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Posted
On 3/21/2026 at 6:20 AM, Akashi_1944 said:

Hey I want to try this out but I'm getting a descriptor file error. Did I screw up the installation somehow?

I have replaced the source.

Posted

I can't build ships after some time, as it needs a resource that I can't gain (the resource next to lust crystals in the screenshots, I'm unable to hover over it in tooltips). 

 

How do you get that resource?

Posted

Bug, I think, "sexual energy incentive" edict reduces empire size by only 10. I guess this should have been 10%, considering how expensive this edict is.

Posted

I just got a Legendary paragon event for a commander. Her upkeep is 58 food and over 300 unity! She consumes more than 4 times the unity of all my other leaders COMBINED. Surely this is a bug right? She has so many traits that increase her upkeep. She has a bunch of traits that make her cost an additional 65 unity (Not 65%, a flat 65) then that get increased by another 300%. Her traits are good, but not nearly good enough to tank my unity economy ... 

wtf.PNG

Posted (edited)

I am following the instructions but can't seem to get the mod to work in game. Unsure if its a pardox issue or a user error at this point. Edit: Hardware issue

Edited by Dispope
Posted (edited)
On 3/27/2026 at 7:18 PM, derekl5000 said:

I just got a Legendary paragon event for a commander. Her upkeep is 58 food and over 300 unity! She consumes more than 4 times the unity of all my other leaders COMBINED. Surely this is a bug right? She has so many traits that increase her upkeep. She has a bunch of traits that make her cost an additional 65 unity (Not 65%, a flat 65) then that get increased by another 300%. Her traits are good, but not nearly good enough to tank my unity economy ... 

wtf.PNG


No this is not a bug. Look again at her traits. She will literally multiply your fleet's combat power by 3-4 times and she only stays until her event chain resolves so it isn't a permanent sacrifice but could be perfect for taking out a pesky neighbor or boss such as the scavenger bot. 

Edited by badgy300
Posted

Any tips on early game lust crystal production? As far as I can see, there's only the 50 Whore jobs per city district, and no other buildings or districts to produce more. I'm constantly in like a 50-100 lust crystal deficit at the start, and there's no way I can produce enough of other resources to keep buying it from the market. I'm a little lost.

Posted

is there a way to keep kerne and nurgler with their completed quest stats? is it possible to gain all renown hero? can I play a non-monster girl species, but still research a way to become a monster girl species?

  • 2 weeks later...
Posted
On 4/7/2026 at 5:58 AM, JerichoAzariah said:

is there a way to keep kerne and nurgler with their completed quest stats? is it possible to gain all renown hero? can I play a non-monster girl species, but still research a way to become a monster girl species?

Yes. In mod's crisis, first defeat and recruit Slanesh then defeat Khorn for Kerne. For Nurgler just defeat Nurgle. Tzeench has its own mission chain.

Yes.

No, but depends, Saints are not MG species. They can become MG.

Posted

Since at least one of the mod paragons has a chosen trait, is it possible to take psionics and not have that leader die?

Posted

I keep coming back to try this mod but I keep messing something up.  Winrar and 7Zip keep telling me that I have a corrupt archive when attempting to access them to combine them.  It only happens with this particular mod and this version of the mod as I accessed the previous version of the mod just fine other than the descriptor error.  I've redowloaded the mod half a dozen times and I keep getting the same error.  

Posted

If I may,

image.png.bad247af20aa0946fc62455507430f2b.png

 

for this block used to calculate the number of Call Girl and Whore jobs produced by the World Central Prostitute House, I'd like to recommend using original blocks that calculate what the "generator/farming/mining_districts_value" blocks are calculating, such as, following the mod's theme, "MGHG_generator_districts_value" or something similar.
 

I assume the goal was for all districts that count as "basic resource districts" not to contribute to the Call Girl and Whore job count, but I encountered a compatibility issue with another mod that added a new district that added a counter to all three variables. This district was adding +1 to the mining_districts_value, farming_districts_value, and generator_districts_value simultaneously, resulting in a loss of -100 of both jobs for each district of this type I built.
 

That's why I'm making this recommendation, to avoid these kinds of compatibility issues in the future (in theory, since this counter is only used to calculate the jobs for this building, a custom block shouldn't cause problems with triggers, events, or anything like that).

Meanwhile, for everyone else, if you were having the same problem, this is probably the cause. To find out which district is the culprit, it's as simple as using the instant build command and trying to build each district one by one.

Posted

can we see an update that provide these monster girls district with the default 9 or 12 building slot instead of the 3 building slot they currently have, I like to utilize these building district more often but them only having 3 building slot for each monster district is kind of disappointing

Posted
On 4/30/2026 at 12:38 AM, JerichoAzariah said:

can we see an update that provide these monster girls district with the default 9 or 12 building slot instead of the 3 building slot they currently have, I like to utilize these building district more often but them only having 3 building slot for each monster district is kind of disappointing

Few building slot mods will adapt to other mods.

Posted
On 4/22/2026 at 10:45 AM, VictuzB said:

If I may,

image.png.bad247af20aa0946fc62455507430f2b.png

 

for this block used to calculate the number of Call Girl and Whore jobs produced by the World Central Prostitute House, I'd like to recommend using original blocks that calculate what the "generator/farming/mining_districts_value" blocks are calculating, such as, following the mod's theme, "MGHG_generator_districts_value" or something similar.
 

I assume the goal was for all districts that count as "basic resource districts" not to contribute to the Call Girl and Whore job count, but I encountered a compatibility issue with another mod that added a new district that added a counter to all three variables. This district was adding +1 to the mining_districts_value, farming_districts_value, and generator_districts_value simultaneously, resulting in a loss of -100 of both jobs for each district of this type I built.
 

That's why I'm making this recommendation, to avoid these kinds of compatibility issues in the future (in theory, since this counter is only used to calculate the jobs for this building, a custom block shouldn't cause problems with triggers, events, or anything like that).

Meanwhile, for everyone else, if you were having the same problem, this is probably the cause. To find out which district is the culprit, it's as simple as using the instant build command and trying to build each district one by one.

The "generator/farming/mining_districts_value" blocks are defined by Paradox. If some mod added a counter to all three variables with  a new district, maybe a bug for it. Modders should reference the block key from paradox instead of overriding or modifying it, which can reduce the maintenance cost of version updates and mitigate compatibility issues.

Posted

my bad, didn't realize that there was one actually up to date and with a slightly altered name of some of the original, thanks for the info though, will there be an expansion on monster girl ground troop; notice there was a mod called "military enhancement" that gave ground invasion event while also providing new unique troops even a "hero" unit; kind of made me wonder if the idea of a hero unit for each different type of monster girl was possible or more diverse type of monster girls troop

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