mod for Skyrim, a few like Cursed Loot come close but they don't quite scratch the same itch. So if I can't find a mod that has what I'm looking for, why not make one.

 

The Goal is to make pleasure suits not a single tech, but an entire system with additional policies, tradeoffs, and a point of no return if you let your empire become too addicted to the suits. This will be a long-term project that will be added in stages with each major update to Kinky Void in addition to various non pleasure suit themed addition in case this idea isn't your cup of tea. Updates to the suit system will be added in roughly the order that the player will encounter them in game.

 

Pleasure Suit Road Map:

Spoiler

Part 1 “Suits for everyone”:
Adds a new policy system to the game.

 

Upon researching Pleasure Suits the player will unlock  pleasure suit policies with 4 options:

  • Banned: Removes all pleasure suits from leaders, blocks recruitment of Pleasure Suit Armies, gives some minor penalties from illegal back alley pleasures suit use,.
  • Discouraged: As it is now but with a very very rare chance that your ruler can gain the trait by event. Unlike the generic version the ruler version is all down sides. If this happens and your ruler lasts until death it’s probably a good idea to ban the suits temporarily, your ruler should be over their addiction by the time the change policy cooldown is up.
  • Encouraged: gives an empire wide happiness buff, adds an event to add the pleasure suit trait to leaders without it, makes the leader version of the trait more likely.
  • Mandatory: requires slavery allowed, gives a boost to slave output and a massive boost to slave happiness and automatically enslaves a % of your pops, non ruler leaders are automatically given the trait. The Leader version is now rarer but also comes with second negative trait that blocks you from banning pleasure suits(If you want to remove the trait from your ruler you have to first switch to one of the in-between stances then wait out the policy cooldown."

Part 2 “Sentient Pleasure Suits sound like a great idea”:
Adds a new dangerous but incredibly powerful tech “Sentient Pleasure Suits” with multiple effects.

 

In addition to the the effect of the tech itself it also massively changes how the suit policies work:

  • Banned now has its penalties more than tripled to discourage you from using it. 
  • Discouraged now has some minor penalties instead of being neutral.
  • Encouraged has its benefits more than doubled. 
  • Mandatory now basically set slaves to 100% happiness and enslaves a larger %. 

So what's so bad about the suits that you might want eat the penalties and ban them anyway? Well tech also adds an event that targets leaders with the pleasure suit trait, replacing it with a much harsher "Suit Puppet" trait as the suits AI takes control of that leader and decides that messing with them is more interesting than actually helping your empire. As you can imagine this could be a problem if you want the benefits of the mandatory suits policy.

 

Part 3 “The suits take control:"

Adds the first part of a point of no return event triggered by an event if your leader has the suit addict trait.


Unless you eat the penalties for keeping suits banned, sooner or later your ruler will end up with a suit, if you can’t get it removed in time either by policy change or succession your ruler can now gain the suit puppet trait with massive penalties and the inability to outlaw suits regardless of your policy. This signals the point of no return, a few months later if your ruler hasn’t miraculously died the endgame event will fire and your ruler’s suit AI will try to take over your government.


This event will eventually have three options with permanent consequences for your empire. The first and simplest option added in part three is to simply accept the inevitable and let the suit take over, your empire is now locked into the mandatory suit policy, and all current and future leaders and rulers are given suit puppet trait automatically. To the outside world not much has changed, but internally your empire is now nothing but slaves following the orders of puppets, who obey the AIs who lives in their suits, who now control your empire from the shadows.


Part 4: “I for one welcome our new suit overlords”:

Adds one of the other two other riskier choices to the takeover event.


Your second option is to try to have your ruler seduce their suit’s AI, if they fail (moderate chance) the suit becomes even more obsessed with controlling people, it’s the same outcome as choice one except you now have the “twisted love” negative permanent modifier.
 If they succeed, the suits AI will fall in love with your ruler and lose interest in robbing people of their free will. The suit puppet trait is removed from all leaders, your current and future rulers will now all have the “Suits Concubine'' trait. Your empire is locked into the encourage suit policy. This is the “good” outcome.

 

Part 5: “I for one welcome our new suit overlords 2: electric boogaloo”:
Adds the most powerful but riskiest choice to the event:


Your Final option is to have your ruler openly embrace the suit as your new leader and try to convince the rest of your empire to willingly go along with it. If they fail the suit decides it’s not taking no for an answer and you’re back to outcome one but with the “scorned puppet master” negative modifier.
If they succeed  the suit becomes your empire’s new immortal ruler with a custom portrait and traits. Your empire is locked to the mandatory suit policy, but the suit puppet trait is replaced with the less harsh “suits servant” trait.

 

Wrapping up:

 

If we step back for a moment and look at our endgame options from a pure gameplay perspective the final outcomes are:

  1. Your empire has powerful bonuses to all pops, but your leaders are crappy forever
  2. Same as 1 but now you have a shitty permanent modifier that makes things even worse.
  3. Lesser pop bonuses then 2 but most(but not all) of the leader penalties are removed.
  4. You get all the buffs of 1 but now you have an awesome immortal ruler and the rest of your leaders are merely mediocre instead of terrible,
     

Don't expect any of this to happen anytime soon/possibly ever but I liked the idea so much that I felt I needed to share it.

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  • Find a way to make ship components sexy.

There was a very old mod(Back when power are still in the generic Aux slots) that had event unlocked power cells(Slightly more powerful than the usual cells) powered by, and I quote "Millions of microscopic beings engaged in coitus".  In it's words in the tech the event unlocked, "Yes, let's power our ships with love."  Very Flonne.

 

Thought: Bombardment stance: Lust bombs.  Bombardment stance that spawns armies of lust-crazed by event.  

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25 minutes ago, Bloodly said:

Thought: Bombardment stance: Lust bombs.  Bombardment stance that spawns armies of lust-crazed by event.  

NSC2 (on Steam Workshop) has Invasion Drop Pods, which are fired from carriers when a planet has been bombarded to 30% Devastation. They create a bunch of armies on the planet of the type the player desires (the ship designer item comes in multiple 'flavors' to let you pick which army type you want).

 

Maybe make a variant for Slut Armies?

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34 minutes ago, Bloodly said:
  • Find a way to make ship components sexy.

There was a very old mod(Back when power are still in the generic Aux slots) that had event unlocked power cells(Slightly more powerful than the usual cells) powered by, and I quote "Millions of microscopic beings engaged in coitus".  In it's words in the tech the event unlocked, "Yes, let's power our ships with love."  Very Flonne.

 

Thought: Bombardment stance: Lust bombs.  Bombardment stance that spawns armies of lust-crazed by event.  

 

So far my best Idea is to take inspiration from outlaw star and replace part of the ship's computer with a naked girl in a tube. As for bombard stance I like the idea of kind of robotic bondage suit bombardment.  The empty suits would attach themselves to whoever they encounter and  take control of their hosts spawning pleasure suit armies by event, and abducting the pops it kills the way raiding stance does in the base game.

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Thank you for this.

 

Two questions, one simple and one not:

 

Any chance of getting Sexology Studies for Megacorps?

 

And perhaps a Pleasure Suit policy so we can change our mind on them (leaders who were addicts go into withdrawal etc). Also helpful for dealing with events that give you a % of a random tech research gradually unlocking it.

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3 hours ago, Roriax said:

Thank you for this.

 

Two questions, one simple and one not:

 

Any chance of getting Sexology Studies for Megacorps?

 

And perhaps a Pleasure Suit policy so we can change our mind on them (leaders who were addicts go into withdrawal etc). Also helpful for dealing with events that give you a % of a random tech research gradually unlocking it.

1: Is a great idea I simply did think of.

 

2: Was always going to be the plan eventually, See part one of the pleasure suit road map I posted earlier.

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Just uploaded a quick fix for "KV-Sexopolis tweaks". The version I uploaded before accidently used the absolute path to the mod folder instead of relative.

If you already downloaded it and don't wish to do so again just open "KV-Sexopolis tweaks.mod" and edit it to say path="mod/KV-Sexopolis tweaks"

 

Edit: I somehow managed to miss the post pointing out the same thing hours ago.

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Just found a big issue in Kinky Void. Your interface file is named 'lv_event_pics.gfx'. This means it completely overwrites Lustful Void's interface file for all of it's event pictures. Meaning if KV is loaded after LV (as it's supposed to be), none of the events in LV will have any pictures attached to them. You just get a window frame with text and options and no picture.

 

Renaming your interface file to 'kv_event_pics.gfx' fixes the problem entirely.

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