I hope we can expect an optimization pass at some point in the future. (100~300) Since high-tech ships have shorter operating time. However. Some time later, I ended up with a total revamp of the ground-raid system. thewizord. 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. 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. Wouldn’t it be funny if there was a chance that some of your. The number used here is one without additional skills that give you more officers. Starsector is a hard game, especially when you have no idea what to do. (About 20 hours in) I have a decently sized fleet, with a capital ship from the Scythian faction mod, a few heg support/assault cruisers, some sunders and hammerheads, and half a dozen brawlers, plus a legion battle carrier because it’s one of my favorite. 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. Code. For example I would never normally use an atlas. Another note is that when you are deploying things, you can hover your mouse over the deployment points bar at the bottom left and it will tell you how many points both you and your opponent has. 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. 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. Valor barely has any worldbuilding, sadly) Last edited by mahu;. The first one doesn't. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. I've tried pretty much all of the standard stuff (driver update/reinstall, vsync on/off, triple buffering. _mortache • Ludd is Omega • 6 mo. 1. commands. So yeah, your side at default will get 150 points shared between your fleet and any allied fleets + stations. I think the fleet point limit should increase as you level up. 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. 2x Points. So "structural damage" d-mod would be 20% base D-mod + extra 20% for whoping 40% hull damage. Yes, they are. They grant bonuses such as increased range and armor. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. These numbers should be the same value. New patch is the perfect time to drop in, welcome to the community. Besides, you only need one colony with 10 transplutonics because of how supply works in Starsector. More than 1000 and. Try flying into the center of a sun. json. They are between levels 4 and 6, with 1 to 3 elite skills. Mechared. Yellow: Armored. 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. g. 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. By level 40, if you're not making more than a million a month, you're probably doing something. An in-progress blog post is available at dev blog post. CoqueiroLendario. ) With that important note out of the way: some factions in the game have a stronger identity than others. Click auto in combat. This class can be a loose script or inside a jar, the console will work with both. Do check if you have enough space, especially. The inner. Changelog: 1. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. Your second system is best -- several habitable worlds, barren world for Industry, etc. Get one Sunder and use story point to put safety overrides on it. If you go to settings. you cant they are part of hyperspace, going around ie the black zones is best. Edit: Fuxed something that bothered me. that what majority players wrong, you need to downgrade your weapons to make enforcer useful. AxtheCool • 4 yr. By measuring sprint velocity – the average number of completed points during previous sprints – and using that number as a limit for the next sprint,. Use the fully-qualified name of your class (ex: data. There's a chart floating around that shows you how to not pather cells on your worlds, you may find it useful. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. r/starsector A chip A close button. Consume a total of 0. • 1 yr. story points. In "starsector-coredataconfigsettings. Go into the game's config file and find the settings for "Easy" mode. And, based on the total amount of bonus XP spent when you hit level 15, you immediately get a bunch of story points back. Except the skill that unlocks 3 s-mods is permanent. Want to go higher than 30 ships available in your fleet? This is how you do it. Some hullmods are built into ship hulls and cannot be removed. Cuz that would put you at the limit. I'd like to take a look at carriers and fighters because I think they have become too weak in this latest update. ago. High tech (outside of Ziggy) is cheaper than low tech actually. 2D RPG/Trade/Fleet Combat Game. 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. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. 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. 1. 96 was focused on adding stuff to the game, not modifying existing code, after all. The fleet limit is the real sucky thing, it kneecaps small ship focused strategies. I know from forum diving that you can get a second by spending Story Points, of which I have 32. Besides that, Doom works great at killing aspects with mine strike. But with the. I'm gonna go back to my web app that does a full blocking gen 2 gc cuz we can't get story points allocated for me to unfuck it. 9. So if you are completely out-officered the enemy will get 240 DP, while you will only get 160 DP. 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). Starsector is using multiple methods to control fleet deployment some of which make it vastly unfair on the play when you have both. The people you sell will be able to use the Blueprints themselves. Example). also dont forgets put missiles like breachers and hullmods like ITU, BRF and integrated PD AI to make the build more efficient. "Story points" should be story-related, not job related. I need to heat my house and I like the massive brawls. ago. : The more DP your entire fleet has, the more you get to deploy. MlemandPurrs • 2 yr. Can just add skill points or reset things, even with the level cap. After that. Best use your story points on really expensive hullmods Reinforced bulkheads (30) Heavy armor (40) Hardened shields (25) Integrated targeting unit (25)1). You should adjust exp gain bonus for. Console commands mod: "addstablepoint". So while setup is complex and requires a lot of skill points to work - it does work amazing. Just like Ironman mode, add another toggle to "sandbox mode" which completely removes character level cap. . 2D RPG/Trade/Fleet Combat Game. If you want both choices, and have finished the tree you can then invest another skill point but void the option to withdraw your skill points and are locked into both. 51K subscribers in the starsector community. 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. 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. Oh, and I added the mod that exposes the variables for the skills that. Alliances offer mutual assistance in times of war. Starsector colony / terraforming mod combinations Question: What, in your opinions, is the best mod combinations for the best Starsector colony / terraforming experience?. In starsector, ballistic and energy pd have different rolls. 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. Manage more officers. Not to mention the huge signature radius without MS/IEA. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. Systems with yellow/orange stars, with moons orbiting a gas giant are ideal as it keeps the planets close together for common defence. 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. Tried that. Sure, but from 100%, not the default of 70%. You just open the zip folder and keep going until you see and excel document labeled commands. 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. json. 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. Fractal Softworks' Starsector is a game with a lot of potential. I salvaged instead of recovered one or two ships from the tutorial derelict ships. 95 - Guide to Fleet Composition. How to escape without using story points. Diplomacy events see faction relationships changing over time. ) The latest version change log and discussion thread can always be found on the official site in the Announcements subforum and is where all of the information below was obtained. 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. So far I started tech mining on tier 3 ruins, got an alpha core assigned to it and improved it with story points, so far I get mostly low tier weapons around 10 ordnance points some supplies fuel and metal regularly and once a gamma core. No change to the cost. 75 to whatever you want, like 1. 3 level of 3 industry skill makes D-mods reduce maintenance cost. That would be for all fleets, not just the player's. - Each ship has its own XP counter and gains XP during combat. Open menu Open navigation Go to Reddit Home. Battle size depends on your fleet combination. You also cant repeat the stable location generation. Also applies to NPC fleets that exceed their limit. Im pretty sure it doesn't cost SP at all. Crew training grants 15% unless you start spamming capitals, 50%. GC overhead limit exceeded is a generic java out of memory type exception (more specifically the garbage collector didn't have enough memory to do it's job, because the rest of the application was using too much). 5 Improvement & Alpha Core Effects. - d-mods should get complete overhaul. Images. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. Sometimes you luck out, sometimes you get nothing. . As long as there are not too many fighters it runs at 20 fps+ at max deployment. Ms. One Tesseract killing the other. At max level (15), the player will also continue gaining story points at the same rate. It used to be called Starfarer. You will deploy less and less of your fleet as the game goes on. Destroyed some fleets, was satisfied, walked out by the. You get a story point every 1/4 of a level up (and continue getting them even after you hit level cap). 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. Location in my system, and erected the Comm Relay. 5. 0. 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). Story points are basically the ability to make your captain a gigachad temporarily or to obtain certain rare things / do special mods. Positioning inbetween. I used to stick an Alpha core on everything. 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. Re: Increasing deployment points? « Reply #1 on: January 19, 2014, 12:09:49 PM ». 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. 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. 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. Green: Shielded. 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. ago. 5m experience. These will are only relevant to modified QC installations. 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. Once you right click on the Janus Device you'll be able to , but that's the end of the story for now. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. However, note that some story/AI fleets can bypass this cap requirement. I don't like having to choose and miss out on things. - Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. Go to starsector r/starsector. jpg. 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. zekromNLR • 5 mo. Is this now naturally possible within 9. 2. 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. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. Ships from allied fleets cannot be recovered in the post battle recovery options but may still appear as derelicts on the strategic map after a. Go to starsector r/starsector. . Starsector > Mods > Modding >. Here, you can afford to send a destroyer and some frigates to capture a point. Mechared. 7. 96 was focused on adding stuff to the game, not modifying existing code, after all. There are ancient tombs with puzzles, jail survival simulator, election campaign, business tycoon quest, spy missions, sabotage quests and so much more! All in text format. ago. ago. - Reformatted backcompatibility settings and added them to modSettings. To hire them you need to spend 1 SP 100% XP, with the contract only lasting 720 days. As for the historian, they can randomly show up in the bars of any station, where they will sell you the location of blueprints in exchange for story points. This will stop the event progress based on colony presence and stability but not from having any nearby pirate bases. Removed extra crew bonus. Improved and expanded fleet capture points on the battle map that might encourage smaller specialised ships over. Edit: the industry skill "Colony Management" is no longer in the game. 000 and a story point, the money option without story point costs x50 more, so it becomes 1000000. Basically, as soon there are more than 4-5 ships on the screen, my fps drops to about 30. 95 threats do not appear till the colony reaches size 4. You will read a lot about S-Mods on forums, this is what they are referring to. For the pirates go and speak with Kanta at Kanta's den. If it was sufficiently Colonies are player-owned settlements on planets within the sector. The only comparable imo is avorion. If your automated fleet relies on the computing power of the rest of the. Other mods can add their own console commands or override base commands; instructions for adding custom commands can. . Humanity was ruled by the Domain, which controlled multiple galaxies. 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. 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). You don't need most of your fleet at this point. If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. Starts at 200 - 500 300 default. And I'm taking this information straight from Nex's code. Swarming the remaining stage 1 Tesseract. Re: GC overhead limit exceeded crash. This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. 0 - 2021-10-12. This is my final guide in my How to Starsector playlist. delivery mission (based on your cargo space) - this is the golden mission; with a few colossuses or an atlas or two you can get it to a 500k delivery mission that you can use 1 story point (100% refunded) to boost to around 700-800k. These affect the overall DP awarded to you before every fight. Larger colonies get more build slots, up to four slots at colony size 6. 14. Since radiant is 40 DP, it gets a CR penalty for being over the limit. If you are old enough to remember. RemnantCommandTransfer might be useful also. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. 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. list ships. 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. Hope that helps! Just what I was looking for. Though it gets memey after a certain point. Carriers require more deployment points to get space supremacy. 75 to whatever you want, like 1. Custom production limits increased to 100 units, regardless of ship/weapon size- Fixed Armada Doctrine deployment point calculations not being treated as floats. Features. 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. – 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. Not in my settings file. 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. At level 15 xp gain is locked in. Example). Costs 20 points. The remaining military ships are 2 Sunders with integrated targeting cores, Tachyon lances and graviton beams. A size 3 colony will allow one industry improvement. A Starsector mod that changes the way that built-in hullmods work. 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. 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. Yeah, I already begun playing and the writing on the story missions is quite good. WimRorld. 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. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. 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. You can also give them donations of credits, which improves the rarity and number of blueprints for sale when you visit. 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. maxShipsInFleet: similar idea to above. 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. 95. Find a damaged frig, go to system, then get sierra. 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. 179 votes, 15 comments. I didnt over do it, i never built in more than was necessary for my builds i used to have in 91. Already possessing a massive amount of armor, the addition is hampered by the Ablative Armor hullmod, adding only a tenth of its. Skill points stop, and story points maintain their growth rate. After raiding Kanta's Den to extract Zel at the end of the Gates's quest, I decided to wait for Kanta's fleets to show up instead of using the Magec Gate as the quest asked. Arthur_The_Ok • All hail the [SPACE DORITOS] • 9 mo. 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. Pretty lightweight deployment-wise for an excellent boost in command, just fly yourself to a far off corner and watch the battle. That also includes the trash bricks you fight when poking old Domain stuff. Get app. You manage them via the agent tab in the Intel section. Accidents. 1. If you haven't yet reached the max allowed number of regular officers, it's probably not worth it. help list. Get 1x autopulse and 2x antimatter blasters from tri-tachyon planets, get 2x sabots from anywhere for missile mount. The code is: )if you are able to locate GUI/UI file, you should be able to change it. 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. And before anyone tries to comment that I need to capture the points that appear in an. Previously in 0. 40 skills are available. 0. 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). In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. 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. The player can move the ship by clicking on a target or a destination. Since the start of the closed betas, I've received a number of questions about the possibility of modding support in the game. You don't actually get a performance hit until you drop below 50% (so conceivably you could use 60 automated ship points without penalty). Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. - Releases · qcwxezda/Starsector-Progressive-S-Mods. Cruiser ship tier list - 0. 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. 3 supply units. +1 burn at the cost of ~30% (reduced to ~15% with skills) increased fuel is bad. 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. And also tells the player that. Anyway. I don't remember if Atlas can get enough points to install both ADF and efficiency overhaul, probably has to use militarized subsystems instead. 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. Now what I would expect vanilla to do (and it doesn't) is when I make a skill elite on a normal officer. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. I have the maximum 10 lvl 5-7, but the enemy often has 20+ officers. 4. Lybederium • 2 yr. It provides a good work flow as i feel like always chexking the bar each world. A comparison of cargo/fuel tankers and efficiency pre and post 0. 2D RPG/Trade/Fleet Combat Game. I salvaged instead of recovered one or two ships from the tutorial derelict ships. exelerin_config. Today, he rolled up pristine nanoforge. 161. . Text under CC-BY-SA licenseAnd, based on the total amount of bonus XP spent when you hit level 15, you immediately get a bunch of story points back. Also that command must be from another mod, because base Console Commands mod doesn't have it. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when creating their commander. • 10 mo. - class: This points to the script you wrote in Step 1 above. 21. 9. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. 0. There are diminishing returns with having multiple. Handing over planets is really the big one, much faster than commissioning and invading for one faction. Each such factory has a pool of 4 ships to choose from, 1 for each size. It used to be called Starfarer. Now Fleet Points are just an internal metric to rate a ships “power” on the battlefield in auto-resolve and generate AI fleets. 100 fleet size, 99999999 battle size. battlecruisers contributing more than frigates) I think there’s a total of like 400 deployment points for every battle, allocated between both fleets. 5 Alpha preview. The game is extremely tweakable with things like this. The product of multiple mentions. the habitable planet. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. You can modify the minimum, default and max deployment points allowed in a battle. 96a-RC10). Blog post/download links here. An alternative to buying story points, is to be able to buy some of the things you can use story points for. The thing to understand about the AI in this game is they are supposed to have a lot of autonomy. Locked post. 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. 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. Pathers have no such time pressure (at least to any appreciable degree) and are free to watch and wait for opportune times. A memory leak in a mod is causing Starsector to crash. 95a: 162 days. Collecting salvage is one way to make credits in Starsector, by cutting up unwilling or indifferent things into little pieces to be sold. I actually feel bad 4 the 4+ Heg fleets that try to run away. 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. Many thanks. though after brief search i cant seem to find it. the new limit is 5 instead of 6. console. 95a.