but an option could be to spend vast sums of story points to unlock a limited number of additional skill. You just type in 'stormgod' with proper capitalisation. Several-Eagle4141 • 9 mo. 4/ has no "dramatically" higher chance of finding things on the first mining. 96,. System and hyperspace screens tend to be around 45-60. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. Interesting side note; 1 Salvage Rig + 5 Shepherds offers the same salvage bonus as 3 Salvage Rigs, due to how the diminishing returns work. And also tells the player that. - Updated skills compatibility and default starting numbers for 0. First thing I do is edit the number of starting command points in the settings file, changing it to 10. a lot, and I mean A LOT, of mechanics and information is obscured in this game, so I tried to shed light on a few things. 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. Lets you have as many officers on the bench as you want. 1u/day. json" look for the "playerMaxLevel":40," value, you can change it to what you want your max level to be. Share Add a Comment. The current state of carriers. Download v1. The automated shipyard is a structure that can be discovered around a . At the same time, there aren't many good things to spend them early on. Battle size, fleet size, number of officers (obviously, only if your computer can handle it) for epic battles. Then you go to your colony management screen and find the list of ships and check the ones you want your colony to build. (Starsector 0. 161. 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. Edit: or as venivedivici says, simply increase skills per level (doubling for 30/40 skills, for example). EG. It's not setmsrketsize as I'm still getting the industry limit and the option is still greyed out and telling me "maximum number of industries reached. Pretty lightweight deployment-wise for an excellent boost in command, just fly yourself to a far off corner and watch the battle. 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). With default battle size doing anything other than smashing a blob into their ships is a quick recipe for a loss. these blueprints will be added as "learned". 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. Add a Comment. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. 3 Accessibility 3 Colony Size 4 Stability 5 Monthly Income & Upkeep 5. Skills are permanent bonuses or activated abilities acquired by the player and officers. In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. ago. ago. – 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. azrehhelas • 5 mo. 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. I've tried pretty much all of the standard stuff (driver update/reinstall, vsync on/off, triple buffering. It used to be called Starfarer. Your second system is best -- several habitable worlds, barren world for Industry, etc. And navigate to "baseNumOfficers" and edit that number. Starsector > Mods > [0. ago. Do check if you have enough space, especially. In the same file you can also change the fleet size from the default 30. 240 AI ship points means 50% boost up to -50%. Base max CR is 70%. I have the maximum 10 lvl 5-7, but the enemy often has 20+ officers. You can (and should) set the AI's officer limit to match this. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. So one mod I liked in the 9. 8 warships strapped together was too much, so combat versions will only get 4. I like to run with multiple ones. 96a is now out! Take on new missions exploring the story of the Luddic Church and the Sindrian Diktat. Proof you can make it with this strategy. One non sense trick you can do is to fill your fleet with alot of civilian ships and cheap ships, this way you will get more. Green: Shielded. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. 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. Currently in development, the game borrows many elements from nostalgic space sims such as Star Control I and II. 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. 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. 1. If i recall correctly, you don't even need to play the rest of the game. Uniquifying the Factions, Part 1. 95 - Guide to Fleet Composition. Like a ridiculous amount, more than any other hull mod, and I can't stand zooming around at less than 20 burn sustained. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. "campaignSpeedupMult":2, Increasing the number to X will make the game move X times as fast when you press shift on the map screen. 1 will cause your fleet to suffer 10% more damage. Think of what good $300 million could do for humanity. Ships not recovered may be salvaged instead. 1. 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. You'd need a whole mod to change the price per hullmod and I don't know of one. Go to starsector r/starsector. Things specifically like Persean Chronicles are in relatively short supply, though; the only other purely-adds-a-quest mod I can think of is Internal Affairs. Blue: Elite. The code is: )if you are able to locate GUI/UI file, you should be able to change it. ago. list ships. I actually feel bad 4 the 4+ Heg fleets that try to run away. 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. I use this fleet for nearly everything and is fairly inexpensive as it does not use story poin. help addship. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. It used to be called Starfarer. 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. Alliances offer mutual assistance in times of war. Since the start of the closed betas, I've received a number of questions about the possibility of modding support in the game. Job_Precipitation • 3 yr. 8a. csv which defines it's basic information as well as where it's script is. afaik, bring more ships and have higher leveled officers. This maintains an almost identical rate of. Systems with yellow/orange stars, with moons orbiting a gas giant are ideal as it keeps the planets close together for common defence. Hullmods are modifications that can be made to a ship through the Refit Screen, at an Ordnance Point cost. ago. Many thanks. Change XP costs to be based on default deployment point values rather than modified ones;. 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. Logged. The_TrashMaster • 4. Pick them ALL up but immediately suspend repairs and mothball all but 2. 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. 95a (Released) Patch Notes (Read 568449 times) Arcagnello. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. At level 15 xp gain is locked in. Hullmod scripts usually extend BaseHullMod (which itself extends HullModEffect). Normal officers have "Make skills elite" button that costs story point. If it was sufficiently Colonies are player-owned settlements on planets within the sector. so its probably in the core game files in the java files somewhere. FYI Solar shielding mod also limits damage from storms. 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. 51K subscribers in the starsector community. At max level (15), the player will also continue gaining story points at the same rate. that what majority players wrong, you need to downgrade your weapons to make enforcer useful. 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. Images. 5 Alpha preview. You will deploy less and less of your fleet as the game goes on. Except the skill that unlocks 3 s-mods is permanent. That's how Starsector got started, too - nights and weekends, and all that. 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. It used to be called Starfarer. r/starsector. 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). This page contains the version history of Starsector (formerly 'Starfarer'. Apogee fit. I'm often at the minimum 120/120 deploy points at the start of a battle. And speaking of salvage, everything needs a story point. Majority of the playtime of this game comes from replay-ability. All you should need is a text editor like notepad. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. 2D RPG/Trade/Fleet Combat Game. 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. It doesn’t consume it. 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. ago. Before I begin, let me be a little transparent; I'm going to be very wordy, and very opinionated. 51K subscribers in the starsector community. You can only add stable locations if the system has less than two already there iirc. Since there's no thread about it, and since the next release (0. 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 can't just stack every mod on a ship because the mods require some sort of energy to power them like auxiliary thrusters or physical space on the ship like expanded cargo. Yeah, I already begun playing and the writing on the story missions is quite good. – class: This points to the script you wrote in Step 1 above. 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. also dont forgets put missiles like breachers and hullmods like ITU, BRF and integrated PD AI to make the build more efficient. Which ship is best for boosting crew room + cargo space + fuel volume + ecm for fleet with use of 2 story points (build in) mods + 2 extra logistics = 4 logistics limit on self? Also some battle-support-capability like long range weaponry or multiple fighter decks would be better. This game is in no way similar to Elite Dangerous. 95a. 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. They grant bonuses such as increased range and armor. - Releases · qcwxezda/Starsector-Progressive-S-Mods. I. Right now you can still "hull tank" through derelict contingent, but its damage reduction cap is fixed at 90% and overrides armor damage reduction, so it treats armor points as hull points with extra steps. commands. Key word being was. 1 Income 5. Some of these also affect NPC colonies. If you beat the final boss, any unused supers are worth 5000 points each. The people you sell will be able to use the Blueprints themselves. Sort by: best. Premium. 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. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. Anyways, story points for scavenging is dumb and completly removes the scavenger career from your game. csv file. (100~300) Since high-tech ships have shorter operating time. You earn points by destroying ships and bosses. Already possessing a massive amount of armor, the addition is hampered by the Ablative Armor hullmod, adding only a tenth of its. 4 Structures. 95 is the VIP transport mission. (300~500) 3. Bitbucket. 108 votes, 45 comments. As the title implies, I've gotten tired of fighting. So I would suggest frequent saving, especially before entering quest related star systems - there are no time limits so it's. . 51K subscribers in the starsector community. 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. Previously in 0. Campaign mode was originally introduced in the 0. -Another point on the self preservation, the AI will stop shooting if there's another allied ship in the way. 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. Period. 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. 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. And, considering that I run pretty big fighter fleet with 2 Ventures and 2 Sunders, DPs are pretty vital to me in my war of attrition. for example: <st>legion_xiv</st>. However I strongly advise you don’t bump it up too much, 700 is fine if you have a fairly good computer. Ye, but you can just edit the mod_info. 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. Fleet upkeep of 3. The next update will add strong narrative RPG elements to Starsector, among other things. You send them to worlds controlled by a faction and ask them to perform mission there. It is most effective when player controlled, or given an aggressive or reckless officer. . I personally recommend the "standard" 25 version. ago. Go to starsector r/starsector. 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. Hey, so i have an overabundance of Omega weapons, tons of story points, and an Onslaught XIV legion. Fleets belonging to factions will also patrol the cosmos. The deduction. 9a. In starsector, ballistic and energy pd have different rolls. Get one Sunder and use story point to put safety overrides on it. 16 votes, 26 comments. Starsector! Join thousands of players in a massive online community. 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. 21. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. Or just get industrial evolution mod that lets you build com relays on planet, so you only need 2. 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. The "Atlas of Pain" because I haven't thought of a proper name yet. reduced maneuver by 10%. Additionally I found in the settings that you can change the maximum and minimum size of the "Battle Size" slider. ; Ace Custom: The. At some point I figured "oh i have to hire mercenary officers" but they cost 1 SP to hire and when their contract is up. . There are 3 things you can do regarding Deployment points. Do check if you have enough space, especially. Posted March 21, 2012 by Alex in Development. 95. console. Changelog: 1. Re: GC overhead limit exceeded crash. Of note, AI Cores do not count to your maximum Officers Limit so you can have 8 (10) Officers + AI Cores But. 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. Manage as many officers as you'd like. 4, you find cryosleeper and kill. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. In starsector all ships have mod points that are used up by everything from the hull mods i mentioned, to what weapons you have on, to how much you want to increase your flux limit and venting speed. 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. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. cores are you friends and you can be theirs. The design is already fairly data-driven. Zero. 0 (May 6, 2017) Updated to support Starsector 0. The fleet limit is the real sucky thing, it kneecaps small ship focused strategies. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. Anyway. Small bit of rep grinding and then you get straight into the story quests. Some hulls even have special mods unique to them. I think the fleet point limit should increase as you level up. In between scavenging and selling. Starsector is a hard game, especially when you have no idea what to do. 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. Humanity was ruled by the Domain, which controlled multiple galaxies. 239. Reply reply. The first one doesn't. At first, it was junk I did not care about like Orbital Lamp, Soil Nanites, and Cryo CPU. This will stop the event progress based on colony presence and stability but not from having any nearby pirate bases. Ship recovery dialog now shows normal and story point recovery in the same screen. - class: This points to the script you wrote in Step 1 above. Starsector is using multiple methods to control fleet deployment some of which make it vastly unfair on the play when you have both. 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. Excellent improvements. A comparison of cargo/fuel tankers and efficiency pre and post 0. 2D RPG/Trade/Fleet Combat Game. s-mods with hull restoration are +5% each, so 10%, 15% it you take the leadership tree, 65%. However the custom production should not exceed the limit, and if it does it can take multiple months to complete. 75 to whatever you want, like 1. You don't need most of your fleet at this point. 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. So an action that gives 50% bonus xp will give you 500k, and one that gives 100% will give you an. New comments cannot be posted. As things are, most ship packs and factions should at the very least be functionnal. 5 Alpha preview. Positioning inbetween. shadenight123 • 2 yr. Version 3. Good for when you have a great system, but absolutely no stable locations. Valor barely has any worldbuilding, sadly) Last edited by mahu;. Starsector is not exactly a game about risk-aversion, especially early. There is a battle size limit, so in cases where the total size limit is exceeded by both fleets the game distributes more points to the larger fleet as to simulate the fleet size difference. The actual size of the ships you have counts towards this (ie. So the intel contacts would be the harder missions while the story and other quests spawn in bars. 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). While the commands themselves aren't case sensitive, arguments are. 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. The percentage of bonus xp that you gain from using a story point is a percentage of the xp cost of a point. 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. You need an alpha core. I used to stick an Alpha core on everything. 2 days ago · Share this story. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. The difficulty depends on what mods you install with Nex. Two out of 5 planets in the system have decivilized subpopulations, so its. The skill description explains that pretty well but don't be afraid to to break it. thewizord. At level 15 it takes 550k to get a story point, at level 40 it's 1m. Change the damage modifier from 0. Starsector > Mods > Modding >. 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. My experience in the tutorial: - I started as the powerful fleet of ships (fast start) but I noticed I kinda like the idea of starting as a smuggler and one-ship owner more so I picked the scavenger ship and drone tender as bonus and sneaky and scavenging skills. There's a chart floating around that shows you how to not pather cells on your worlds, you may find it useful. The only Academy mission I know that has a time limit in 0. Never sell Blueprints in any circumstance. 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. I recommend using a mod manager like SMOL or MOSS. The product of multiple mentions. This mod intends to change the way AI officers assigned to automated ships affect the rest of your fleet. 1. Make the battle size the smallest so the majority of deployment points goes in your favor. 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. How to escape without using story points. 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. Comment removed by moderator · 11 mo. To disengage at 300 battle size the limit is 120 total deployment points of the fleet as expected, but oddly at 500 battle size the limit is 150 total deployment points. Fractal Softworks' Starsector is a game with a lot of potential. but I think that was when using story points, which makes sense because u are spending a limited resource to recover extra ships, where just scavenging does not spend story points. " "maxIndustries": [1,1,1,2,3,3,4,4,4,4], ". r/starsector. Consume a total of 0. 0 - 2022-01-02. Carriers require more deployment points to get space supremacy. Which is a moot point completely, because Nex invasions have a grace period of 90 days from the start of the game in which no invasions happen that aren;t started by the player, and alliances have 120 days before they can happen. ago. •. The second stable point does cost SP though. • 2 yr. Crew training grants 15% unless you start spamming capitals, 50%. A system with at least 2-3 <150% hazard worlds, preferably with ores, farmland and volatiles on separate worlds. 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. Best. 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. The remaining military ships are 2 Sunders with integrated targeting cores, Tachyon lances and graviton beams. Unlike the automated ship construction event that can pop up in research stations (and possibly other. Re: Deployment points. Removed extra skill point scaling. It prevents players from playing their character. 1. In Starsector 0. 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,. 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. 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. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. reduced maneuver is rough, given how fast the tesseracts are. 1. 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. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. Get accessibility as high as you can, it's worth spending story points to upgrade in my opinion. I've grown fond of this combat ring/star type of abomination. ago. "Story points" should be story-related, not job related. 2/ costs upkeep credits. 9. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap.