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[mod] Planetary Exploration


EdwardEl

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Posted
8 hours ago, SeraphofFlame said:

Hi! I just have two quick suggestions: Firstly, perhaps a policy that allows us to legalize zoophilia, or maybe a special project to do it one way or the other? Also some anomalies or even archaology sites/astral rifts that allow for different interations!

 

Also! Are you planning on adding any interaction with the new space fauna breeding and ship mechanics? I wanna get captured by cutholoids and have voidworms breed entire planets

OOH, and some interaction with the biological guardians - maybe the ability to make deals with them?

Posted (edited)
8 hours ago, SeraphofFlame said:

Hi! I just have two quick suggestions: Firstly, perhaps a policy that allows us to legalize zoophilia, or maybe a special project to do it one way or the other? Also some anomalies or even archaology sites/astral rifts that allow for different interations!

 

Also! Are you planning on adding any interaction with the new space fauna breeding and ship mechanics? I wanna get captured by cutholoids and have voidworms breed entire planets

 

Thanks for the feedback ^^

 

The plan was to add one more event chain after the current one that will either give a tech that directly allows you to legalize other planets by decision or unlocks an ascendancy perk to do so, maybe both. I'm still debating on the exact mechanical bonuses it should offer, and want to add a few dozen more events and possibly some unique buildings to the Zoo Embraced perk so there's a mechanical reason to do so before I start adding controlled ways to spread it around.

 

For archaeology and rifts I actually have about 20 dig sites and a dozen or so rifts planned in my SRD, probably expect them the update after next when I take a break from figuring out mechanical bonuses to expand and add a bunch more events.

 

For the new Space Fauna stuff that's not something I'd considered, I'll have to look, if the game has a way of reading what's stored in your Vivarium I may be able to do something like that. Still working on figuring out how to make my plans for being conquered and taken over by animals work in a fun, interesting, way. If I get it working how I want then I can very easily expand to add something similar for voidworms, give me a good excuse to write some good ol' tentacle/worm porn too since I realized sometime during the last update I'd forgotten to do that for the LV tentacle blockers, so adding the worms alongside that would be fun. Again, I have to check to see if I can detect voidworm bombardment specifically but given the in game mechanics and their unique bombardment stance I don't think that'll be an issue.

Edited by EdwardEl
Posted

Thanks for the mod! By the way, have you considered adding unique units to zoo-embraced nations? Maybe a unit that specializes in Morale damage because they get ravaged by the tamed beasts your empire has? The Space Fauna needs buffs tbh and if the buffs come from this mod then I'm extra excited to see them in the future.

Posted
15 hours ago, Continental Enjoyer said:

Thanks for the mod! By the way, have you considered adding unique units to zoo-embraced nations? Maybe a unit that specializes in Morale damage because they get ravaged by the tamed beasts your empire has? The Space Fauna needs buffs tbh and if the buffs come from this mod then I'm extra excited to see them in the future.

 

Thanks for the kind words, I am planning for some unique armies to be part of the aggressive wildlife route, those are pretty much locked in and should be in the next update. I also have some rough plans for a crisis route and unique colossus that are built around spreading wild beasts to the rest of the universe. But as I said, those are super rough early designs that might not make it into the mod for a while, if at all.

Posted

Oh, so glad you still working on this mod, thank you for update! Wanna give some feedback after playing, if you dont mind. Really need to divide some planetary exploration events in separated categories. For example, then you complete some of the planetary exploring blockers (which is few and cost 1000 credits) and get some rewards like 10-30 rare resources or 200-400 cash/minerals, maybe event, thats just not good at all. Also it create a situation, there after cleaning all blockers there is nothing to do.


So, i think creating some tech what allows you to send smaller and infinite expeditions via planetary decisions will be a better solution. This way, big planetary feature and modifiers can be explored with blockers and some resources, events and occasional modifiers/archeology sites/random stuff/secrets can be leaved to expeditions.


Stuff like this was actually implemented in this mod - Starchild's LV Expansion, alongside with really cool stuff like pops goes missing and can be found as willing/unwilling breeders to the fauna, with own jobs (sumilar to criminals in terms of mechanic). Outdated, but great mod in general, check it out if you already not.


Maybe some leaders action would be cool, altho very hard to implement i believe. Stuff like scientist shenanigans or even planetary administrators events/abductions/doing kinky stuff, while sending on expedition at they planet. Vanilla had it in terms of cutholoids ambush, and scientist can get some extra traits after being swallowed.


Anyway, really like this mod so far, enjoyng you writing and style in general. Would be nice if there is will be more insect stuff, like lairs with them and technologies, simular to LV tentacle blockers.


P.s. maybe separating lewd event into 2 segments in chain will be better. They are too big and i barely can click on answers in some of them. And think i found bug with event, what add world tree sapling to planet: event says something about underground worms or something, but nothing about tree.
 

Posted
11 hours ago, Spenser said:

Oh, so glad you still working on this mod, thank you for update! Wanna give some feedback after playing, if you dont mind. Really need to divide some planetary exploration events in separated categories. For example, then you complete some of the planetary exploring blockers (which is few and cost 1000 credits) and get some rewards like 10-30 rare resources or 200-400 cash/minerals, maybe event, thats just not good at all. Also it create a situation, there after cleaning all blockers there is nothing to do.


So, i think creating some tech what allows you to send smaller and infinite expeditions via planetary decisions will be a better solution. This way, big planetary feature and modifiers can be explored with blockers and some resources, events and occasional modifiers/archeology sites/random stuff/secrets can be leaved to expeditions.


Stuff like this was actually implemented in this mod - Starchild's LV Expansion, alongside with really cool stuff like pops goes missing and can be found as willing/unwilling breeders to the fauna, with own jobs (sumilar to criminals in terms of mechanic). Outdated, but great mod in general, check it out if you already not.


Maybe some leaders action would be cool, altho very hard to implement i believe. Stuff like scientist shenanigans or even planetary administrators events/abductions/doing kinky stuff, while sending on expedition at they planet. Vanilla had it in terms of cutholoids ambush, and scientist can get some extra traits after being swallowed.


Anyway, really like this mod so far, enjoyng you writing and style in general. Would be nice if there is will be more insect stuff, like lairs with them and technologies, simular to LV tentacle blockers.


P.s. maybe separating lewd event into 2 segments in chain will be better. They are too big and i barely can click on answers in some of them. And think i found bug with event, what add world tree sapling to planet: event says something about underground worms or something, but nothing about tree.
 

 

Thanks for the feedback, the plan was to eventually add a second 'advanced' blocker that would be more likely to give better results and would be more common on 'advanced' planets like relic worlds, tentacle worlds, and the like. Clearing that would likely be locked behind a advanced tech, but I was waiting until I had more events implemented to actually go ahead and do it.

 

As you said, most of the events right now are pretty short, I have a good handful of event chains planned but got sidetracked with the technical side, adding the more advanced blockers in to give the mod some further progression, the blockers were always intended mostly to be an introduction and a way to add animal modifiers to planets to eventually roll the recurring events that lead down the more advanced paths.

 

I definitely remember Starchild's mod from back in the day, the next patch should be mostly cleaning up some events from the last one and implementing the aggressive animal path in it's rough form then I'll go back to adding a ton of events to flesh out the blockers and different modifier stages.

 

I know that the most common result isn't terribly worth it, that was sort of intentional by design, a lot of mods are super OP, honestly Lustful Void itself already breaks the game over its knee and I was trying to keep from accelerating the game further, since the AI doesn't actually get any events from clearing the blockers if I made them too lucrative I run the risk of throwing the balance even further out of whack. The idea was that you're not meant to be sure if clearing them will be worth it, it's a gamble to spend the energy.

 

All that being said, I could totally see a mid/late game tech that adds a planetary decision to either add more blockers or just get a few extra explorations in using advanced scanners to try and find things that were missed before, probably weight the findings towards the more advanced stuff for that and make it more expensive to compensate. I'll look into it when I learn how to add tech to the mod haha.

 

Leaders is something I'm not touching for the moment, I'm learning as I go and they're a whole mess I've not poked my nose into, though I have a few ideas for unique paragon leaders and possibly unique traits down the line, for the immediate future sadly it's likely to just stick as being leader exp until I really dig my teeth into how they're done, though that being said it's likely the larger events I have planned for the patch after next will require me to dip my toe into that pool.

 

Insects are underrepresented, I have a few events already but only for modifiers that are super rare to find, I'll add it to my notes to make some custom tile blockers and events around that, though I wouldn't expect them soon, I'll see if I can work them in, there's certainly a few ideas I can work with on that front, especially once I have aggressive wildlife in as I want it I may be able to add an insect equivalent to run alongside it. No Promises on that front.

 

I've had someone else mention the lewd events are just too long, they've always displayed fine for me, but as that's the second mention I'll go ahead and split them in the next patch. Writing for events is hard, I'm already yanking on my chain a lot to keep things short, I have a feeling the bigger events are really going to get out of hand haha. As for the tree of life bug, I've checked the code, it was an event meant to add the Rockworm Hive, so the event text was right, as was the picture, it just added the wrong blocker. Thanks for catching it, I've got it fixed now.

Posted

Has anyone else gotten the legalization situation to actually fire? Do you need more than one planet with the docile fauna modifier for it to trigger, are there certain civics that just prevent it from firing? Or am I just having a run of REALLY crappy RNG rolls. I've yet to get the situation for the friendly fauna legalization to fire on any planet with the docile fauna modifier. is there something I need to do to trigger it? Or is it a random thing that may turn out to be super random?

Posted

Thank you very much Edward for such a detailed answer, you such a nice fella:) Actually, as Railgunner mentioned now, hadnt get legalisation events either. Thought it was bad rng too, but now think something is not right.

 

And i really like you style of writing, enjoying it in the non-porn events as well. Feels very immersive and natural. I think just separating big ones to chain, fix most of the problems with people playing at different resolutions and ui mods. Something like "event with half of the text, with proceed button", followed by "last half of the text, with responses buttons".


 Speaking of, maybe separating events with the small monsters/goblins from animals will be better? They feel kind of off. For example, if planet have some pre sapiens, or some kind of new custom modifiers like "Peaceful/aggressive/slave owning/spiritual Tribe", only then this kind of event will trigger, maybe with own event chains in future.

 

And apologize for yapping so much. It can put some pressure on creator sometimes, then random people bombard them with requests/advices especially if they beginners. But i do believe sharing some thoughts can add some new perspective on things, you know.

Posted
7 hours ago, Railgunner2160 said:

Has anyone else gotten the legalization situation to actually fire? Do you need more than one planet with the docile fauna modifier for it to trigger, are there certain civics that just prevent it from firing? Or am I just having a run of REALLY crappy RNG rolls. I've yet to get the situation for the friendly fauna legalization to fire on any planet with the docile fauna modifier. is there something I need to do to trigger it? Or is it a random thing that may turn out to be super random?

 

2 hours ago, Spenser said:

Thank you very much Edward for such a detailed answer, you such a nice fella:) Actually, as Railgunner mentioned now, hadnt get legalisation events either. Thought it was bad rng too, but now think something is not right.

 

And i really like you style of writing, enjoying it in the non-porn events as well. Feels very immersive and natural. I think just separating big ones to chain, fix most of the problems with people playing at different resolutions and ui mods. Something like "event with half of the text, with proceed button", followed by "last half of the text, with responses buttons".


 Speaking of, maybe separating events with the small monsters/goblins from animals will be better? They feel kind of off. For example, if planet have some pre sapiens, or some kind of new custom modifiers like "Peaceful/aggressive/slave owning/spiritual Tribe", only then this kind of event will trigger, maybe with own event chains in future.

 

And apologize for yapping so much. It can put some pressure on creator sometimes, then random people bombard them with requests/advices especially if they beginners. But i do believe sharing some thoughts can add some new perspective on things, you know.

 

Haha no, I appreciate it, right now with not many comments I can easily respond to everyone ^^ I'm just glad people care enough to comment, I did think about splitting off the goblins, honestly that entire event started as being fucked by monkeys in my notes but it got swapped last minute because I found some goblin art and decided random alien creatures could easily look like that.

 

I do agree that some further events and possible tribe stuff is a fun idea, it was actually one of the event chains I was planning with one chain leading to the creation of a Necroid style species that could transform your pops to theirs, and the other leading to a slave trade with a small, primitive, tribe that grants minor energy/food income. Though I have no idea if the necroid one is possible to code so I can't say for sure if it'll end up in the mod.

 

I looked into the situation trigger and found the bug, it was pointed wrong so whilst the trigger worked it never actually fired the event properly, my bad, I'll push a fix for that and the Rockworm bug you pointed out yesterday in a few minutes.

Posted

I looked through but didn't see... sorry if i missed it already.

 

All of the events have only the option:  "This is beneath our notice".  I have a spiritual/authoritarian empire.  LV is active.  In other runs, this wasn't the case.  Is it something in the change?  Or perhaps did I choose that option by mistake and now I am stuck?    Love the stories, just missing the bonuses to research. :)

 

Thanks.

-T

Posted (edited)
40 minutes ago, Tara26 said:

I looked through but didn't see... sorry if i missed it already.

 

All of the events have only the option:  "This is beneath our notice".  I have a spiritual/authoritarian empire.  LV is active.  In other runs, this wasn't the case.  Is it something in the change?  Or perhaps did I choose that option by mistake and now I am stuck?    Love the stories, just missing the bonuses to research. :)

 

Thanks.

-T

 

Different civics and ethics have different responses to things, for you to only have one response it's likely you have one of the civics based responses, all the mass purge civics and the anti-alien civics like pompous purists are pseudo locked out of a lot of events because it makes no sense for them to be on board with allowing that kind of thing to happen.

 

The ethic that gives the most science is obviously materialist, with spiritualist getting largely unity and ethics attraction, and Authoritarians largely get bonuses from rape and NC content and don't care for allowing their citizens the freedom to express themselves.

 

Here, I'll copy the section on Ethics/Civics from my SRD/Notepad for building events, it's a little rough and just basically my shorthand reference but should help clear things up a bit with regards to what does what and the rough flavour I was aiming for :)

 

Machines - No lewd unless synth womb/penis/vagina/sex bots/pheromone gen -

Xenohpile - Enjoy/Pleased by beast (Unity, More if Consensual)  -
Xenophobe - Hate beast (Unity for NC, unit loss and unhappiness for consent) -
Megacorp - Sell as porn (Energy) -
Hive Mind - Experience as self (Leader XP) -
Authoritarian - Amused by rape (Unity for NC, Nothing for consent) -
Egalitarian - Hate rape (Unity loss for NC, Unity for consensual) -Slave
Pacifist - Give in/submit (Society for NC, unity for consensual) -
Militarist - Strong beats weak (Worker output for NC) -
Spiritualist - Divine beast/demon/heresy (Two options, gain unity or lose unity and gain spiritualist attraction) -
Materialist - Study it (Random tech reward, small of each and medium society) -

Extra Society Research
    Environmentalist/Mycorrhizal Ideal/Empath/BROOD - Don't fight back and harm nature -
    Genesis Guides/Eager Explorers/Genesis Symbiotes/Genesis Architects/Open Door Policy/Rancher - Happy to help, eager to let them use us to grow

Happiness and Unity Loss
    Natural Design/Pompous Purists/Innate Design/Obsessional Concubinage/Biological Exploiters - How can this be, we're perfect
    Fanatic Purifiers/Devouring Swarm/Determined Exterminator - Deeply offended

Unity, Happiness gain, growth slow
    Pleasure Seekers/Corporate Hedonism/Sex Crazed Breeders/Divine Coupling/Nymphic Hosts/Propagating Throng/Void Prurience/Obedient Breeders/Cosmic Edge/Compliance Enterprises/Biological Hierarchy - Can't be raped, want it   
Extra Energy Reward
    Sexualized Culture/Oppressive Autocracy/Sex Contractors/Sextoy Industry/Adult Product Manufacturers - Sell as porn

Leader Experience
    Vaults of Knowledge/Technocracy/Knowledge Mentorship/Experience Cache - Store experience

Worker/Slave Output & Happiness Loss
    Barbaric Despoilers/Warrior Culture/Ruthless Competition - Amused, strong claim weak
    Institutionalized Sex Slavery/Slaver Guilds/Privatized Exploration/Indentured Assets - This is why we bring slaves

 

Edited by EdwardEl
Posted

Thanks for that.  Interesting notes.  But I have the right civic/traits.  I was getting them early one just not anymore.  Here is a screenshot of the option page.Notice.png.a2ec41f8489859accc509009d25bf853.png

 

Posted (edited)
48 minutes ago, Tara26 said:

Thanks for that.  Interesting notes.  But I have the right civic/traits.  I was getting them early one just not anymore.  Here is a screenshot of the option page.

 

 

Ok, so for the docile passive events there are four responses.

 

You can't see the 'happy it happened' response because you have sexual slavery as a civic

 

You would see the horrified/upset response as an authoritarian & spiritual empire but again the sexual slave civic forbids it since xeno sex wouldn't be unthinkable to them

 

The pragmatic/science route is locked behind materialist or a handful of specific civics so you don;t qualify for that

 

Which leaves the passive, fallback, option of your empire noting it happening but not caring to have a specific reaction.

 

Different event chains have different combinations of traits locking different responses, but for the docile event/willing animal sex route, your specific empire just happens to fall into the 'so what, sex happens' route.

 

It is debatable if the sexual slaver guilds should be indifferent but my headcannon whilst putting it together was that they're not too fussed about what their people fuck as long as the slaves know their place. I'd be happy to work in another response specifically for that civic or move things around if people think that doesn't fit.

Edited by EdwardEl
Posted

Very cool.  Yeah I guess I just had a run of 'luck' getting ones I had civics for and then a run of 'bad luck' getting ones I didn't.  Reason to play different civics next game.  

 

Thanks for bringing back the old WL mechanic.

Posted

Hi, good work! I have two questions.

First, does "sex titans" (with titanic life modifier on planet) event is a part of your mod? And if yes, should it work with hive mind? That part, where pops may get titanic evolution. It seems not.

I have "Nymphic host" civic and on all other events with wildlife hive mind has positive response, so i think same response should be here.

Posted (edited)
3 hours ago, NGN123 said:

First, does "sex titans" (with titanic life modifier on planet) event is a part of your mod? And if yes, should it work with hive mind? That part, where pops may get titanic evolution. It seems not.
 

"Raunchy Titans" is part of Lustful Void.  If I'm reading the trigger conditions correctly, it doesn't trigger for Hive Minds or Machine Intelligences (or Xenophobes).

Edited by schroecat
additional information
Posted
15 hours ago, NGN123 said:

Hi, good work! I have two questions.

First, does "sex titans" (with titanic life modifier on planet) event is a part of your mod? And if yes, should it work with hive mind? That part, where pops may get titanic evolution. It seems not.

I have "Nymphic host" civic and on all other events with wildlife hive mind has positive response, so i think same response should be here.

 

As schroecat says, the sex titans event is not mine. I do have a small handful of events that can trigger with titanic life but none of them modify pops.

Posted
1 hour ago, EdwardEl said:

 

As schroecat says, the sex titans event is not mine. I do have a small handful of events that can trigger with titanic life but none of them modify pops.

 

13 hours ago, schroecat said:

"Raunchy Titans" is part of Lustful Void.  If I'm reading the trigger conditions correctly, it doesn't trigger for Hive Minds or Machine Intelligences (or Xenophobes).

Thanks for answer, guys. I quess, there is only an option for wait LV to update and then ask. 

And, i found that legalization event trigger fires multiple (at least 1-2 in addition) times on same planet while first event is going. Same for embrace event. It's not a big deal, since after them modifier applies and further event doesn't repeat, but i think it's worth mentioning.

Posted
7 minutes ago, NGN123 said:

And, i found that legalization event trigger fires multiple (at least 1-2 in addition) times on same planet while first event is going. Same for embrace event. It's not a big deal, since after them modifier applies and further event doesn't repeat, but i think it's worth mentioning.

 

Oh, weird, it shouldn't, hmmmm I'll look into that and fix it.

Posted
29 minutes ago, EdwardEl said:

 

Oh, weird, it shouldn't, hmmmm I'll look into that and fix it.


I catched one moment. Maybe there is a problem with my modlist, i don't know. Playing with etics and civics, LV, LV extention and bunch LV patches (without balance patch), Mango's lewd diplomacy, tempting tides, family oriented, Calcifire's trait pack, some building slots and ascension slots, without Planetary divers and any other event/planet-related mods. 

image.png.0ce323525ac87826beffe6be213f9700.pngimage.png.1c0d35d9add465aa396971dd64c4ced7.png

Posted
6 hours ago, WolfPack51942 said:

Question does this mod have any starting origins?

 

No, not yet, I eventually have plans for at least two, one that starts subjugated by animals and one that starts with zoophilia openly embraced depending on how developing insects go maybe another one or two around that.

 

For the moment I don't feel there's enough content at the end of the embraced line to be worth an origin and the aggressive one isn't yet implemented anywhere but my private dev build since I've had to completely rework my original plans for how it was going to work to avoid overwriting a ton of vanilla files.

Posted (edited)

Thanks for the informatino the reason i was asking is i have 2 origins in my origin screen that have no images and are just a string some some kind so it must be one of my other mods having a shit fit.

also hope you keep up the good work am liking the mod so far. :)

Edited by WolfPack51942
Posted (edited)

Played a bit through "bestial acceptance" events - man, that was awesome. Or so do i thinked, before suddenly get hit by second phase after some years, with even more degeneracy and even get collar as artefact at the end! Love how creative you are with text in any events, keeping it somewhat believable and immersive. Damn, cant wait to see aggressive branch:)


You mod make me feel so nostalgic tbh, memories then i played through Wild Lascivity mod couple of years ago (holy crap i am old). So i suddenly remembered how posted some images HERE, maybe it will come in handy for some events.


Also, highly recommend to chek Beastmaster works. Great artist, with some creative and nasty beast/insects stuff, what fits this mod for sure. Mateydevchikaretsu and lucien is also worth mentioning. Thank you again for hard work.


 

Edited by Spenser
Posted

Heya, this mod looks really interesting, and I have a question:
in the 00_pe_colony_events.txt file is a reference to this civic: has_valid_civic = civic_beastmasters

and I was wondering what that civic was and how to get it since it doesn't show up on faction creation for me? is it a mod civic or a dlc civic?

also thanks again for your work on this mod~

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