Please give us the option to remove xeno-compatibility (in ironman)

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NEXUS12

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I'm aware there is a mod. But I want to play ironman for achievements.

I absolutely HATE this perk.

Previously, we have discussed the devs fixing the fifty-thousand species hybrids that are present by the late game, causing god knows how much lag, and cluttering up the poorly-implemented UI so it is impossible to actually see in the demographics how many species of what type you actually have.

But fixes have never come. I don't know why, maybe it is a much bigger job for the devs to fix than I understand (I'm not an expert).

If that is the case, and fixes are a long way off, can we not at least have the OPTION to turn off this perk, to save the galaxy from the inevitable Cyber-Half-ultra-Human infestation?

I understand that some people may enjoy using this perk, which is why I'm asking for the option for disabling as opposed to outright removal (which wouldn't bother me at all).
 

Archon87

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If you want to play ironman without it, just force spawn all empires and ensure none of the AI empires have xenophile. That way no one can take it unless they embrace the xenophile faction. It's an imperfect solution, but it's something.
 

GuardianGI

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When Wiz showcased Xeno-Compatibility it was supposed to create new SUBspecies, but instead it spawns a billion new Main species whose traits you can't integrate into your own species.
 

Tech Noir Synth

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When Wiz showcased Xeno-Compatibility it was supposed to create new SUBspecies, but instead it spawns a billion new Main species whose traits you can't integrate into your own species.

Yea its weird. People have told me its supposed to be a sub-species. And if you get a the Psionic Trait on the sub-species, you would be able to add the psionice trait to your main species even without the Ascension.

But all I ever got where entirely new Half-Species. So whenever I'd go and edit those, I can't interact with my main species. I guess its somewhat bugged.
 

Dovahkat963

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Honestly I think the simplest solution would be to make it so that once two species create a cross breed, further cross breeding between those base species always adds to the existing cross breed species instead of making a new one. Or maybe two possible cross breeds per combination so each parent portrait gets used. I don't remember if cross breeds can also cross breed but if so kill that part of the mechanic entirely. A cluttered list can still happen in this case, but much less than the UI breaking madness that can happen now.
 

DreadLindwyrm

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Honestly I think the simplest solution would be to make it so that once two species create a cross breed, further cross breeding between those base species always adds to the existing cross breed species instead of making a new one. Or maybe two possible cross breeds per combination so each parent portrait gets used. I don't remember if cross breeds can also cross breed but if so kill that part of the mechanic entirely. A cluttered list can still happen in this case, but much less than the UI breaking madness that can happen now.
What if you've modified (say) your humans and blorg to have entirely different traits to how I've modified my humans and blorg?

There's no reason why the cross breeds produced from your human/blorg combo would match my human/blorg combo, if the species being used have different traits.
 

Dovahkat963

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What if you've modified (say) your humans and blorg to have entirely different traits to how I've modified my humans and blorg?

There's no reason why the cross breeds produced from your human/blorg combo would match my human/blorg combo, if the species being used have different traits.

I'm just thinking the way to handle the xeno compatibility problem is to limit the number of cross breeds that can exist. Whether it makes any biological sense is not the point.
Perhaps each empire could have their own cross breed combinations if their species are modded differently, but on the other hand that could easily recreate the existing problem in a different way.
 

DreadLindwyrm

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I'm just thinking the way to handle the xeno compatibility problem is to limit the number of cross breeds that can exist. Whether it makes any biological sense is not the point.
Perhaps each empire could have their own cross breed combinations if their species are modded differently, but on the other hand that could easily recreate the existing problem in a different way.
I'm not saying biological sense. It's a gameplay/making internal sense problem. I'm talking game sense, where an empire could be getting crossbreeds that are completely unrelated to the species in their empire.

The solution looks good in principle - and *a* solution to tons of species and sub species would be good - but it has to make sense and mean that an empire is not getting pops breeding that do not share the (presumably) desired traits their parent species have been engineered for.
 

Pale Blue

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2.6.3 has a fix for species crossbreeding with its own subspecies. That might make it better. My favourite way would be to make main species tabs that can be expanded to show the subspecies. In addition gene clinic should passively genemod the pops of its planet to a set trait assembly.