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Posted (edited)
On 8/24/2026 at 5:13 PM, Xenodragon54 said:

Indeed, there's plans for more personalities in general. But for now the main focus is mostly fixes and balances with maybe a few minor additions. Once there's no bugs or balancing problems Ill go into another creative spree with incooperating more things 

 

Sadly the building delete bug is still happening. The Queen hive was there and then deleted itself a few days after I started the game.

 

image.thumb.jpeg.361a724fddac10ae8947079465d38680.jpeg

Edited by Akashi_1944
Posted
On 8/25/2026 at 9:13 PM, Xenodragon54 said:

Hmm. Open the decipher of the mod and check where its path leads to. It should be blank

image.png.f9483ce8bd234f032e2851449db9639a.pngBut since I ran it with the game a path will generate

All working now after the update

Posted

Any chance to ship a version of the mod that doesn't tie xenomorph traits/origins etc. to their species? 
Or a short tutorial on how to change that?

Posted (edited)

First I have found a few bugs.

  1. - Xenomorphs do not generate with the organic trait when they really should assuming that this is not the intention.
  2. - Xenomorph body traits do not match with the other traits of LV in terms of effects like colossal brood breasts and do not seem to add any benefit for captor empires
  3. - Xeno Tracking origin seems to create Xenomorph and another random species or 2 xenomorph species when using pleasure syndicate and generating 2 queens
  4. - Ongoing situations like Xeno Planetary Adaptation and Captive queen don't disappear when completed (except the captive queen when the queen is removed)
  5. - Conquering planets as a xenomorph empire remove all capital buildings without leaving behind a xenomorph capital building
  6. - (not sure if this is a bug) New Xenomorph hives that generate from an AI empire being overrun always generate with something like "Xenomorph Larval Strain" and then some hive mind addition
  7. - Brood Covenant has no way of generating Xeno Offspring



Second are my Suggestions

  1. - Change Brood Covenant to an origin instead of a civic so it can function like Cybernetic Creed
  2. - Treasured Queens civic allows one to acquire new queens to use as leaders if possible
  3. - List the effects of each xeno tradition used as without going into the files, we don't know what each one does exactly
  4. - The abillity to terraform the xeno hive worlds into something more useful for non-xeno empires
  5. - Create a tradition (or Ascension Perk) that lets you turn your entire main species into xenomorphs like Synthetic Evolution (if possible, choosing to become an Individual Xenomorph Empire or Hive) ultimately fulfilling the Brood Covenant's goal and ascending to Xenomorphic bliss


I am really liking the mod so far and would like to see it continue improving.

Edited by toostor1
Posted

Playing a normal empire with this mod, got about 140 years in.  Have to say, if your not playing as a xenomorph, this mod can be BRUTAL.  It seems most of my planets are constantly finding new hives.  and the containment and sweep decisions are a massive drain on E-credits.  Even with many of the biosecurity technologies and traditions i can never seem to 100% purge them from my planets.    (it might be more apparent when playing as a xeno, i haven't tried that yet)  I was surprised that with the LV requirement and the lewd artwork, that the events themselves were fairly tame.   Loved the mod, and will defiantly try a run while playing as the xenos.

Posted (edited)

 

 

So, I have enough Xenomorphs but they won't work in Xeno brood stock & Captive queen job, even when it's prioritized. Instead, they are just filling normal worker jobs and pushing down my founder species to civilian position.

 

I selected Xeno keeper origin and Xeno husbandmasters civic as normal empire, so Xenos are currently enslaved as 'Husbandry broodline' slavery type.

Interestingly, when I accidently started empire as egalitarian so when all the Xenos were not enslaved (residency) they were able to populate this job.

 

I'm pretty sure this is bug, but please let me know if I'm not understanding Xeno keeper origin game mechanic.

 

image.png.81734395312de5e352ad4f330602114c.png

 

*EDIT

 

Ok, nvm. It somehow became normal after some playing.

 

image.png.dfd19c30e18c205f4aa9ca616035b144.png

Edited by TheQuackening
Posted

For those who want to fix the PD weapons having insane dps. Here is a fix. Add the following to the PD weapons:

windup = { min = 0 max = 0 }
    total_fire_time = 5

Add this to the xenomorph_weapons.txt file in common - component_templates

 

This will give a dps of 9.00 per tick with a cooldown of 0.50 per tick

image.png.61f6c65035a98476cc052500c92b1cb4.png

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