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Posted
6 hours ago, Xenodragon54 said:

There isn't an off button but that's a valid reason. Ill make sure to make the infestation an optional thing in the next update

Would rather do the infestation myself you know ;D

and also, not sure if its been reported but when using the bug branch mod and your patch, theres about 100% chance to crash whenever my mouse hovers over one of the agendas that changes my empires focus

Posted
6 hours ago, Davidto96 said:

Would rather do the infestation myself you know ;D

and also, not sure if its been reported but when using the bug branch mod and your patch, theres about 100% chance to crash whenever my mouse hovers over one of the agendas that changes my empires focus

That's not from this mod. I have that issue under normal circumstances.

Posted
14 hours ago, Doomsday8931 said:

Colonised a tendril world and the starting buildings flicker in and out of existence every month. Happens with any building you build a s well. If you build normal alloy foundries on a planet they disappear 1-2 days later.

 

Forgot to mention I play the spitter brood and oh boy it's a hard start as you can't build anything on your homeworld without the Clustered Synapses tech.

Can confirm, as I am having this bug occur on an "infested ocean world" that I had colonized, seems to be a similar issue that was happing earlier that I mentioned in the thread, it's a pretty nasty bug as anything that is built including "xeno" buildings are removed next month, all other colonization is good tho

Posted

There is a lot of information about playing as a xenomorph empire on this thread, and includes events and infestations-- but does this mod include content if you are playing a non-hivemind xeno empire? Do you get special rape or infestation events?

Posted

Playing spitter brood again and get only a queens nest on my home world but can build on it at least 👍

 

Colonised an infested world, starting building (only a queen's nest)  still flicker in and out of existence and built a food distrikt that temporarily replaced the hive core for a few days. Think it deleted the starting building as the flickering stopped. Can't build a new queen's nest but other buildings can be built in the core and it don't get replaced a second time if you build a new distrikt. 

 

Tried clearing out the colony and recolonise but same thing happened again.

Posted

Made my own xenomorph empire with the queen mother origin and my starting buildings on my home world start flickering immediately.

All the xenomorph type worlds seems to be very unstable any normal world and things works just fine.

Posted (edited)
3 hours ago, Mister_Wake said:

There is a lot of information about playing as a xenomorph empire on this thread, and includes events and infestations-- but does this mod include content if you are playing a non-hivemind xeno empire? Do you get special rape or infestation events?

You do yes! There should be details on some of the content for non hive empires in the mod description as well

Edited by Xenodragon54
Posted
9 minutes ago, Doomsday8931 said:

Made my own xenomorph empire with the queen mother origin and my starting buildings on my home world start flickering immediately.

All the xenomorph type worlds seems to be very unstable any normal world and things works just fine.

 

2 hours ago, Doomsday8931 said:

Playing spitter brood again and get only a queens nest on my home world but can build on it at least 👍

 

Colonised an infested world, starting building (only a queen's nest)  still flicker in and out of existence and built a food distrikt that temporarily replaced the hive core for a few days. Think it deleted the starting building as the flickering stopped. Can't build a new queen's nest but other buildings can be built in the core and it don't get replaced a second time if you build a new distrikt. 

 

Tried clearing out the colony and recolonise but same thing happened again.

 

4 hours ago, illegalFrog said:

Can confirm, as I am having this bug occur on an "infested ocean world" that I had colonized, seems to be a similar issue that was happing earlier that I mentioned in the thread, it's a pretty nasty bug as anything that is built including "xeno" buildings are removed next month, all other colonization is good tho

Hmm. Thought I fixed it in the last update. I will make sure it is resolved in the next one but it won't be until next week. Forgive the delay

Posted

So when I start a game It immediately starts empty clutch reserves dillema.  I start off with 1 upkeep of eggs from my Royal Jelly Building and the workers create 0.04 eggs a month and you start with 1 in storage.  Any Ideas why this is happening?

Posted
54 minutes ago, s4mmohung said:

So when I start a game It immediately starts empty clutch reserves dillema.  I start off with 1 upkeep of eggs from my Royal Jelly Building and the workers create 0.04 eggs a month and you start with 1 in storage.  Any Ideas why this is happening?

 

Never had that happened so far, what are you playing?

Posted
2 hours ago, Xenodragon54 said:

 

 

Hmm. Thought I fixed it in the last update. I will make sure it is resolved in the next one but it won't be until next week. Forgive the delay

Dealing with the same bug on Ring worlds, BUT the model also breaks and looks awful when infested. the ring segment expands and twists way out of proportion. 

Posted (edited)
3 hours ago, Doomsday8931 said:

 

Never had that happened so far, what are you playing?

Dunno whenever i use any of the premade starts I'll immediately have an egg shortage after a month.  Every start starts off with 5 prebuilt buildings and one of the Them is the Royal Jelly building.  It's supposed to create eggs, but it also has an upkeep of 1 egg per month while my production starts at like 0.03, so I immediately fall into an egg shortage situation right off the bat.  

 

I don't think im messing up the mod load or anything like that, but I don't own alot of DLC, do you think it could be contributing to the problem?

 

Could i be misunderstanding the mechanics is there some kind of action I need to start with to avoid the issue?

Edited by s4mmohung
wanted to add a question
Posted
29 minutes ago, s4mmohung said:

Dunno whenever i use any of the premade starts I'll immediately have an egg shortage after a month.  Every start starts off with 5 prebuilt buildings and one of the Them is the Royal Jelly building.  It's supposed to create eggs, but it also has an upkeep of 1 egg per month while my production starts at like 0.03, so I immediately fall into an egg shortage situation right off the bat.  

 

I don't think im messing up the mod load or anything like that, but I don't own alot of DLC, do you think it could be contributing to the problem?

 

Could i be misunderstanding the mechanics is there some kind of action I need to start with to avoid the issue?

The Royal jelly buildings are supposed to act as spawning replacers for xenomorph hives. I'll have this fixed as well as the fact the same buildings spawn for every start. They're supposed to be pre built for queen mother and xenomorph prime origin starts.

 

Posted (edited)

under has_total_war_cb, there's a setting for OR = { has_valid_civic = civic_xenomorph_brood_extermination_mandate }

but every wargoal in the mod has "has_total_war_cb = no"

 

so unless I missed something, if you have this civic, you can never declare any wars.

Edited by test3211112
Posted
4 minutes ago, test3211112 said:

under has_total_war_cb, there's a setting for OR = { has_valid_civic = civic_xenomorph_brood_extermination_mandate }

but every wargoal in the mod has "has_total_war_cb = no"

 

so unless I missed something, if you have this civic, you can never declare any wars.

This will be getting patched in the next update. 

Posted

Idk if its just my load order but all your leader traits are free which is nice since only picking one leader trait for this "immortal unkillable xeno queen mother" that is however old starting out with one trait and lv 1 is strange but you definitely shouldnt be able to equip 9 traits on one leader to start

Posted
26 minutes ago, aijimovaok said:

Idk if its just my load order but all your leader traits are free which is nice since only picking one leader trait for this "immortal unkillable xeno queen mother" that is however old starting out with one trait and lv 1 is strange but you definitely shouldnt be able to equip 9 traits on one leader to start

This is not intentional. It'll be fixed in the next ipdate

Posted
1 hour ago, Doomsday8931 said:

Megacorp with pleasure syndicate and xeno husbandmasters. When I try to expand my council I don't get any new positions to chose from.

Now that is something I forgot to add. Thank you for pointing that out, it'll be added in the next update

Posted

Also having some weird issue that built structures will instantly delete themself upon building on my xeno hive mind save but if i swap to another save with a different species everything works normally so this mod is currently seemingly unplayable for me 

Posted
3 hours ago, aijimovaok said:

Also having some weird issue that built structures will instantly delete themself upon building on my xeno hive mind save but if i swap to another save with a different species everything works normally so this mod is currently seemingly unplayable for me 

Im currently tracking this issue. Its on the priority list of fixes come the next update

Posted

Playing the megacorp again and for fun I turned the infestation back on and noticed that I am spreding the infestation as well. Am I supposed to do that?

 

Is the starting event with the escapee leading somewhere or is it just a for flavor? Didn't see anything as I didn't play for long as the infestation got a bit out of hand.

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