– Added support for Bulk Transport (thanks to cman0014) – Updated default values in json (thanks to Satirical)You can find it in starsector-core, -> data, -> config. Consider doing scavenger run. So yeah, your side at default will get 150 points shared between your fleet and any allied fleets + stations. The only Academy mission I know that has a time limit in 0. afaik, bring more ships and have higher leveled officers. . My name is Reese Kitteridge, a former captain in the Hegemony Armed Forces aboard the HGS Mira's Wrath . 5GitHub page. Works when your fleet is over the disengage size limit, but not limited to this; Indicator in combat screen shows progress towards this; Currently set to 40% of enemy fleet or 100 deployment points, whichever is lower; When a fleet that's "too large to disengage" engages an enemy station supported by other fleets:Instructions. Many different things can be salvaged for resources, from debris fields created after battles to ruins on surveyed planets. For me, that game is Starsector, an indie-developed role-playing, arcade-tactical, star-faring, 2D. The inner. What if Story Points just gave you more OP? Fractal Softworks Forum November 03, 2023, 06:41:04 AM. If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. AKA- do things that give you a lot of XP to get story points quickly (fight hard battles). ATM don't wanna use Conquest, i already have a Paragon decked out with. This is my final guide in my How to Starsector playlist. Just a list of all the bar missions (and my ratings) you can find. 1. - class: This points to the script you wrote in Step 1 above. Enjoy actual salvager gameplay! petergustav • 6 mo. starsector-coredataconfigsettings. The_TrashMaster • 4. Modders: This is not a blanket feature. Change the damage modifier from 0. Accidents. Combat endurance on AI core gives +15% readiness, 35% now. 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. 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. Previously in 0. 96 was focused on adding stuff to the game, not modifying existing code, after all. • 3 yr. In the same file you can also change the fleet size from the default 30. 3 Industry List. Not in my settings file. ago. Campaign mode was originally introduced in the 0. 2D RPG/Trade/Fleet Combat Game. automated fleet points are counted separately to combat fleet points, so they don't count to the 240 softcap where the boosts dip So, if you want one autoship that's at 100%, get a Radiant, stick a gamma core in it, then treat as usual That said, I'd like to win you over to sticking an alpha core in it and integrating it for 8 elite skills. By contrast, the carriers don't really get much benefit from having extra mods since the bulk of their power comes from. 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. 2D RPG/Trade/Fleet Combat Game. 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. also dont forgets put missiles like breachers and hullmods like ITU, BRF and integrated PD AI to make the build more efficient. 240 AI ship points means 50% boost up to -50%. Elite Dangerous is all about the one man show (unless you join some online group) and flying is vastly different in the two games. 2 Upkeep 6 Industries. Best use your story points on really expensive hullmods Reinforced bulkheads (30) Heavy armor (40) Hardened shields (25) Integrated targeting unit (25)1). Proof you can make it with this strategy. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. 1. Iirc its max size refinery + story point upgrade + special item (no atmosphere requirement in vanilla) + Alpha core + Admin skill to reach 10 transplutonics. There is also a limit on the total deployment points worth of ships you can deploy simultaneously, which is normally half the battle size chosen in the settings menu, with some variation based on objectives captured and officers present skewing it as far as 60/40 in the favor of the side with more officers (in theory, by taking objectives, a. reduced maneuver by 10%. Phase-class are strong at 1v1 fights, fewer deployment points gets more advantages. 1m experience/sp at level 15. The easiest way to kill them is to get the new ship from alpha site, I won't spoil it if you haven't found it. Click auto in combat. One Tesseract killing the other. Since the start of the closed betas, I've received a number of questions about the possibility of modding support in the game. Limit of 5 kills it. 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). However, note that some story/AI fleets can bypass this cap requirement. Starsector version 0. A row of Tesla charging stations. Hey, so i have an overabundance of Omega weapons, tons of story points, and an Onslaught XIV legion. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. How to escape without using story points. 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. Use the fully-qualified name of your class (ex: data. EVEN if skill has no elite version. Best. These are meant for broader use within the. ago. Handing over planets is really the big one, much faster than commissioning and invading for one faction. It is better to only use 1 or 2 on each colony, so it is better to only have a single industry you really want to "push" on a. 9. Capturing these can be useful to tip the ECM rating balance in the. Factions will wage war against each other and try to conquer their enemies. The code is: )if you are able to locate GUI/UI file, you should be able to change it. Your deployment points you get for a fight are a part of what your fleet in total has (scaling logarithmically I think, so at the beginning its almost your whole fleet). Just a few revenants are enough for you to sneak past. Between abundant (in my opinion) story points and the industry items, I just don't need AI cores anymore. Uniquifying the Factions, Part 1. You will deploy less and less of your fleet as the game goes on. 5/ has miniscule returns (you can literally get more from. Prism freeport is kinda overpriced, the agents are the new black market arms dealers, but they do not use 2x price modifier and using them is completely legal and does not require reputation or comissions, this is how I acquired one Paragon at lvl 1 fully equipped with hull mods and weapons for one million credits, used it to destroy an luddic. 2D RPG/Trade/Fleet Combat Game. Skill points stop, and story points maintain their growth rate. 179 votes, 15 comments. Console commands mod: "addstablepoint". (I guess I should also chime in with the nitpick that the name "Story Points" also confused. A Professional Critique Of Story Points. 86. (That was a bug in -RC3; should be fixed. This is my final guide in my How to Starsector playlist. Too bad I already swiped one from Kazeron (and I plan to steal the. Point them at something and watch it disappear. but energy weapons are fairly weak versus armor in the first place. 2. 96a RC10. 5m experience. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. Re: Increasing deployment points? « Reply #1 on: January 19, 2014, 12:09:49 PM ». r/starsector A chip A close button. Enjoy endless possibilities for customization with Starsector mods, expansions, and more. 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. at Monday, October 12, 2020. And that is the reason story points exist. This is unlikely if 4096m+ of memory is allocated to Java; Starsector should never use that much memory, no matter how many mods are loaded. ago. Ship recovery dialog now shows normal and story point recovery in the same screen. Images. Pick them ALL up but immediately suspend repairs and mothball all but 2. - Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. 2x Points. Story points are basically the ability to make your captain a gigachad temporarily or to obtain certain rare things / do special mods. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. Re: Maximum combat ship recovery cost bonus of skills and increased battle size. The intel page now uses limited slots for contacts and they need to be prepared with reputation before they give out the goodies. 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. Key word being was. 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. This mod adds a developer's console to Starsector that can be summoned with control+backspace. You manage them via the agent tab in the Intel section. So if you learn a Paragon Blueprint and sell a spare you can't use on the Black Market, you'll eventually get Pirate patrols. Colonies were added in version 0. New comments cannot be posted. Is this now naturally possible within 9. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. An alternative to buying story points, is to be able to buy some of the things you can use story points for. Unlike the automated ship construction event that can pop up in research stations (and possibly other. · 11 mo. How to escape without using story. Key word being was. Hypothetical fleet with 20 fully-integrated Alpha Cores says hello. Plus you can use 2 smaller ships, they are strong too if you don't need a capital. Add a Comment. 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. cores are you friends and you can be theirs. "maxShipsInFleet":30, Increase the number of ships you can have before you get hit with the supply penalty. the habitable planet. This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. Until recently, this wasn't a feature that was high on my radar. But when I approach (and make contact with) the primary star, and the outlying one, neither give me the option. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. You can afford to have seven or. 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. Ye, but you can just edit the mod_info. Displays up to 24 ships of each type, gets wider instead of taller "Ship repairs completed" messages will now stack when many repairs finish at around the same time. 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. While technically infinite, getting late game story points is slow (in vanilla) and this will compete with other outlets of story points like colonies and AI inspections. I equip it so I can take 'shortcuts'. The game, in theory, is a good candidate for modding: It's a single-player open-universe space exploration game. This is a Starsector mod that changes the way built-in hull mods work: - You can no longer build in hull mods using story points. You can choose. I. swarmy1 • 2 yr. 96 was focused on adding stuff to the game, not modifying existing code, after all. There are diminishing returns with having multiple. Both of those are. Edit: Fuxed something that bothered me. Salvaging after battles is also a good way to get back some of the supplies/fuel spent. ago. Go to settings and basically increase it so you can field more than before but the mechanics are the same, therefore, so will the enemy. Logged. Removed skills changes. 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. When you give them orders, you put them on. – class: This points to the script you wrote in Step 1 above. And navigate to "baseNumOfficers" and edit that number. For the pirates go and speak with Kanta at Kanta's den. 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. Each ship as loaded out with a plethora of small hybrid turret slots, with varying missile hardpoints, or built in missile tubes designed to. •. 3, you go to a new weird system and fight fleet, get sierra cruiser. 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. r/starsector. Further nerfed Hurricane MIRV cooldown from 10 to 15 seconds (vanilla is 5)The Nexerelin mod is an excellent addition to Starsector, adding 4X mechanics to the game, asteroid mining, diplomacy events and total war between the factions. 9. The skill description explains that pretty well but don't be afraid to to break it. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. However the custom production should not exceed the limit, and if it does it can take multiple months to complete. 0. I've grown fond of this combat ring/star type of abomination. (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. There you can spend 1 story point, 1 million credits, 1000 lobsters, or a high/very high contact to make a deal with the pirate queen to stop the raids on your colonies. Comment removed by moderator · 11 mo. 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. And there you have all you need to. Cruiser ship tier list - 0. I searched but Didn't find any mod like this. Modders: This is not a blanket feature. Keep in mind the longer you wait for a Luddic Path/Pirate station, the stronger they get. Step8: go there and use a distress signal while inside of the system. With lvl 8 officer that doesn't count towards the limits?! Sign me up. At level 15 it takes 550k to get a story point, at level 40 it's 1m. It only costs 2 DP to deploy and was recently given enough OP to slap an Operations Center(+100% Command point generation if on flagship) on it. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. Thank you. Manage as many officers as you'd like. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. If it was sufficiently Colonies are player-owned settlements on planets within the sector. 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. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. At max level (15), the player will also continue gaining story points at the same rate. azrehhelas • 5 mo. phase ships with no weapons are basically the fast attack submarines of starsector, good for harrassing a large ship into engaging the phase ship leaving it open for an attack from a more powerful ship. The story of Starsector is a bit complex and a bit vague. Maku_GJ. It's in the settings at Line 615. Additionally I found in the settings that you can change the maximum and minimum size of the "Battle Size" slider. By level 15 you will have gotten the maximum amount of skill points to use but will have gotten 50 story points and any further level ups will just grant you more story points, so you will never run out of them permanently as. thewizord. . 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. 5. (edit: also, Starsector has an actual story now. "campaignSpeedupMult":2, Increasing the number to X will make the game move X times as fast when you press shift on the map screen. Your second system is best -- several habitable worlds, barren world for Industry, etc. However: total DPs in a fight are capped at. 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. 12 Cycles a Prisoner (or how I captured 2 VIPs and forgot them for 12 years) Memoirs of a Hegemony Captain. 1 will cause your fleet to suffer 10% more damage. 1. I'm running with 60 ships fleet limit, 800 DP max battle size limit, a mod to throttle engine graphics and running Starsector on Java 8. Another reason to spread is that the story point cost for improvement explode. Swarming the remaining stage 1 Tesseract. The limits yes, but the per-frigate stuff is insanely good, and the +2 officer is ABSOLUTELY A MUST this patch because deployments point allocation is now based on officers (not your total ships DP) and the AI fleets in the lategame ALWAYS have more officers than your cap pretty much, which means you will usually be fighting 40% vs 60% which is. The enemy will have less deployment points than you which means they will have less ships to fight you at a time. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. 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. Cleveland is giving away 18. Normal officers have "Make skills elite" button that costs story point. most games have modifiable UIs. (500) 2. You can also give them donations of credits, which improves the rarity and number of blueprints for sale when you visit. These are meant for broader use within the. The. Gamma: -1 Demands Beta: -1 Demands & -25% Upkeep Alpha: -1 Demands, -25% Upkeep, and unique Improvements Improvements can also be done either by spending story points which is permanent which also. By measuring sprint velocity – the average number of completed points during previous sprints – and using that number as a limit for the next sprint,. Special mods, Colony upgrades, asking the Story Teller to give you coordinates to ceartain places with rare stuff, using them together with an Alpha core to make an orbital. It used to be called Starfarer. but an option could be to spend vast sums of story points to unlock a limited number of additional skill. Low-tech ships need a certain number of gunboats to keep pushing. Some hulls even have special mods unique to them. marines and/or story points to generate some extra alternative to some of them) and early levelling seems kind of shockingly quick - I got to level 5, a third of the new level cap, in. Go into the game's config file and find the settings for "Easy" mode. 9. 95 threats do not appear till the colony reaches size 4. Starpocalypse is basically a hardmode filter, makes the early game harder and boring tbh, if the jump/progression between civilian grade and military grade in vanilla was any good, it would be better. g. Hence, i decided to write this little guide to show any new players the basic guidelines to get started with the game. And then the ai droneships since they have nice roles in a fleet. 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. Alternate "Fast" version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. 1. Quote from: SCC on April 17, 2021, 06:18:27. Author Topic: Starsector 0. How to escape without using story points. System and hyperspace screens tend to be around 45-60. Some hullmods are built into ship hulls and cannot be removed. This video showcases my fleet that I use for general purposes. While Heavy Ballistic Integration helps keep the cost low, this consequently limits how many hullmods it can equip, unless a Story point is used, or its weapon loadout is compromised. that what majority players wrong, you need to downgrade your weapons to make enforcer useful. Agent can help you increase/decrease relationship between factions (yours or others). Apogee fit. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. Point being, you get more of them than you get skill points, so they keep things flowing between level-ups. You can modify the minimum, default and max deployment points allowed in a battle. Go around them if you can't handle the damage. 95a (Released) Patch Notes (Read 568449 times) Arcagnello. You need an alpha core. FYI Solar shielding mod also limits damage from storms. zeonlight78. These points should be used to. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. Now go back out and do a CTRL + Z or whatever is the sensor cheat in dev mode. I need to heat my house and I like the massive brawls. 7 points off turnovers per night, which ranks bottom-10 in the NBA in that department. Some time later, I ended up with a total revamp of the ground-raid system. Now Fleet Points are just an internal metric to rate a ships “power” on the battlefield in auto-resolve and generate AI fleets. For real though, best way to deal with Hostile Activity is to just ignore it completely. 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. json, because this game would be quite brutal and non-entertaining for me if I didn't. The second stable point does cost SP though. 2D RPG/Trade/Fleet Combat Game. Perhaps I am wrong, but there isn't a limit on the salvage bonus so they're multiplicative. Wouldn’t it be funny if there was a chance that some of your. The player can move the ship by clicking on a target or a destination. Can only be installed on worlds that are not gas giants, do not have the "extreme weather" condition, and do not have the "extreme tectonic activity" condition. In starsector, ballistic and energy pd have different rolls. 95. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. but assume that'd cost a lot of story points to utilize. Allows for crafting of special items (like nanoforges) using Domain-era artifacts. The notes here regarding methods are directly cribbed from code comments in HullModEffect (v0. The Automated Ships skill gives +100% max CR to automated ships in your fleet so long as you are at or below 30 automated ship points, which are the sum total of the DP cost of all automated ships in your fleet. Try flying into the center of a sun. json; lines 53 and 63. Basic maintenance (standard) is 70%, meaning up to 20%. Arthur_The_Ok • All hail the [SPACE DORITOS] • 9 mo. 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. 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. Now you have two options! Keep that in mind that exp require for after level 40 is massive. Fleets belonging to factions will also patrol the cosmos. There is no limit to colonies if you are brave enough not a luddite. Mechared. Removed soft fleet size limit. 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. Zero. Change XP costs to be based on default deployment point values rather than modified ones;. 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. AdvancedGunneryControl - Allows you to customize how your weapon groups behave on auto-fire, with various modes. Here, you can afford to send a destroyer and some frigates to capture a point. Lets you have as many officers on the bench as you want. s-mods with hull restoration are +5% each, so 10%, 15% it you take the leadership tree, 65%. bonus points if you ditch the drugs in a nearby asteroid belt on occasion so you dont get scanned by the space police. 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. And I'm taking this information straight from Nex's code. Logged Chairman Suryasari. Special mods, Colony upgrades, asking the Story Teller to give you coordinates to ceartain places with rare stuff, using them together with an Alpha core to make an orbital bombardment to a star to create another stable point are some of the best uses for them, imo. 8a. console. Besides that, Doom works great at killing aspects with mine strike. help. No change to the cost. 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 developI liked armor tanking in 0. Should have stable points for stability bonus. Ye, but you can just edit the mod_info. Hotfix: 0. In the vanilla game, AI officers increase the "automated ship points" of the ship they're attached to, and to me it doesn't make sense. Then start a new game with Easy difficulty. Installed in farming. Orbital bombardments are useful if you want to kill everyone fast once you reached the endgame with super fleets and colonies making nearly millions per month. I’d started out trying to add a story point option that would, to quote my TODO list, “make ground raids more of an early-game activity the player can engage in”. ago. New patch is the perfect time to drop in, welcome to the community. Collecting salvage is one way to make credits in Starsector, by cutting up unwilling or indifferent things into little pieces to be sold. ago. How does the math work for deployment point limits? I have read every single in-game label and menu, I have read through the entire starsector wiki, and I can't find the. No the limit is 15 and to my knowledge the max level. level 1. Now what I would expect vanilla to do (and it doesn't) is when I make a skill elite on a normal officer. It doesn't matter if there's an overloaded capital ship that could be killed in the next volley, it will stop shooting if there's even the tiniest shuttle passing by. On paper, it's supposed to be something you can use for some unique interactions and building in hullmods to be permanent hullmods to make specializing ships even better. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. Story points are funny. Hire new officers regardless of how many are currently under your command. - Civilian ships gain a set percentage of all XP gained at the end of a battle. TallGiraffe117 • 2 yr. I've messed with it myself and it seems to support numbers at least up to 6 (which is probably as many as you'll ever need on one colony anyway) but I dunno if there's any problems going higher than that. 95a. 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. ago. MlemandPurrs • 2 yr. Interesting side note; 1 Salvage Rig + 5 Shepherds offers the same salvage bonus as 3 Salvage Rigs, due to how the diminishing returns work. You've got to the end of the main quest. I have loved Starsector ever since I bought it (long before it changed it's name) and come back every year to play it. 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. Reverted ship changes. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when creating their commander. Current WIP mod to bring the Expanse's free navy into starsector. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. 9. After max level, it costs twice this, or 10m experience, to get 4 story points, likely spaced at 1 per 2. And speaking of salvage, everything needs a story point. A lot of mods add a quest for some ship or another; Sunrider for example is basically about doing the involved quest to get the titular ship. 9a. Re: Deployment points. Mechared.