Starsector story points limit. but energy weapons are fairly weak versus armor in the first place. Starsector story points limit

 
 but energy weapons are fairly weak versus armor in the first placeStarsector story points limit  Manage more officers

However. 95a. There's a chart floating around that shows you how to not pather cells on your worlds, you may find it useful. Bounty hunting makes getting XP fast. Hi! I know I'm late to the party, just got Starsector for my self a while back, and was oogling about to learn about things when I came across the blog post for the new skill system, and wanted to throw my voice out into the choir. 1. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. Get one Sunder and use story point to put safety overrides on it. This maintains an almost identical rate of. As long as there are not too many fighters it runs at 20 fps+ at max deployment. My name is Reese Kitteridge, a former captain in the Hegemony Armed Forces aboard the HGS Mira's Wrath . 95 is the VIP transport mission. Removed soft fleet size limit. Hello! Been playing this game for quite awhile, wanted to try and do a run of sorts whereby I use only/ Majoirty redacted ships, however of course, there is that 120 point limit to the amount of redacted ships you can field without CR penalties. Wouldn’t it be funny if there was a chance that some of your. So you can literally order 1 day before the end month is over and it would be ready on the 1st of the next month. You get to right-click on them in your inventory to learn them. 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. The OnlyCleanRecovery fraction will then limit your maximum number of recoverable ships to 24 if you set it to 1. - d-mods should get complete overhaul. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. json. TallGiraffe117 • 2 yr. 4X game features in Starsector. 5. - class: This points to the script you wrote in Step 1 above. You can edit the level cap in the config file without needing a mod by going to Starsector -> starsector-core -> data -> config, and find the settings file. list ships. Key word being was. Do check if you have enough space, especially. 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. There is a mod that raises the level cap while also ensuring the grind isn't too bad, though. I don't like having to choose and miss out on things. (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. Ship recovery dialog now shows normal and story point recovery in the same screen. Increases the production of farming by 2. They can be scuttled for the same resources as a more expensive frigate. Normal officers have "Make skills elite" button that costs story point. In a universe that had two devastating wars against AIs so dangerous, the Hegemony is trying to wipe out even mentions of them, you're asking for the Luddites to be a popcorn villain. The hull mod I most frequently build in is the drive field one because it takes so much OP. This is my final guide in my How to Starsector playlist. Still not easy. In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. The percentage of bonus xp that you gain from using a story point is a percentage of the xp cost of a point. Starsector > Mods > [0. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. the story point are kinda op for this current update, I hope they make the story point related like recovery for certain ship or adding permanent hull mod more expensive so you need more think and planing before using themIntroduction. 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). So the intel contacts would be the harder missions while the story and other quests spawn in bars. - Reformatted backcompatibility settings and added them to modSettings. It provides a good work flow as i feel like always chexking the bar each world. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. But 5 Shepherds alone offer much less bonus than 2 Salvage Rigs do, because the diminishing returns calculation puts things into terms of your largest single Salvage Gantry bonus. No change to the cost. json file. Some things about story points are not that well balanced though, like finding unrecoverable paragon on day 10, spending only 1 story point to recover it with magic, and somehow getting it in mint condition without a single d-mod. Once the bugs with Pather Interest get fixed, this will more or less be your only planet that. so its probably in the core game files in the java files somewhere. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. Flux from the shield, spawning mines, and using fighters only affect the center modules flux. [deleted] • 5 yr. Removed extra crew bonus. Yeah, I already begun playing and the writing on the story missions is quite good. This video showcases my fleet that I use for general purposes. They are unlocked by spending Skill Points, which are earned upon leveling up, up to a maximum of 15 for the player and from 5 to 7 for officers. Once you right click on the Janus Device you'll be able to , but that's the end of the story for now. 91, with a few key differences. Holding fire, keeping shields down, and regrouping fighters will give you the 0 flux. Interestingly, those start equal to the current deployment points for frigates, but scale less with bigger ships making a capital ship only worth 4-5 frigates in auto-resolve despite 10 times the deployment cost. Edit: or as venivedivici says, simply increase skills per level (doubling for 30/40 skills, for example). You can change battle size in option, ranging from 200 to 500, which can be edited in the game file settings. The next update will add strong narrative RPG elements to Starsector, among other things. 1 Hazard Rating 2. 5 or do I still have to mod this? I find story points are amazing to give non-combat ships 4 or 5 logistics mods. 1. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. Starsector > General Discussion >. Max deployment points can be changed in the settings up to 500 so if you have the bigger fleet you get 300 deployment points to play with. just edit pt or sp to the amount you want, no need to ever add. 0 – 2021-10-12. Your second system is best -- several habitable worlds, barren world for Industry, etc. 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. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. The. Allow playing in easy mode to earn more points per level, for example, additional skill point every other level. Never sell Blueprints in any circumstance. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. 239. For me, that game is Starsector, an indie-developed role-playing, arcade-tactical, star-faring, 2D. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. . Or just get industrial evolution mod that lets you build com relays on planet, so you only need 2. The most important feature though is that it allows you to put permanent mods on your ships. Nex turn Starsector into an actual 4x game and most faction mods need it to work. I used to stick an Alpha core on everything. The most important feature though is that it allows you to put permanent mods on your ships. You can find the menu you are looking for when you go into any colony. - tags: Used with the 'help' command to find specific commands easier. 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. You can keep all of them and imho you need to. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. Make sure you’re doing it from the colony management screen. It's literally in the console command mod. After getting most or all of the blueprints, he started offering colony items for four story points each. 5m experience. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. Name. I've grown fond of this combat ring/star type of abomination. The built-in "Automated Ships" hullmod that all Remnant ships have reduces max CR by 100%, so now you're at -30%. So while setup is complex and requires a lot of skill points to work - it does work amazing. So at 2000 max cargo or less you get a 50% cargo bonus, but at 4000 cargo, which is double the limit, you'll only get half that bonus, so it'll give you 25%. Green: Shielded. 2. help list. 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. So you'll also need to use a gamma core on planets you install the coronal tap in. Doing hard bounties with minimal losses can get you around 70% of a story point per fight, and S-modding ships gives you 50% bonus XP. 3, you go to a new weird system and fight fleet, get sierra cruiser. In "starsector-coredataconfigsettings. Doesn't affect maintenance or recovery costs. The question that interests me the most is: Have you played SS on the same laptop some years back and has performance been very different then? Because as the game grows it seems requirements grow with it. You don't need most of your fleet at this point. Manage as many officers as you'd like. Point being, you get more of them than you get skill points, so they keep things flowing between level-ups. exelerin_config. Think of what good $300 million could do for humanity. If you haven't yet reached the max allowed number of regular officers, it's probably not worth it. Cruisers killing smaller Tesseracts. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. zekromNLR • 5 mo. Crashes are also sometimes caused by degrading performance over time, switching to java 8 fixes this problem (there are apparently some risks but i haven't had any problems with it), the performance increase is well worth it anyhow. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. 3 Level of 1 industry skill reduces the negative impact of D-mods. Remnant ships are simply super DP effective and punch way above their weight class. 0. _mortache • Ludd is Omega • 6 mo. Fractal Softworks' Starsector is a game with a lot of potential. 125 votes, 45 comments. With these skills (and usual reduce of deployment cost appied by D-mods) it makes relaying on low-quality ships viable with. In the file will be a line called "playerMaxLevel" which you can edit to whatever, also under that line will be the settings for how many skill and story points you get per. Writing Starsector. Ye, but you can just edit the mod_info. but that's a story for another day. Hey, so i have an overabundance of Omega weapons, tons of story points, and an Onslaught XIV legion. that what majority players wrong, you need to downgrade your weapons to make enforcer useful. 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. The actual size of the ships you have counts towards this (ie. Lybederium • 2 yr. The developers also claim inspiration from other classic titles such as MechWarrior and Master of Orion II . Regardless, you can gain infinitely many, this only influences how fast. I don't remember if Atlas can get enough points to install both ADF and efficiency overhaul, probably has to use militarized subsystems instead. 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. Enjoy actual salvager gameplay! petergustav • 6 mo. New patch is the perfect time to drop in, welcome to the community. If you go into the settings. 2D RPG/Trade/Fleet Combat Game. ago. How to escape without using story. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. Logged. Another reason to spread is that the story point cost for improvement explode. 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. – class: This points to the script you wrote in Step 1 above. Many different things can be salvaged for resources, from debris fields created after battles to ruins on surveyed planets. aaronrizz • 4 mo. The design is already fairly data-driven. Story points are basically the ability to make your captain a gigachad temporarily or to obtain certain rare things / do special mods. You can afford to have seven or. Check the forum. So an action that gives 50% bonus xp will give you 500k, and one that gives 100% will give you an. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. At least for me this is usually not an issue in the mid-game/late-game. The_TrashMaster • 4. . Skills are permanent bonuses or activated abilities acquired by the player and officers. 2 Upkeep 6 Industries. zeonlight78. This is especially true for capital class ships with a lot of weapon slots. Main menu missions are short tactical battles between pre-defined fleets that are accessed from the Missions. But I'm finding that I don't use AI cores on industries anymore. After that. An alternative to buying story points, is to be able to buy some of the things you can use story points for. . Yes, search for: "maxIndustries": [1,1,1,2,3,3,4,4,4,4], in settings. 1a: 35 days. Factions will wage war against each other and try to conquer their enemies. This game is in no way similar to Elite Dangerous. High tech (outside of Ziggy) is cheaper than low tech actually. You just type in 'stormgod' with proper capitalisation. While the commands themselves aren't case sensitive, arguments are. swarmy1 • 2 yr. An in-progress blog post is available at dev blog post. Get app. 2D RPG/Trade/Fleet Combat Game. You manage them via the agent tab in the Intel section. Thing is, my campaign is pretty advanced already, and I do understand most of the mechanichs, but the one thing I do not get at all is deployment points. 1. ago. Reverted ship changes. This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. (edit: also, Starsector has an actual story now. At level 15 xp gain is locked in. you cant they are part of hyperspace, going around ie the black zones is best. 95. And before anyone tries to comment that I need to capture the points that appear in an. Premium. Compared to regular officers, they do not count towards your maximum officer limit, which means you can theoretically have as many of them as you wish in addition to your regular officers. 51K subscribers in the starsector community. Personal tweak of two vanilla skills, Helmsmanship and Automated Ships, first one have Zero Flux Bonus from 091, and Automated Ships have removed limit, and they are now tweakable, like in Quality Captains, like its possible to enable and configure Automated Ship limit, or turn on vanilla 095a Zero Flux Bonus. Are you getting any story points when leveling? Story point experience is tracked strangely so if you lowered your character's level to get more. 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. battlecruisers contributing more than frigates) I think there’s a total of like 400 deployment points for every battle, allocated between both fleets. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. 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. Already possessing a massive amount of armor, the addition is hampered by the Ablative Armor hullmod, adding only a tenth of its. Also an important bit of Story Points is you can recover it when you consume it. Cruiser ship tier list - 0. Netting you 1 story point per story told. Atlas does. Currently in development, the game borrows many elements from nostalgic space sims such as Star Control I and II. Systems with yellow/orange stars, with moons orbiting a gas giant are ideal as it keeps the planets close together for common defence. You can (and should) set the AI's officer limit to match this. Other mods can add their own console commands or override base commands; instructions for adding custom commands can. Alliances offer mutual assistance in times of war. But without an official announcement of a release nobody can really say. 2D RPG/Trade/Fleet Combat Game. No the limit is 15 and to my knowledge the max level. I really can't see how it's "garbage". Current WIP mod to bring the Expanse's free navy into starsector. the habitable planet. - class: This points to the script you wrote in Step 1 above. In starsector, ballistic and energy pd have different rolls. My standard explore fleet at end of ironman game was 4 tempests 2 Shrike 1 medusa 1 Fury ! aurora 1 apogee 1 odyssey 2 colossus 1 Phaeton tempests has hardsubs and shields s mods Most things had hard shields smods All the extended racks were built into the. If it took longer to get to that point, it might be something like the number of entities in the game. jpg. Two out of 5 planets in the system have decivilized subpopulations, so its. ) It basically puts you to a higher "tier" of salvage bonus. Before I begin, let me be a little transparent; I'm going to be very wordy, and very opinionated. 1 version was the max skill mod that allowed me to have all skills. 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. (Starsector 0. For a shitty looking space game that will almost certainly never come out or have any possibility of living up to its hype in the microscopic chance that it does. shadenight123 • 2 yr. 50K subscribers in the starsector community. Deployment points are awarded based on fleet size, with the larger fleet getting more. It works the same as many of the other capped skills like Crew Training, Tactical Drills, or Carrier Group where the bonus scales past a certain limit. You'd need a whole mod to change the price per hullmod and I don't know of one. This class can be a loose script or inside a jar, the console will work with both. With lvl 8 officer that doesn't count towards the limits?! Sign me up. Story points are a player-exclusive quasi-resource used for various purposes in the game. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. Currently that planet makes 544k a month, with access rating of 234% My total income is past a million a month. (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. The story of Starsector is a bit complex and a bit vague. Modders: This is not a blanket feature. (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. Posted November 27, 2019 by Alex in Development. So it might say you can deploy 300 points of ships and they can deploy 200 points of ships if you have numerical superiority with a point. Get accessibility as high as you can, it's worth spending story points to upgrade in my opinion. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. I need to heat my house and I like the massive brawls. tbh I think the closest thing to passive SP generation might be to just use console commands to periodically cheat them in. Just look at that number: $300,000,000. Summary:Ship recovery dialog now shows normal and story point recovery in the same screen. k1llerk1ng. Campaign mode was originally introduced in the 0. Once in the game, you can summon the console with control+backspace and enter your commands. Derelict ships and ships disabled or destroyed in battle can be recovered to gain a usable but damaged ship. Starsector provides examples of: Absent Aliens: Humanity is the only known sapient organic species and the only suggestion that this even might not be the case is a bit of in. Some hullmods are built into ship hulls and cannot be removed. Iirc its max size refinery + story point upgrade + special item (no atmosphere requirement in vanilla) + Alpha core + Admin skill to reach 10 transplutonics. Humanity was ruled by the Domain, which controlled multiple galaxies. 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. For the pirates go and speak with Kanta at Kanta's den. You can change the base limit in the settings file. ago. Base max CR is 70%. Here, you can afford to send a destroyer and some frigates to capture a point. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits. Period. And then the ai droneships since they have nice roles in a fleet. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. 3 supply units. The deduction. AxtheCool • 2 yr. 2x Points. Deployment points are awarded based on fleet size, with the larger fleet getting more. Previously in 0. Should have stable points for stability bonus. I rather use a mod that balances it somehwhat by making you pay more for each subsequent point until it's unfeasible to pay. ago. 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. So it might say you can deploy 300 points of ships and they can deploy 200 points of ships if you have numerical superiority with a point. AxtheCool • 4 yr. Locked post. Logged Chairman Suryasari. You've got to the end of the main quest. aieght, so listen up, you can modify the settings in the game files to extend the max amount of battle points available, so you need notebook++ to open up the file, heres the folder hierarchy: starsector>starsector-core>data>config>settings. A couple weeks ago I mentioned that I was happy to answer random questions about my game dev practice (offer still stands!), and in the following discussion I said something about having cut a bunch of text from “the anarchist art collective” portion of the Starsector missions. 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. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. everything else is still accurate. The story of Starsector is a bit complex and a bit vague. 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. The bars have some nice easy quests. It's easy to make up a reason why SO can't be built in. 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. Go to starsector r/starsector. 0. The player gains story points with XP, with four points gained over the course of reaching the next level. Just a list of all the bar missions (and my ratings) you can find. legion_xiv is not too hard, but other. . Note that you shouldn't assign more than 8G otherwise the game engine will choke on trying to manage it and slow down. Im pretty sure it doesn't cost SP at all. Pretty much. A Beginners Guide on how Colonies Work. 1. Basically, as soon there are more than 4-5 ships on the screen, my fps drops to about 30. 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. ago. The only comparable imo is avorion. Phase-class are strong at 1v1 fights, fewer deployment points gets more advantages. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. battlecruisers contributing more than frigates) I think there’s a total of like 400 deployment points for every battle, allocated between both fleets. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. Ballistic is shorter ranged and inaccurate, but throws numbers at the target. ago. ago. 1. Too slow and too big a profile. However: total DPs in a fight are capped at. Try “Slightly better tech mining” mod, you can remove decay with story points and it no longer gives useless resources, but the value of excavated stuff is the same. DP base on ships size : make DP base ships will make any other class obsolete, it will defeat the reason to keep cruiser destroyer or frigates on the fleet The number used here is one without additional skills that give you more officers. you can edit your save file and add blueprints. Console commands mod: "addstablepoint". High tech (outside of Ziggy) is cheaper than low tech actually. Starsector (formerly . 1. System and hyperspace screens tend to be around 45-60. So the experience for level 15 in RC9 is 5m, and you get 4 story points on the journey towards hitting it. However, note that some story/AI fleets can bypass this cap requirement. 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. In your screenshot you can see that the station has all 3 "bays" attached and active on it, which makes it much harder than if you had attacked it as soon as it spawned/the pather in your colony bar popped up (in where it would only have 1 bay out of 3 aka 33% of the firing. All you should need is a text editor like notepad. 1 / 2. Limit of 5 kills it. 95 threats do not appear till the colony reaches size 4. 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. Overhauls the officer selection dialog, adding additional features: Upon interacting with another fleet, displays that fleet's commander's combat skills, including fleet-wide skills. 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. As the title implies, I've gotten tired of fighting. json. Many thanks. commands. Example). Change the damage modifier from 0. The only thing Starsector would benefit from releasing on steam would be even bigger mods. For example I would never normally use an atlas. Starsector provides examples of: Absent Aliens: Humanity is the only known sapient organic species and the only suggestion that this even might not be the case is a bit of in-universe speculation in the Onslaught's codex entry suggesting that some people believe the Onslaught was created to defeat some now-forgotten alien threat. 75 to whatever you want, like 1. Just a note though - while initial quests are fairly easy (and repeatable) the actual story driven ones later on require in some spots an actually strong fleet (as in - a capital ship or two would be very recommended). If you are new, some pointers on colonial management: Get some skills. Author Topic: Starsector 0. Programming wise this should be relatively easy quick fix while making player "know" what they're up to. Besides that, Doom works great at killing aspects with mine strike. also dont forgets put missiles like breachers and hullmods like ITU, BRF and integrated PD AI to make the build more efficient. Click on the star. Re: how to get story points. 2 days ago · Share this story. The skill system – the one in the currently released version, 0.