Starsector story points limit. Want to go higher than 30 ships available in your fleet? This is how you do it. Starsector story points limit

 
 Want to go higher than 30 ships available in your fleet? This is how you do itStarsector story points limit Im talking ordnance point aka hull slot allocation cost

You just type in 'stormgod' with proper capitalisation. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. There is no limit to colonies if you are brave enough not a luddite. Besides that, Doom works great at killing aspects with mine strike. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. I have learned something new. Wouldn’t it be funny if there was a chance that some of your. Logged. (edit: also, Starsector has an actual story now. Hotfix: 0. The hull mod I most frequently build in is the drive field one because it takes so much OP. that what majority players wrong, you need to downgrade your weapons to make enforcer useful. 400 is total starting deployment for BOTH sides. For the remaining ships I got a mid-sized tanker, 1 atlas cargo ship and 2 salvage rigs. Story points are a player-exclusive quasi-resource used for various purposes in the game. 51K subscribers in the starsector community. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. Your second system is best -- several habitable worlds, barren world for Industry, etc. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. Starsector is using multiple methods to control fleet deployment some of which make it vastly unfair on the play when you have both. Reverted numerous weapon balance changes. 1. Story option remains a cheap one in money as it is now but there also would be a purely money-based option to just buy it out with sheer volume of cash thrown. Once the bugs with Pather Interest get fixed, this will more or less be your only planet that. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. Images. g. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. Proof you can make it with this strategy. So the intel contacts would be the harder missions while the story and other quests spawn in bars. The 8 officer limit (10 with officer management) still applies -- however, it only applies to officers in command of a ship. How to escape without using story points. also dont forgets put missiles like breachers and hullmods like ITU, BRF and integrated PD AI to make the build more efficient. If you want them to keep their distance, make sure to also equip them with extreme range weaponry, or go with missile boats or carrier hybrids and assign rally points for them. i don't know if this works for mods too, and what names to use. For real though, best way to deal with Hostile Activity is to just ignore it completely. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. json with notebook++ and you'll find this around line. 1u/day. Writing Starsector. 1, there were considerations for and against using the capital freighters/tankers such as the Atlas and Prometheus compared to their 2nd tier counterparts the Colossus and Phaeton notably for when fleets would approach their max size limits or if the player. Player fleet able to interact with objects immediately after battle, i. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. Uniquifying the Factions, Part 1. If you are in a situation where any normal person would be unable to flee you can use a story point to escape, story points can also be used to make colonies even stronger, make ships exceed their limits though. 2 days ago · A speeding car crashed in flames on the bridge linking New York state and Ontario at Niagara Falls on Wednesday, killing two people in the vehicle and sparking a. 1m experience/sp at level 15. A system with at least 2-3 <150% hazard worlds, preferably with ores, farmland and volatiles on separate worlds. It's easy to make up a reason why SO can't be built in. Check the forum. So if you want to tackle a super hard late-game fight, it's a nice little boost. Want to go higher than 30 ships available in your fleet? This is how you do it. There is a battle size limit, so in cases where the total size limit is exceeded by both fleets the game distributes more points to the larger fleet as to simulate the fleet size difference. Alliances offer mutual assistance in times of war. Low-tech ships need a certain number of gunboats to keep pushing. Do check if you have enough space, especially. I need to heat my house and I like the massive brawls. It used to be called Starfarer. Freeing up Heavy armor OP on my capitals is always going to have a greater affect on my game than being able to get a bit more money. The moment Starsector inserts in the next update the percentage chance of a colony going AI-Exterminatus depending on Core numbers within it, there will be a sudden swing of individuals in favor of the Hegemony 'Kill the AI, save the Colony, save the Sector' mentality. So yeah, your side at default will get 150 points shared between your fleet and any allied fleets + stations. For beginners, this is what I recommend:also, can i manipulate the game date ? like add 100 years ? ctrl+backspace to open the console, it will prompt the instructions open loading a save. Starsector > General Discussion >. 95. json. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. New patch is the perfect time to drop in, welcome to the community. By contrast, the carriers don't really get much benefit from having extra mods since the bulk of their power comes from. Locked post. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. There are diminishing returns with having multiple. You can change the special modifications bonus (default is +1 mod) using the console command mod. Get 1x autopulse and 2x antimatter blasters from tri-tachyon planets, get 2x sabots from anywhere for missile mount. And, considering that I run pretty big fighter fleet with 2 Ventures and 2 Sunders, DPs are pretty vital to me in my war of attrition. And i only use this L A R G E fleet only in the core worlds and in close proximity to them, for exploration i use a 9/18 burn (18 fuel/ly) setup, and again, the Ox tug seems pointless. 46. Hullmods need an entry in hull_mods. Pathers have no such time pressure (at least to any appreciable degree) and are free to watch and wait for opportune times. I also changed the player level cap to 40 so all the skills are tecnically available, but by the time you hit around level 30, the xp per level gets so high you kinda forget there are 10 more levels. Should have stable points for stability bonus. exelerin_config. So you'll also need to use a gamma core on planets you install the coronal tap in. If you go into the settings. There are 3 things you can do regarding Deployment points. Those stories happen once per ship that reaches legendary reputation, which requires about as much xp as it does to max out player level, so not quite passive. Or maybe 2. Make sure you’re doing it from the colony management screen. The. Agent can help you increase/decrease relationship between factions (yours or others). Share Add a Comment. Logged Chairman Suryasari. 8a. Story point built in mods are great, and for RC10 onwards, building in logistics mods with story points means they do not count towards your 2 logistic mod limit. if you have only phase ships in your fleet your fleet become almost unspotable and can smuggle into even major worlds. aaronrizz • 4 mo. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. Each such factory has a pool of 4 ships to choose from, 1 for each size. You don't need most of your fleet at this point. help list. 1 will cause your fleet to suffer 10% more damage. Posted November 27, 2019 by Alex in Development. csv which defines it's basic information as well as where it's script is. Code. If you have 10k bonus exp and do something that gives you 2k (regular) exp, an identical amount of bonus exp will also be turned into regular exp. However the custom production should not exceed the limit, and if it does it can take multiple months to complete. 2D RPG/Trade/Fleet Combat Game. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at. Writing Starsector 2: Westernesse Boondoggle. Fill rest with PD. More than 1000 and. Velroy_Denkins • 4 yr. For instance buying s-mods and colony improvements directly (with appropriate costs obviously) would massively reduce the pressure to grind story points in late game. s-mods with hull restoration are +5% each, so 10%, 15% it you take the leadership tree, 65%. This mod intends to change the way AI officers assigned to automated ships affect the rest of your fleet. So if you are completely out-officered the enemy will get 240 DP, while you will only get 160 DP. Starts at 200 - 500 300 default. (First off: “uniquifying” is a real word! It doesn’t quite fit how I’m using it here, perhaps – more strictly, it’s about removing duplicates – but it’s close enough. Vanilla performance in battle was generally silky, but with this setup I do get particularly dense battle lines chugging down to 20 or 15 fps with all the drone and projectile spam going full tilt. 8. Which ship is best for boosting crew room + cargo space + fuel volume + ecm for fleet with use of 2 story points (build in) mods + 2 extra logistics = 4 logistics limit on self? Also some battle-support-capability like long range weaponry or multiple fighter decks would be better. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. One feature is in both categories – “pick one of two skills at every tier”. Systems with yellow/orange stars, with moons orbiting a gas giant are ideal as it keeps the planets close together for common defence. 1a: 35 days. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. Removed soft fleet size limit. The next update will add strong narrative RPG elements to Starsector, among other things. You can modify the minimum, default and max deployment points allowed in a battle. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. • 1. Regarding skills, the way it works is instead of putting points into a "capacity" to increase the max level of skills in a tree, and then investing points into each perk, you. ago. Until recently, this wasn't a feature that was high on my radar. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. I don't like having to choose and miss out on things. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. The story of Starsector is a bit complex and a bit vague. So while setup is complex and requires a lot of skill points to work - it does work amazing. I've done a lot of tinkering in settings. I wanna build a brawler that has tons of frontal firepower and is capable of handling the high flux costs of the weapons in question. Use the fully-qualified name of your class (ex: data. Deployment points are awarded based on fleet size, with the larger fleet getting more. so its probably in the core game files in the java files somewhere. 400 is total starting deployment for BOTH sides. 86. 2. First thing I do is edit the number of starting command points in the settings file, changing it to 10. ago. My experience in the tutorial: - I started as the powerful fleet of ships (fast start) but I noticed I kinda like the idea of starting as a smuggler and one-ship owner more so I picked the scavenger ship and drone tender as bonus and sneaky and scavenging skills. json of a given mod to make it compatible with the current version. Many different things can be salvaged for resources, from debris fields created after battles to ruins on surveyed planets. 95. otherwise its a balancing issue (because no matter what the enemy does, the player will be unkillable and eventualy fights will become boring because you are pretty invulnerable at that point). Swarming the remaining stage 1 Tesseract. ago. 9a. Tesseracts attacking each other. Pretty lightweight deployment-wise for an excellent boost in command, just fly yourself to a far off corner and watch the battle. Re: Increasing deployment points? « Reply #1 on: January 19, 2014, 12:09:49 PM ». But I feel that and officer elite skills (and your own elite skills) leaves any other usage of SP to be relatively wasteful in comparison. Starsector (formerly . Modders: This is not a blanket feature. ago. Just a list of all the bar missions (and my ratings) you can find. I'll try to add and see if that works. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. System and hyperspace screens tend to be around 45-60. FYI Solar shielding mod also limits damage from storms. Installed in farming. It used to be called Starfarer. Yes; I increased the cap to 20, doubled the skill points, and I've used someone's mod that allows you to pick all skills so I have all skills unlocked at max level. « Reply #1 on: December 14, 2022, 03:06:12 PM ». 96 was focused on adding stuff to the game, not modifying existing code, after all. 9. The game, in theory, is a good candidate for modding: It's a single-player open-universe space exploration game. Raises max player level to 20, 25, 30, or 40, while maintaining a vanilla-like levelling rate and Story Point gain, even at level cap. Win the game. This mod adds a developer's console to Starsector that can be summoned with control+backspace. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. ago. Combat endurance on AI core gives +15% readiness, 35% now. 75% hazard max pop, megaport (+boost item, story point, alpha core), farming (+boost item), commerce (+boost item, story point, alpha core), waystation, light industry (+boost item) and mining. First point: The S-mods have made combat ships able to become extremely strong. but I think that was when using story points, which makes sense because u are spending a limited resource to recover extra ships, where just scavenging does not spend story points. 4. Increases colony accessibility by 30 percentage points. ago. Handing over planets is really the big one, much faster than commissioning and invading for one faction. Anyway. +1 burn at the cost of ~30% (reduced to ~15% with skills) increased fuel is bad. The. level 1. Reaperosha. Removed skills changes. Raises max player level to 20, 25, 30, or 40, while maintaining a vanilla-like levelling rate and Story Point gain, even at level cap. Consider doing scavenger run. Increases the production of farming by 2. indeed, so many mods are so broken it feels like cheating (looking at you UAF) but others are so well made and balance it feels vanilla (looking at you nex)Having console command mod to spawn ship directly on your fleet can produce some truly spectacular results. Nex turn Starsector into an actual 4x game and most faction mods need it to work. I'll list the most broken ones I found (and the mod + codes it associates with) Guardian: Large missile hardpoint combined with missile autoforge + generous amount of ordnance points (Graphics lib. Sure, but from 100%, not the default of 70%. To disengage at 300 battle size the limit is 120 total deployment points of the fleet as expected, but oddly at 500 battle size the limit is 150 total deployment points. 96a-RC10, May 20, 2023 Ships: Pegasus: Back. swarmy1 • 2 yr. After that. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. It's literally in the console command mod. But when I approach (and make contact with) the primary star, and the outlying one, neither give me the option. Best use your story points on really expensive hullmods Reinforced bulkheads (30) Heavy armor (40) Hardened shields (25) Integrated targeting unit (25)1). The code is: )if you are able to locate GUI/UI file, you should be able to change it. The only Academy mission I know that has a time limit in 0. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. That would be for all fleets, not just the player's. It can be as simple as "the. I was a pretty celebrated captain in my day, earned myself a Silver Eagle for my services as a Falcon captain, back before I was. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. 3, you go to a new weird system and fight fleet, get sierra cruiser. I. Campaign mode was originally introduced in the 0. the new limit is 5 instead of 6. A Radiant with an Alpha core would have a max CR of 60%, not 45%, which I don't get. What does this do? This mod changes the game to set your max fleet size using the total deployment points of your fleet, rather than raw ship count. 2D RPG/Trade/Fleet Combat Game. hopefully this is helpful for your colony. A. but an option could be to spend vast sums of story points to unlock a limited number of additional skill. The OnlyCleanRecovery fraction will then limit your maximum number of recoverable ships to 24 if you set it to 1. You will read a lot about S-Mods on forums, this is what they are referring to. It used to be called Starfarer. At some point I figured "oh i have to hire mercenary officers" but they cost 1 SP to hire and when their contract is up. shadenight123 • 2 yr. You can change battle size in option, ranging from 200 to 500, which can be edited in the game file settings. You earn points by destroying ships and bosses. . Too bad I already swiped one from Kazeron (and I plan to steal the. Mechanically, they're not terribly complicated (though I do like how you can use eg. ago. -Another point on the self preservation, the AI will stop shooting if there's another allied ship in the way. Then start a new game with Easy difficulty. Just like Ironman mode, add another toggle to "sandbox mode" which completely removes character level cap. In "starsector-coredataconfigsettings. commands. Too slow and too big a profile. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. Once the bar gets full you'll have an invasion that the colony forces will be able to easily handle and then the bar resets back to 0. • 3 yr. Posted December 17, 2020 by dgbaumgart in Development, Lore. The player can move the ship by clicking on a target or a destination. you cant they are part of hyperspace, going around ie the black zones is best. Early leveling is pretty fast so you're not penalised at all for taking a 100% return story check, as you're going to get it back from bonus xp after a fight or two. The automated shipyard is a structure that can be discovered around a . EG. At level 15 xp gain is locked in. 1 Colonization 2 Choosing a Planet 2. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. 000 and a story point, the money option without story point costs x50 more, so it becomes 1000000. Other mods can add their own console commands or override base commands; instructions for adding custom commands can. maxShipsInFleet: similar idea to above. It provides a good work flow as i feel like always chexking the bar each world. These will are only relevant to modified QC installations. Campaign mode was originally introduced in the 0. An in-progress blog post is available at dev blog post. thewizord. New comments cannot be posted. 2 you go to tia exet, fight weird fight at the aurora. You get a story point every 1/4 of a level up (and continue getting them even after you hit level cap). – Updated skills compatibility and default starting numbers for 0. Holding fire, keeping shields down, and regrouping fighters will give you the 0 flux. The player can build industries on their colonies for credits. - Reformatted backcompatibility settings and added them to modSettings. "campaignSpeedupMult":2, Increasing the number to X will make the game move X times as fast when you press shift on the map screen. 75 to whatever you want, like 1. It prevents players from playing their character. 125 votes, 45 comments. 51K subscribers in the starsector community. Factions will wage war against each other and try to conquer their enemies. 5. - Add support for enhancing existing built-ins Other: - "no_build_in" is no longer ignored by default in the. I feel no small amount of trepidation because this is both a change and it is a particular story about particular characters in a way the pure sandbox certainly isn’t. The English Premier League has deducted 10 standings points from Everton over a breach of league rules regarding profitability and sustainability. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. ; Ace Custom: The. After I promted him to talk about the guy he kidnapped, he confessed that he is tired of violence. Similar to vanilla this is a “soft” limit, and you can exceed it at the cost of increased supply use and reduced burn speed that scales proportionally based on how much you exceed the base limit. If you are new, some pointers on colonial management: Get some skills. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. [deleted] • 5 yr. Change it to whatever numbers you want. 2). TallGiraffe117 • 2 yr. Fleet upkeep of 3. Varya's Sector will add a bunch of aggressive factions that spawn in randomly throughout the game and can really wreck you with their fleet spam, but it isn't too hard to keep them on your good side using agents (agents are added by Nex, you can send. 2. Keep in mind the longer you wait for a Luddic Path/Pirate station, the stronger they get. 96,. The benefits of a Dram are well known. Main menu missions are short tactical battles between pre-defined fleets that are accessed from the Missions. To hire them you need to spend 1 SP 100% XP, with the contract only lasting 720 days. The rules are simple: Up to 5 concurrent contacts are “free”; deleting a contact is also free; Contacts beyond 5 require a story point to develop I liked armor tanking in 0. Crew training grants 15% unless you start spamming capitals, 50%. Atlas does. Battleships have it at 7-8 tho. You can't just stack every mod on a ship because the mods require some sort of energy to power them like auxiliary thrusters or physical space on the ship like expanded cargo. After getting most or all of the blueprints, he started offering colony items for four story points each. 9. As things are, most ship packs and factions should at the very least be functionnal. The XIV variants - of the Onslaught, Legion, and similar - cost more credits per hull than their corresponding high tech ship (the XIV onslaught for example costs 625,000 while the Paragon only 500,000 for example). Basically, as soon there are more than 4-5 ships on the screen, my fps drops to about 30. It's safe to go ahead and get a little excited, but pace yourself and keep it at a simmer or you'll wear yourself out. If it was sufficiently Colonies are player-owned settlements on planets within the sector. After all I had come heavily armed expecting a challenging encounter, and didn't want my efforts to be in vain. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. You don't actually get a performance hit until you drop below 50% (so conceivably you could use 60 automated ship points without penalty). A good indication of this happening is if you get a random out-of-memory or GC limit overhead crash in the campaign if you leave it. 95 is the VIP transport mission. Oh, and I added the mod that exposes the variables for the skills that. 95a – has some things about it that I like, and some things that I don’t think worked out particularly well. This class can be a loose script or inside a jar, the console will work with both. The new story points, while it's a good idea, it's very poorly implemented. A comparison of cargo/fuel tankers and efficiency pre and post 0. Hullmod scripts usually extend BaseHullMod (which itself extends HullModEffect). I recommend using a mod manager like SMOL or MOSS. You can (and should) set the AI's officer limit to match this. It doesn’t consume it. 2 Resources 2. They can also be used to wreck market price for trading. . 2. 95a (Released) Patch Notes (Read 568449 times) Arcagnello. I really can't see how it's "garbage". 0 (May 6, 2017) Updated to support Starsector 0. How to escape without using story. json. I, for some reason, completely blanked on Deployment Points, but there is a little window near the top left of the screen that tells you your fleets. Like a ridiculous amount, more than any other hull mod, and I can't stand zooming around at less than 20 burn sustained. DesperatePeter • 5 mo. Change XP costs to be based on default deployment point values rather than modified ones;. Go to starsector r/starsector. . e. High tech (outside of Ziggy) is cheaper than low tech actually. I consider Starsector to be either the best indie space game people don't know about or the best indie space game people here aren't talking about. 95 - Guide to Fleet Composition. Anyways, story points for scavenging is dumb and completly removes the scavenger career from your game. Maybe there's a system where you gradually build up to that as you level up plus some sort of scaling with enemies and combat size, but that feels very arbitrary and doesn't necessarily mesh well with exp gains from. 66. In between scavenging and selling. Download v1. Im pretty sure it doesn't cost SP at all. ago. Cruiser ship tier list - 0. 75 to whatever you want, like 1. Bringing them back from mothballing only costs a tiny amount of supply. After all I'm always free not to utilize them but not being able to hop into a phase ship caz I need to get a story point every single time for a respec is dumb. Spamming ieds will generate uh, quite a bit of lag though. This. 2/ costs upkeep credits. I've tried expanding my battle size but it's stuck at just 240-300 for deplpyments cap. Starsector is a hard game, especially when you have no idea what to do. 3 level of 3 industry skill makes D-mods reduce maintenance cost. The base tech-mining in Starsector 0. Posted July 02, 2021 by Alex in Development. 96 was focused on adding stuff to the game, not modifying existing code, after all. Level 7 cryopod officers will maintain their maximum level and number of elite skills even if you demote them or remove their elite skills via the retrain option. 51K subscribers in the starsector community. r/starsector • 2 days ago. I can't support it, even with missions in the core worlds. However: total DPs in a fight are capped at. 1 version was the max skill mod that allowed me to have all skills. 95. 2 days ago · Share this story. And, based on the total amount of bonus XP spent when you hit level 15, you immediately get a bunch of story points back. So for example, if story point option to disband inspection costs 20. This is my final guide in my How to Starsector playlist. json, because this game would be quite brutal and non-entertaining for me if I didn't. Your first colony should be on a good planet. Netting you 1 story point per story told. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits. Instead of officier with missiles specialization should get boost toward accuracy, tracking, less missfires etc. A memory leak in a mod is causing Starsector to crash. Also note that you can roll up to the academy without waiting for the invitation from some rando at a bar. • 1 yr.