Calcifire Posted May 6, 2023 Author Posted May 6, 2023 OKAY! I finally got the sex army shit working. HOLY FUCK!!! that took me two weeks of bullshit. But it still needs bug testing. You can now designate a species as "raiders", through military service rights. Which allows them to create "assault raider armies". Interspecies Seeders and Brood Parasites can create "assault raiders" by default. The reason this is split up is because of the potential for producing offspring. Raiders armies made of species who have intercompatibility traits have a chance of producing more of themselves in battle after they kill fuck the enemy. There's no event pop up for this happening, because it would be popping off like crazy, but it works. Trust me, just watch the battle and notice your reserves filling up with extra units. ALSO, any raider army(not just interspecies ones) can produce more of themselves if they killed fucked an enemy with the Interspecies Breeder trait. LASTLY, armies with the Interspecies Breeder trait, have a chance of just outright surrender and become "traitor armies" when they are killed seduced by the enemy. "traitor armies" shouldn't continue to switch sides in an infinite cycle. (however, I haven't been able to create enough of these situation in game to really bug test this part, but fuck it. imma launch this anyway) The AI won't engage in this system, but for anyone who multiplayers with these mods... The prospect of traitor armies being passed around between empires sounds fucking hilarious. *ahem, well. Does all of this really amount to anything though? Do people even waste a split second looking at their army comp after a siege? No, but I did it anyway, and now it's happening whether you notice it or not. Your soldiers are screwing the enemy down there and making babies and you wouldn't have even known if I hadn't told you. In other news, I got the "Seminal Subsitance" check working for folk who use the trait pack. So that's been implemented. I also added a "Subsidized Contraceptives" standard of living. 5
Armchair Posted May 8, 2023 Posted May 8, 2023 The prospect of combining that with the reanimator civic and the zombie armies sounds terrifying.
Dastot Posted May 9, 2023 Posted May 9, 2023 (edited) The AI has huge problems with the various Predators and Cum Dumpsters traits. Those traits are highly situational, but with no point and slot cost, the AI sees them as purely a good thing and slaps them on all pops all the time. This leads to a whopping -140% ressource from pops modifier, which makes most AI empires utterly collapse as soon as they develop Gene Tailoring. I was kind of surprised when my overwhelming rival next door suddenly became a pathetic vassal to another empire which turned pathetic soon thereafter. The production breakdown of their planets explains it though. Where their pops produce 85% of the base production, mine deliver 245%. Of course their economy is completely fucked. Screenshots: Spoiler Edited May 9, 2023 by Dastot
VampireOfMarkarth Posted May 9, 2023 Posted May 9, 2023 On 5/8/2023 at 2:26 PM, Armchair said: The prospect of combining that with the reanimator civic and the zombie armies sounds terrifying. In my game reanimator effect took priority over raider army effect, or maybe it just has a higher chance and I didn't do enough ground combat. I don't think much can be done about this.
Calcifire Posted May 10, 2023 Author Posted May 10, 2023 10 hours ago, Dastot said: The AI has huge problems with the various Predators and Cum Dumpsters traits. Those traits are highly situational, but with no point and slot cost, the AI sees them as purely a good thing and slaps them on all pops all the time. This leads to a whopping -140% ressource from pops modifier, which makes most AI empires utterly collapse as soon as they develop Gene Tailoring. I was kind of surprised when my overwhelming rival next door suddenly became a pathetic vassal to another empire which turned pathetic soon thereafter. The production breakdown of their planets explains it though. Where their pops produce 85% of the base production, mine deliver 245%. Of course their economy is completely fucked. This is good feedback, thanks. I only ever play the game with custom civs, and I never test theri behavior. I'll def include some changes for whenever I'm done updating to the new DLC that came out today. no ETA.
Dastot Posted May 10, 2023 Posted May 10, 2023 (edited) On 5/10/2023 at 2:08 AM, Calcifire said: This is good feedback, thanks. I only ever play the game with custom civs, and I never test theri behavior. I'll def include some changes for whenever I'm done updating to the new DLC that came out today. no ETA. I edited the traits to have non-zero cost and that seems to have fixed it. Suggestion: The xeno predator trait could be implemented akin to the "Noxious" trait from the Toxoilds Species Pack. Basically, predator pops get happier the more xenos there are, and the alien pops suffer reduced happiness Edited May 11, 2023 by Dastot 3
geldamir Posted June 14, 2023 Posted June 14, 2023 Any chance of allowing pops in one of the new slavery types to be eligible to be sexologists? 1
Calcifire Posted June 14, 2023 Author Posted June 14, 2023 13 hours ago, geldamir said: Any chance of allowing pops in one of the new slavery types to be eligible to be sexologists? That doesn't make much sense to me, but slaves could make sense as test subjects. However, I wouldn't know of a way for a trait to give buffs to jobs they arent employed in. 1
geldamir Posted June 14, 2023 Posted June 14, 2023 1 hour ago, Calcifire said: That doesn't make much sense to me, but slaves could make sense as test subjects. However, I wouldn't know of a way for a trait to give buffs to jobs they arent employed in. I think that is a good idea, I think you can give buffs by adding a modifier to the job like planet_jobs_society_research_produces_mult = 0.05 I think Telepaths give production multipliers like that 1
MstrN Posted June 15, 2023 Posted June 15, 2023 I recommend checking how LVEX amputee jobs work. Research nugget jobs have this, and I think it's self-explanatory: planet_modifier = { pop_growth_speed = 0.01 planet_lv_sex_jobs_produces_mult = 0.01 planet_researchers_produces_mult = 0.01 } And to limit jobs to specific trait pops, I think this should work (similar to what LV dairy job has for LVEX dairy traits, and what LVEX itself does): weight = { weight = 8000 ... modifier = { #LVEX nugget jobs don't have this; I don't know what stops non-nugget pops from taking these jobs. factor = 0 NOR = { #in case there's several test subject traits has_trait = test_subject_1 has_trait = test_subject_2 } } ... } And one of options for adding jobs, LVEX nuggets dynamically create job slots equal to amount of pops that have that trait. For example, on research planets: possible = { pop_has_trait = trait_lvex_amputee_negative planet = { OR = { has_designation = col_research has_designation = col_ecu_research has_designation = col_ring_research has_designation = col_habitat_research } } } 2
Al_banehra Posted September 4, 2023 Posted September 4, 2023 (edited) ok so i got an idea for the criminal penance law, what if that species right was enacted, you basically took unemployed pops from that one species and put them in a sort of extra job that either increases amenities or raise stability and also decrease homelessness but still drain food and resources needed to keep the pops the reason why is usually when you attack a strong planet you end up destroying most if not all of the buildings and district in the planet but by using this law it allows a band aid solution to the low stability and amenities in the conquered planet until you can get the planet up and running again with districts Edited September 4, 2023 by Al_banehra 1
hotenhornay Posted September 4, 2023 Posted September 4, 2023 I also have an idea for criminal penance. Upon conquering an empire through warfare, you may consider it a crime to be born as a species that would ever attempt defiance. Until they learn to accept the carnal magnanimity that is your superior sexual empire's place in the universe, they will be relegated to bondage, subject to the whims of more contrite species.
Sarobando Posted September 6, 2023 Posted September 6, 2023 As someone who loves the fuck out of the traits you've added, any chance you could add a (maybe optional) tweak to let the perks have fewer be mutually exclusive? Like sure "All Male" and "All Female" doesn't make sense to go together, but "Adorable" and "Huge Breasted" can't? You can be cute -and- have massive bazongas!
Calcifire Posted September 6, 2023 Author Posted September 6, 2023 On 9/4/2023 at 4:09 PM, hotenhornay said: I also have an idea for criminal penance. Upon conquering an empire through warfare, you may consider it a crime to be born as a species that would ever attempt defiance. Until they learn to accept the carnal magnanimity that is your superior sexual empire's place in the universe, they will be relegated to bondage, subject to the whims of more contrite species. Actually, I learned about greek heirodrules recently. Basically the temples to aphrodite used to "employ" these women that could be "used" to worship at the temple with. So a new temple worker job /slash/ slave type is def on my todo list. 10 hours ago, Sarobando said: As someone who loves the fuck out of the traits you've added, any chance you could add a (maybe optional) tweak to let the perks have fewer be mutually exclusive? Like sure "All Male" and "All Female" doesn't make sense to go together, but "Adorable" and "Huge Breasted" can't? You can be cute -and- have massive bazongas! XD Oh, I just have to be a little strict to help reign in the ai empires with their gene modding, unfortunately. They have no restraint. 1
Sarobando Posted September 6, 2023 Posted September 6, 2023 45 minutes ago, Calcifire said: XD Oh, I just have to be a little strict to help reign in the ai empires with their gene modding, unfortunately. They have no restraint. Y'know what? That's super fair lol. Still kinda sad, I hope maybe some day you can come up with a workaround? is it possible to make a like, "unlock mutual exclusion" trait the AI isn't allowed to have? I know nothing about Stellaris modding, if this doesn't make sense ignore me ? If this is how it has to be I get it lol. Love the mod! 1
Sarobando Posted September 23, 2023 Posted September 23, 2023 Was there a trait name whoopsie somewhere on your end or did my mod re-kerjigger knock something loose lol 1
kingslime_nsfw Posted September 25, 2023 Posted September 25, 2023 Hi! Something in this mod seems to be clashing with LV's Tentacle World origin, causing a generator district equivalent to not provide the jobs it should. The district only provides the housing, and no Stimulator jobs. Thanks in advance! 1
Garthis Posted September 30, 2023 Posted September 30, 2023 I am getting a game breaking bug where one of my empires runs normally for a bit but then when there is a citizens rioting event, it also brings up another window behind that for the gorehound event but with no OK button. When you close that window the game CTD. 1
Calcifire Posted September 30, 2023 Author Posted September 30, 2023 (edited) On 9/16/2023 at 10:57 AM, Sybian said: Working with 3.9? I'm comfortable saying that as of today, yes. On 9/23/2023 at 5:13 PM, Sarobando said: Was there a trait name whoopsie somewhere on your end or did my mod re-kerjigger knock something loose lol ETCH! kk. I've fixed that today. On 9/25/2023 at 10:43 AM, kingslime_nsfw said: Hi! Something in this mod seems to be clashing with LV's Tentacle World origin, causing a generator district equivalent to not provide the jobs it should. The district only provides the housing, and no Stimulator jobs. Thanks in advance! That has to do with old 3.8 files of the mod still existing on your system. All you got to do is delete the mod and redownload to make sure that there aren't any relics lying around in your folders. 4 hours ago, Garthis said: I am getting a game breaking bug where one of my empires runs normally for a bit but then when there is a citizens rioting event, it also brings up another window behind that for the gorehound event but with no OK button. When you close that window the game CTD. Could you DM your save file from before the event happens? This kind of bug is complicated enough for me to need to see it for myself. nvm, the community came through for me on this one. Edited October 1, 2023 by Calcifire 1
The Secret Posted September 30, 2023 Posted September 30, 2023 1 hour ago, Calcifire said: Could you DM your save file from before the event happens? This kind of bug is complicated enough for me to need to see it for myself. I had the same CTD with gorehound event, took the liberty to look at your code and seems that you forgot to implement a button. I don't know much about stellaris code to elaborate a better explanation, however implementing a button made gorehound event work (for me at least). babe_wildlife_events.txt 2
Calcifire Posted October 1, 2023 Author Posted October 1, 2023 25 minutes ago, The Secret said: I had the same CTD with gorehound event, took the liberty to look at your code and seems that you forgot to implement a button. I don't know much about stellaris code to elaborate a better explanation, however implementing a button made gorehound event work (for me at least). I was literally uploading a fix to my other mod, and was about to start looking into this one, when I saw your post. Thanks for saving me some time, king. I'm uploading a fix, now. 2
aweeeeeee Posted October 16, 2023 Posted October 16, 2023 could you add it so that salacious machines from ssx can use the species rights
Calcifire Posted October 16, 2023 Author Posted October 16, 2023 (edited) 7 hours ago, Trololololololge said: could you add it so that salacious machines from ssx can use the species rights That's because I haven't created any machine content at all. I haven't even dedicated a single braincell to robot stuff, so I'll need some help on this front. You know, now that I think about it. It's kind of an oversight. So feel free to be the ambassador for your people. What sort of toaster rights type stuff would y'all want? Edited October 16, 2023 by Calcifire 1
Sabarakhable Posted October 26, 2023 Posted October 26, 2023 On 10/1/2023 at 12:17 AM, Calcifire said: That has to do with old 3.8 files of the mod still existing on your system. All you got to do is delete the mod and redownload to make sure that there aren't any relics lying around in your folders. So I have the same problem, where the Tentacle World Stimulator jobs don't exist and the district tooltip only has a question mark instead of the job icon. I started playing LV and your mod a few days ago, Stellaris itself like a week and a half ago, so I doubt that there are any 3.8 relic files in my system. Even so, I tried deleting and re-downloading both Citizen Sex Rights and LV, but it didn't fix the issue. Putting this mod above or below LV in the load order makes no difference. When I remove Citizen Sex Rights, the jobs show up in the same savefile. When both Citizen Sex Rights and LV are active, the jobs vanish, thus I doubt that Civics & Ethics: Bug Branch is the cause in my case. Putting this mod above or below LV in the load order makes no difference. Is there any other way to fix the issue? Or did I overlook something? Thanks in advance!
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