ago. At level 15 xp gain is locked in. 1 version was the max skill mod that allowed me to have all skills. Change XP costs to be based on default deployment point values rather than modified ones;. Hmm, maybe I just need to try it. heavy armor. Deployment points are awarded based on fleet size, with the larger fleet getting more. 45K subscribers in the starsector community. 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). The OnlyCleanRecovery fraction will then limit your maximum number of recoverable ships to 24 if you set it to 1. So at max level, where each level is 4 million xp and you get a total of 4 story points over that period, the % is of 1 million bonus xp. 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. Default is 8% of base DP per additional S-mod. ago. Salvaging after battles is also a good way to get back some of the supplies/fuel spent. I have had that mod once but it gave me so much rare stuff it was insane. 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. Click on the star. I have the maximum 10 lvl 5-7, but the enemy often has 20+ officers. Costs 20 points. 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. Premium. Go to starsector r/starsector. – Updated skills compatibility and default starting numbers for 0. Currently that planet makes 544k a month, with access rating of 234% My total income is past a million a month. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. I recommend using a mod manager like SMOL or MOSS. AdvancedGunneryControl - Allows you to customize how your weapon groups behave on auto-fire, with various modes. 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. AKA- do things that give you a lot of XP to get story points quickly (fight hard battles). ago. You can find the menu you are looking for when you go into any colony. A size 3 colony will allow one industry improvement. 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. "maxShipsInFleet":30, Increase the number of ships you can have before you get hit with the supply penalty. You just open the zip folder and keep going until you see and excel document labeled commands. afaik, bring more ships and have higher leveled officers. 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). Larger colonies get more build slots, up to four slots at colony size 6. ago. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. json of a given mod to make it compatible with the current version. - Civilian ships gain a set percentage of all XP gained at the end of a battle. Current WIP mod to bring the Expanse's free navy into starsector. 0 - 2022-01-02. 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. 96 was focused on adding stuff to the game, not modifying existing code, after all. 9a. A Radiant with an Alpha Core is the Destroyer of. 95. Features: 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. Increases the production of farming by 2. 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. I didnt over do it, i never built in more than was necessary for my builds i used to have in 91. Keep in mind the longer you wait for a Luddic Path/Pirate station, the stronger they get. ago. 4/ has no "dramatically" higher chance of finding things on the first mining. 1. . 240 AI ship points means 50% boost up to -50%. Writing Starsector 2: Westernesse Boondoggle. Factions will wage war against each other and try to conquer their enemies. 1] Slightly Better Tech-Mining. commands. After that. Yeah, I already begun playing and the writing on the story missions is quite good. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. 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. bonus points if you ditch the drugs in a nearby asteroid belt on occasion so you dont get scanned by the space police. help list. 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. Im pretty sure it doesn't cost SP at all. The_TrashMaster • 4. These are meant for broader use within the. Non-existent Rule 5: You can approach the sun using emergency burn to add a stable location in star system of your choice. Raiding for Fun and Profit. 95 for a while and I got decent colonies going, pop 6 and all that. Modders: This is not a blanket feature. It provides a good work flow as i feel like always chexking the bar each world. How to escape without using story points. 4. 60-100+ enemy ships, even if you have a very good personal ship, the skills to abuse it, and a high enough deployment limit to field your. Soil nanites. 1a] Everything Recoverable (v1. Enjoy actual salvager gameplay! petergustav • 6 mo. They can be scuttled for the same resources as a more expensive frigate. Hotfix: 0. For the pirates go and speak with Kanta at Kanta's den. Read the post, that's what it's implying. Increases colony accessibility by 30 percentage points. Akin to a Cryosleeper or a Coronal Hypershunt, it is located in a fixed location somewhere in the system. Player fleet able to interact with objects immediately after battle, i. jpg. Crew training grants 15% unless you start spamming capitals, 50%. if you have only phase ships in your fleet your fleet become almost unspotable and can smuggle into even major worlds. aaronrizz • 4 mo. Pretty lightweight deployment-wise for an excellent boost in command, just fly yourself to a far off corner and watch the battle. Open menu Open navigation Go to Reddit Home. 75 to whatever you want, like 1. 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. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at. Pretty much. Oh, and I added the mod that exposes the variables for the skills that. Low-tech ships need a certain number of gunboats to keep pushing. Ballistic is shorter ranged and inaccurate, but throws numbers at the target. So an action that gives 50% bonus xp will give you 500k, and one that gives 100% will give you an. But I'm finding that I don't use AI cores on industries anymore. You can spend story points to increase the S-Mod limit for a ship. The code is: )if you are able to locate GUI/UI file, you should be able to change it. Author Topic: Starsector 0. « Reply #1 on: April 27, 2016, 09:26:37 PM ». 9 burn is the minimum I'll allow for my ships, so if I have to burn a story point to go zoom zoom, that's what I'll do. 2D RPG/Trade/Fleet Combat Game. "Battle size" in the in-game settings tab. Try flying into the center of a sun. 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. From my experience running the game on a 3600x it doesn't get too bad until endgame, where it drops off to 30, maybe 20 if there's a lot of fighters, which tbh on the combat side I find good enough, but if you want smooth 1k battle sizes in starsector no pc is gonna work lol, that's just java being java. « Reply #1 on: December 14, 2022, 03:06:12 PM ». 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. 2 Upkeep 6 Industries. This video showcases my fleet that I use for general purposes. 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. 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. Make expensive sure but not story point expensive. 5 Alpha preview. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. story points. ago. It's awesome; I'm not bashing it at all, but I would like to talk about that last bit - the war bit. If you are old enough to remember. The most valuable applications for story points are eliting your skills (you should elite every combat skill you plan on using, which means you should be eliting every combat skill you take, which will be somewhere between 4-7 depending on your build) building hull mods into your ships (1 point per hull mod, can't be recovered, 2 -3 per ship. 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. Mechanically, they're not terribly complicated (though I do like how you can use eg. (500) 2. Skills are permanent bonuses or activated abilities acquired by the player and officers. 2. but an option could be to spend vast sums of story points to unlock a limited number of additional skill. if the AI fleets would stop spending their "over limit strength" that lets them deploy more than 10 officers and spend it on integrated hullmods instead, making their fleet power more CONCENTRATED and FULLY DEPLOYABLE,. That also includes the trash bricks you fight when poking old Domain stuff. Put it in the mods folder and make sure it's tagged in Starsector's launcher. you could use the AdjustableSkillTresholds mod to remove the tiny limit on AI ships and set it to like, 9999DP or something. hey, I didn't see a lot of guides explaining how colonies work in conjunction, so I tried to make a straightforward guide that explains it. cores are you friends and you can be theirs. You can (and should) set the AI's officer limit to match this. New comments cannot be posted. . ago. That's how Starsector got started, too - nights and weekends, and all that. You get to right-click on them in your inventory to learn them. If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. The fleet limit is the real sucky thing, it kneecaps small ship focused strategies. 3, you go to a new weird system and fight fleet, get sierra cruiser. Basically, as soon there are more than 4-5 ships on the screen, my fps drops to about 30. 0. Custom production limits increased to 100 units, regardless of ship/weapon size- Fixed Armada Doctrine deployment point calculations not being treated as floats. Small bit of rep grinding and then you get straight into the story quests. Nex turn Starsector into an actual 4x game and most faction mods need it to work. The player can move the ship by clicking on a target or a destination. Do check if you have enough space, especially. Those with d-mods should be recoverable, but story points reduce the number of d-mods (essentially giving you the option to recover in better shape or, immediately post recovery, spend a story point to reduce the d-mods). Fleet upkeep of 3. Logged. . i was playing the academy missions, found em by accident. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. Sometimes I get 120, sometimes 80, mostly it's 89. And navigate to "baseNumOfficers" and edit that number. The only Academy mission I know that has a time limit in 0. I equip it so I can take 'shortcuts'. Tried that. 9. An in-progress blog post is available at dev blog post. Positioning inbetween. Edit: Fuxed something that bothered me. Change the numbers at the end of the lines to what you want. " "maxIndustries": [1,1,1,2,3,3,4,4,4,4], ". Mods to. Your first colony should be on a good planet. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. If the activity says +X% experience bonus, that means using the story point will generate enough XP for free to generate X% of a new story point. 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. 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. tbh I think the closest thing to passive SP generation might be to just use console commands to periodically cheat them in. When you go into the Map tab, turn on the Exploration tab which will bring up the brackets next to all the stars on the map which are empty if the system is unexplored. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. After getting most or all of the blueprints, he started offering colony items for four story points each. It's a solid shield shredder at a good price. 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. Now what I would expect vanilla to do (and it doesn't) is when I make a skill elite on a normal officer. Console commands mod: "addstablepoint". 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. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when creating their commander. Get accessibility as high as you can, it's worth spending story points to upgrade in my opinion. 51K subscribers in the starsector community. json, you can modify the colony stats there (assuming you play without mods that override these values), and set the maximum colony amount to something different (any. Starsector (formerly . With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. It used to be called Starfarer. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. Battle size, fleet size, number of officers (obviously, only if your computer can handle it) for epic battles. The actual size of the ships you have counts towards this (ie. 2x Points. At the same time, there aren't many good things to spend them early on. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. Logged Chairman Suryasari. It used to be called Starfarer. go to hybrasil buy 1500 units of drugs spread the love to the folk of the system. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. 95a. Consider the extra story points used in this method as the cost, since you s mods are sort of supposed to be final. March 22nd, 2012 at 1:05 pm by Alex. - Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. Red: Powered. console. . json of a given mod to make it compatible with the current version. The story of Starsector is a bit complex and a bit vague. Removed skills changes. Perhaps I am wrong, but there isn't a limit on the salvage bonus so they're multiplicative. And I'm taking this information straight from Nex's code. Deployment points are awarded based on fleet size, with the larger fleet getting more. I eventually use the story points and exp to put Augmented Drives on anything with 7 or less Burn, so I get 18 base with Sustained Burn on, 20 in my systems where I cam build a Nav Buoy. Start a new game and choose the quick start option with the "dev" label so you get in fast. 4, you find cryosleeper and kill. At the end of the day, these are a resource which not intended to scale exponentially with stage of the game like credits or ships, but are more of a slow but steady gain (at least past the first 6 or 7 levels) for actually doing things which earn you XP. 40 skills are available. To meet the Transplutonics demand for the special item, you will need the Catalytic Core (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. Never sell Blueprints in any circumstance. 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. By level 40, if you're not making more than a million a month, you're probably doing something. Your second system is best -- several habitable worlds, barren world for Industry, etc. The only thing Starsector would benefit from releasing on steam would be even bigger mods. Example). 0. Or just get industrial evolution mod that lets you build com relays on planet, so you only need 2. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. 51K subscribers in the starsector community. 5/ has miniscule returns (you can literally get more from. ago. 5. Some time later, I ended up with a total revamp of the ground-raid system. Vella from the Unofficial Starsector Chat discord for making the plasma flux catalyst cargo item icon; Thyrork, Phearlock, Ishman, Strb 103D for being a beta tester for the mod's update, which had undergone extensive changes and. Images. 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. Here, you can afford to send a destroyer and some frigates to capture a point. Get 1x autopulse and 2x antimatter blasters from tri-tachyon planets, get 2x sabots from anywhere for missile mount. Go into the game's config file and find the settings for "Easy" mode. Go to starsector r/starsector. It's literally in the console command mod. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. Instead of officier with missiles specialization should get boost toward accuracy, tracking, less missfires etc. Under data/config there is a settings. 51K subscribers in the starsector community. When there are so many other good LB weapons, you are hurting yourself by using this, except on the conquest, where 2 of these on the "off side" allow it to min-max effectively. I searched but Didn't find any mod like this. 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. It is most effective when player controlled, or given an aggressive or reckless officer. Story points are basically the ability to make your captain a gigachad temporarily or to obtain certain rare things / do special mods. Regardless, you can gain infinitely many, this only influences how fast. Or used in a suicide run distraction to slow down a superior force. shadenight123 • 2 yr. You will read a lot about S-Mods on forums, this is what they are referring to. 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. Humanity was ruled by the Domain, which controlled multiple galaxies. Alternate "Fast" version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. Use the fully-qualified name of your class (ex: data. x50 ensures. But yeah Idk. I wouldn’t make a it a point to restart just for it, just keep it in mind for your next playthrough. This mod adds a developer's console to Starsector that can be summoned with control+backspace. 31. Uncoupled story point gain rate after reaching maximum level from what the actual maximum level is ; Only matters if the maximum level is increased beyond the. By measuring sprint velocity – the average number of completed points during previous sprints – and using that number as a limit for the next sprint,. ago. ago. json you can change the max number of officers, I don't think there is a way to swap them around whilst flying about from any mod. ) It basically puts you to a higher "tier" of salvage bonus. 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. Fly new ships, including 5 new capital-class hulls and numerous smaller vessels. The base tech-mining in Starsector 0. If the activity says +X% experience bonus, that means using the story point will generate enough XP for free to generate X% of a new story point. If you can only save once or twice and this consistently happens after that, my best guess is a memory leak in either Nexerelin or one of the other mods. However the custom production should not exceed the limit, and if it does it can take multiple months to complete. console. Consider doing scavenger run. You can change battle size in option, ranging from 200 to 500, which can be edited in the game file settings. An alternative to buying story points, is to be able to buy some of the things you can use story points for. Now Fleet Points are just an internal metric to rate a ships “power” on the battlefield in auto-resolve and generate AI fleets. Hire new officers regardless of how many are currently under your command. I don't remember if Atlas can get enough points to install both ADF and efficiency overhaul, probably has to use militarized subsystems instead. There should be "Manage built-in hull mods" alogside options like "open comms directory" and "Visit the dockside bar". I actually feel bad 4 the 4+ Heg fleets that try to run away. I don't like having to choose and miss out on things. 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. •. Skills are permanent bonuses or activated abilities acquired by the player and officers. Heavy Armor is not recommended. As the title implies, I've gotten tired of fighting. Plus you can use 2 smaller ships, they are strong too if you don't need a capital. Sometimes you luck out, sometimes you get nothing. A colony can serve many purposes: they can produce goods for the player to take at just-under open market price, they act as useful storage areas or markets away from the Core Worlds, or they can simply produce lots and lots of credits. 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. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. · 11 mo. Holding fire, keeping shields down, and regrouping fighters will give you the 0 flux. (Starsector 0. We're already talking about a "use story points to do something" mechanic, which is essentially "make up your own reason for why something special can be done". Having story points be more plentiful just lets you pick more interesting dialogue options or get that one extra S-mod. 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. I was thinking that the fleet limit should be something between 300-500 DP. 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. Blue: Elite. The new story points, while it's a good idea, it's very poorly implemented. High tech (outside of Ziggy) is cheaper than low tech actually. 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. Starsector > General Discussion >. the new limit is 5 instead of 6. Modders: This is not a blanket feature. 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. Some hulls even have special mods unique to them. 1 will cause your fleet to suffer 10% more damage. I need to heat my house and I like the massive brawls. There's also Gacha S-mods, which blocks regular S-modding by default. 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. r/starsector A chip A close button. Re: GC overhead limit exceeded crash. Uniquifying the Factions, Part 1. 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. starsector-coredataconfigsettings. More than 1000 and. Age of Innovation event will appear occasionally where AI Colonies will randomly improve their industries with story points over time with their odds varying on size, number of story-improved industries, and whether they are a decentralized faction (like Luddic Pather, Pirates, and Independents). Then start a new game with Easy difficulty. You will read a lot about S-Mods on forums, this is what they are referring to. 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. 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. Anyways, story points for scavenging is dumb and completly removes the scavenger career from your game. 242. The next update will add strong narrative RPG elements to Starsector, among other things. 4X game features in Starsector. Nanoelite001 • 2 yr. Other mods can add their own console commands or override base commands; instructions for adding custom commands can. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. Ships not recovered may be salvaged instead. Previously in 0. 86. 2 Resources 2. Do check if you have enough space, especially. - tags: Used with the 'help' command to find specific commands easier. 100 fleet size, 99999999 battle size. Programming wise this should be relatively easy quick fix while making player "know" what they're up to. That would be for all fleets, not just the player's. 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. Doesn't affect maintenance or recovery costs. Find a damaged frig, go to system, then get sierra. 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. Swarming the remaining stage 1 Tesseract. Starsector (formerly . 51K subscribers in the starsector community. csv which defines it's basic information as well as where it's script is. Fractal Softworks' Starsector is a game with a lot of potential. 1 Hazard Rating 2. 500 increased armor. New hullmods can be obtained by using "modspecs" available in. battlecruisers contributing more than frigates) I think there’s a total of like 400 deployment points for every battle, allocated between both fleets.