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[mod] [Stellaris] Kagami Species


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4 hours ago, MagnaSonic3000 said:

All this time playing the mod and I never once noticed the gender policy. How have I not seen that...

This is why you always read the Readme, haha. 

 

Mods like the Asari Species pack and the Elves of Stellaris haven't updated, so I can't even start Stellaris without it crashing, much less begin updating my mod. 

 

(For further irony, I tried rolling back Stellaris to pre-2.2--and it started, but I couldn't load any of my saves without the constant barrage of empty text boxes, a surefire sign of mod incompatibility, probably from a mod that has updated to 2.2 I really hope the 2.2 changes are actually worth a damn, because I basically had no choice but to throw away my two existing saves for it.) 

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I actually think it's pretty decent. It's a bit more heavy handed on resource management (mostly in alloys), but the Gigastructures can fix that if you build one of their forges on a Neutron or Pulsar Star. Granted, you need to get to that point, but 250 alloys isn't anything to sneeze at.

 

I do hope you don't play like me, and go crazy with minerals and energy and neglect alloys for too long.

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  • 1 month later...

So, apparently Paradox has released that fix that really should've been in the update, just like the last they broke all custom species.

 

If anyone could tell me how this effects the mod, please do. I haven't played Stellaris since before the last update. 

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4 hours ago, Onimonipea said:

From the looks of it all you should need to do is reassign the Kagami to run off of the Biological archtype and mess with the traits a tad. I just tested changing the archtype from Kagami to Biological and it worked fine.

 

Thanks, I'll need to study that. I've noticed that Princess Stabbity + Necesassity's Asari and Elves of Stellaris mods are still missing certain things--they haven't been updated yet, so that's natural. But they're basically my reference points so I'll be waiting further, unless someone is willing to hold my hand even more so than normal. 

 

EDIT: So far, I'm noticing that traits seem to work....surprisingly...but only the species portrait shows up, and not unqiue portraits, for planetary pops (which is basically the whole point of the mod). That's the problem I most expected to come...though I can't actually start a new Human empire game without it CTD. So...yeah. 

 

Also I'm getting repeated blank messages from another mod. Will need to figure that out too.

 

 

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23 hours ago, MagnaSonic3000 said:

At least in 2.2 the Kagami worked fine, though I wasn't playing as them so I don't know if the resources were a problem. Not that it mattered, the AI cheats anyway.

Hm. Well, I'm pretty sure the planetary population sprites are broken. First thing that needs to be fixed. 

 

Is anyone else getting the unending empty text box spam? 

 

EDIT: Ah, fixed the spam. Well, that's good. I can basically play the game, with all of PDX's dubious design choices and added mods broken. Guess I better figure out what's wrong with my mod now. 

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  • 3 weeks later...

Not-really-an-update: I still don't know what's wrong with the mod. But as it happens, the primary broken aspect does seem to be planetary population portraits not working. 

 

The traits need to be updated to reflect Paradox's new choices of mechanics and whatnot too, but that seems fairly straightforward? 

 

Sorry, this was almost guaranteed to be kind of let down. 

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2 hours ago, MagnaSonic3000 said:

I still don't know about these portrait bugs, because they display fine for me. The traits also still work for them, as they still have that god-like lifespan.

I checked again to make sure I'm not crazy.

 

Basically, the planetary citizen portraits should randomize between rulers, leaders, etc. 

 

They don't--they're all Naomi from Prison Battleship, because she's the species portrait. 

 

The thing is, I only know this is possible because for humans, it does work (the three categories have different portraits). But for other default species, and modded ones, it doesn't seem to work....?

 

I mean, 90% of this mod is planetary population portraits. If that's obsolete, that's a lot of past effort gone to waste.  Also, some of the custom Empires aren't showing up--probably due to Trait issues. 

 

EDIT: Oh, okay--the variation is in clothing. Which I would like to translate to this mod if possible. 

 

And I can't fix the blank popup spam bug again. Whatever, back to square one. Probably better off waiting until other mods are updated for 2.2.x. 

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  • 3 weeks later...
On 2/24/2019 at 9:06 PM, Outlast1 said:

Hey I love this mod and wanted to inform you that your mod made the perfect hive mind. thanks for such a great mod and I hope you make more species mods in the future.

 

Thanks, it's nice to hear praise.

 

So, I actually understand how the 2.2.x interface works--and yes, individual planetary population portraits show up (you do need to expand the population lines in the UI though).

 

They are, however, incorrectly organized: the artwork doesn't really resemble the worker categories, of which there are very many (workers, specialists, leaders, entertainers, etc.). I'll want to correct that.

 

Names are still broken (female leaders will sometimes have male names).

 

I also need to update the traits (and adjust them for the new mechanics) and fix the pre-made empires dependent on that.

 

Well, at least I understand most of the update changes now. 

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I'm not sure if it matters, but the older version I had a few updates ago had a similar issue with sometimes females coming out with male names, though I don't know if that's always been a thing since the game will give male names to an all female species just for the fact the game can't really figure out what to do with single genders.

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Thank you, I'm glad to hear you're enjoying them. 

 

When they're not so busy, I'll try seeking advice from the creators of the excellent Elves of Stellaris mod, which the gender policy aspect of this mod is based on (rather than a 50-50 split). Traits, I think, will not be that hard to fix (I might even add one or two).

 

Categorization of the worker's portraits might be hard--hopefully, it's still possible. 

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  • 1 month later...

Well, it's been a month, so I should say something.

 

Sorry, not much headway. The last month hasn't had any holidays or days off, and I tend to veg out over the weekends (all two days of them). I've begun re-organizing the planetary population portraits based on professions following the structure of the excellent Asari mod pack, but I'm not sure if the tags are different since I'm suing portraits, not clothing items....or if it should be add= or random= accordingly. Or if anything is working, since I don't have a great way to test them.

 

Remaking the pre-made empires is pretty straightforward though, at least. I've remade the nine empires with some basic trait modification to account for different point values (and maybe make them a little more balanced). I'm also going to try and change the core trait, trait_kagami_endowed, by replacing the food production penalty with a higher food upkeep penalty, which was kind of the point (basically, big eaters, which I'm surprised isn't a trait to start). 

 

planet_pops_organics_food_upkeep_mult = 0.20

 

(I forgot how to do code boxes. Yeah, I'm dumb.)

 

Of course, that actual factor will be subject to change, but for the time being, +20% to consumption. Probably too high. I also want to add a modifier to livestock food production for similarly lewd and gross reasons. For "Makai Kishi" I'm going to drop the anti-Nomadic requirement which, in retrospect, is kind of ironic because Edwin Black was the head of an organization called NOMAD. 

 

So, not much headway. 

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On 4/21/2019 at 7:08 PM, MagnaSonic3000 said:

Is there any new traits in particular you added?

No, just updating the two existing ones. To be honest, I'm not sure of what traits to add--it's been a while since I played the Lilith games.

 

I did rebuild all of the pre-existing empires so they are usable. So the next release, whenever that happens, will have at least that. 

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On 4/22/2019 at 11:29 PM, Lord Thane the Stronk said:

i just got this idea what if u made buildings to train unique units for example a secret village to train Taimanin or Demon breeding camp to to train demon units. anyway love this mod i cant wait for the next update.

It's a neat idea! The Ayanami Rei/Lilith Human mod for Stellaris a few years back did something similar: your homeworld had a unique feature that you could only build Evangelion units (as armies) on it. That would be pretty appropriate for Taimanin.

 

I'm not sure how to do it, though, and since I don't really get any help with this mod unless I ask for it, I'm just trying to fix the population portrait issue. 

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  • 1 month later...

So, my "plan" is to release an update for 2.3.x....once my own game will open without crashing. The pre-made Empires will work again (I have mostly fixed that), though as for portrait organization....no one can tell me how that works, so I have no idea if it does. It probably doesn't. I'll try and fix it when someone can actually tell me how. 

On 6/10/2019 at 1:32 AM, miooli said:

Hello, I like your mod very much, but for me, English is too difficult. There is Chinese language in the new version. Can you add translation function when updating mod? 

Sorry--my own Mandarin really isn't very good (I can barely write at all, to be honest, I haven't spoken since I was little). There are no plans for a Chinese translation unless someone is willing to help me.

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