starsector story points limit. You can modify the minimum, default and max deployment points allowed in a battle. starsector story points limit

 
 You can modify the minimum, default and max deployment points allowed in a battlestarsector story points limit  So far I have not seen any particular pattern for where the

Mechared. It used to be called Starfarer. Carriers require more deployment points to get space supremacy. 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. 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. WimRorld. This will require Alpha core, some fuel and machinery. 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. 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. so its probably in the core game files in the java files somewhere. The way the salvage bonus works, is that if you have at least one salvage ship that's a destroyer, the bonus is much more than if all of your salvage ships are frigates. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. 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. The only comparable imo is avorion. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. Captain; Posts: 378. And there you have all you need to. 3/ provides *no* benefit to the colony. 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. Modders: This is not a blanket feature. I've grown fond of this combat ring/star type of abomination. And before anyone tries to comment that I need to capture the points that appear in an. I usually run spacer starts by going to bars and picking up delivery contracts. Good for when you have a great system, but absolutely no stable locations. A comparison of cargo/fuel tankers and efficiency pre and post 0. list ships. DesperatePeter • 5 mo. I think the fleet point limit should increase as you level up. 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. ago. 96,. It doesn’t consume it. The 8 officer limit (10 with officer management) still applies -- however, it only applies to officers in command of a ship. Mechared. Some defensive colony improvements use an industry slot. So I would suggest frequent saving, especially before entering quest related star systems - there are no time limits so it's. There's also another quest, that I think you can do independently of the main story (although I can't quite remember). I like to run with multiple ones. 40 skills are available. 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. 0 - 2021-10-12. 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. Story points are basically the ability to make your captain a gigachad temporarily or to obtain certain rare things / do special mods. (Starsector 0. Main character points, or single player game points perhaps. After that. If you vent only the center module holds fire, the others can keep shooting. 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. Skill Changes, Part 1. 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. 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. Console commands mod: "addstablepoint". The thing to understand about the AI in this game is they are supposed to have a lot of autonomy. Crew training grants 15% unless you start spamming capitals, 50%. New comments cannot be posted. At level 15 xp gain is locked in. maxShipsInFleet: similar idea to above. Posted November 27, 2019 by Alex in Development. 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. 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. 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. Your second system is best -- several habitable worlds, barren world for Industry, etc. If you must raid neutral factions, turn off your transponder before entering a system and avoid detection before raiding your target. 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. everything else is still accurate. 0. 0, as there will not be a single affected ship that will need story points to. 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. exelerin_config. If i recall correctly, you don't even need to play the rest of the game. [deleted] • 5 yr. 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. Manage more officers. Change it to whatever numbers you want. So yeah, your side at default will get 150 points shared between your fleet and any allied fleets + stations. Cleveland is giving away 18. So while setup is complex and requires a lot of skill points to work - it does work amazing. For real though, best way to deal with Hostile Activity is to just ignore it completely. This is especially true for capital class ships with a lot of weapon slots. Another reason to spread is that the story point cost for improvement explode. Not to mention the huge signature radius without MS/IEA. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. Key word being was. AxtheCool • 2 yr. In "starsector-coredataconfigsettings. And then the ai droneships since they have nice roles in a fleet. Warming to 2 degrees puts far more of the population at risk of deadly extreme weather and increases the likelihood of the planet reaching irreversible tipping. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. Limit how many ship types can be in a fleet (player + AI) at any given time. Try flying into the center of a sun. : The more DP your entire fleet has, the more you get to deploy. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. Hullmods are modifications that can be made to a ship through the Refit Screen, at an Ordnance Point cost. Manage as many officers as you'd like. Example). Logged Chairman Suryasari. Several-Eagle4141 • 9 mo. Not in my settings file. But with the. Technically yes, but only after you go beyond the usual limit of 15. For example I would never normally use an atlas. After max level, it costs twice this, or 10m experience, to get 4 story points, likely spaced at 1 per 2. At the same time, there aren't many good things to spend them early on. 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). A perfectly disposable ship. Personal tweak of two vanilla skills, Helmsmanship and Automated Ships, first one have Zero Flux Bonus from 091, and Automated Ships have removed limit, and they are now tweakable, like in Quality Captains, like its possible to enable and configure Automated Ship limit, or turn on vanilla 095a Zero Flux Bonus. 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. Officers from a pod (both level 5 and 7) come with Elite skill (s), and can be retrained at will (instead of "Make skills elite" they have "Retrain" button in its place). The story of Starsector is a bit complex and a bit vague. 1. 14. For the remaining ships I got a mid-sized tanker, 1 atlas cargo ship and 2 salvage rigs. No change to the cost. 3 supply units. 12 Cycles a Prisoner (or how I captured 2 VIPs and forgot them for 12 years) Memoirs of a Hegemony Captain. Costs 1 story point and grants 100% bonus XP ; Works on level 7 cryopod officers . 95 is the VIP transport mission. 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). "Story points" should be story-related, not job related. 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 base tech-mining in Starsector 0. Crashes are also sometimes caused by degrading performance over time, switching to java 8 fixes this problem (there are apparently some risks but i haven't had any problems with it), the performance increase is well worth it anyhow. 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. 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. At first, it was junk I did not care about like Orbital Lamp, Soil Nanites, and Cryo CPU. - Add support for enhancing existing built-ins Other: - "no_build_in" is no longer ignored by default in the. ago. A Starsector mod that changes the way that built-in hullmods work. 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. Consume a total of 0. though after brief search i cant seem to find it. - Updated skills compatibility and default starting numbers for 0. EG. If you beat the final boss, any unused supers are worth 5000 points each. Check the forum. 1. Comrade_Bobinski • 4 yr. Story points can help prevent teams from burning out at work. The fleet limit is the real sucky thing, it kneecaps small ship focused strategies. It used to be called Starfarer. at Monday, October 12, 2020. A system with at least 2-3 <150% hazard worlds, preferably with ores, farmland and volatiles on separate worlds. 5 or do I still have to mod this? I find story points are amazing to give non-combat ships 4 or 5 logistics mods. 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. Hi! I know I'm late to the party, just got Starsector for my self a while back, and was oogling about to learn about things when I came across the blog post for the new skill system, and wanted to throw my voice out into the choir. 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. The only thing Starsector would benefit from releasing on steam would be even bigger mods. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. Currently in development, the game borrows many elements from nostalgic space sims such as Star Control I and II. ago. 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 / 2. 21. This (along with many other settings) can be changed by running the Settings command. But yeah Idk. You order something and you can pick it up on the 1st of next month. 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. • 1 yr. x50 ensures. Never sell Blueprints in any circumstance. Atlas does. Join a faction to gain useful support and represent them in war and peace, or start your own. ATM don't wanna use Conquest, i already have a Paragon decked out with. Huh. These affect the overall DP awarded to you before every fight. The most important feature though is that it allows you to put permanent mods on your ships. (Generally speaking, anyway. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. This class can be a loose script or inside a jar, the console will work with both. Main menu missions are short tactical battles between pre-defined fleets that are accessed from the Missions. This is my final guide in my How to Starsector playlist. but that's a story for another day. ago. And also tells the player that. Factions will wage war against each other and try to conquer their enemies. e. Each d-mod should be straight up -20% to hull + their own major maluses. There's also Gacha S-mods, which blocks regular S-modding by default. You can keep all of them and imho you need to. ; Ace Custom: The. 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. 9. 95 that I'm less than thrilled with, but this is all in the context of how I personally enjoy the game. ago. Though it gets memey after a certain point. csv which defines it's basic information as well as where it's script is. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. Excellent improvements. However the custom production should not exceed the limit, and if it does it can take multiple months to complete. You just type in 'stormgod' with proper capitalisation. Just a list of all the bar missions (and my ratings) you can find. 95. – Updated skills compatibility and default starting numbers for 0. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. I LOVE being able to build in hullmods. 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. I wanna build a brawler that has tons of frontal firepower and is capable of handling the high flux costs of the weapons in question. 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. Get app. 3, you go to a new weird system and fight fleet, get sierra cruiser. 1. Job_Precipitation • 3 yr. The remaining military ships are 2 Sunders with integrated targeting cores, Tachyon lances and graviton beams. Go to starsector r/starsector. I've tried pretty much all of the standard stuff (driver update/reinstall, vsync on/off, triple buffering. But I'm finding that I don't use AI cores on industries anymore. ago. 1] Slightly Better Tech-Mining. 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. 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. 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. It used to be called Starfarer. This class can be a loose script or inside a jar, the console will work with both. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. The current state of carriers. At max level (15), the player will also continue gaining story points at the same rate. Switching to Java 8 seems to solve the issue, Thank you kind sir. r/starsector. 50K subscribers in the starsector community. Now go back out and do a CTRL + Z or whatever is the sensor cheat in dev mode. json of a given mod to make it compatible with the current version. I have the maximum 10 lvl 5-7, but the enemy often has 20+ officers. 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 notes here regarding methods are directly cribbed from code comments in HullModEffect (v0. 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. I recommend using a mod manager like SMOL or MOSS. This is installed just like any regular mod. Get accessibility as high as you can, it's worth spending story points to upgrade in my opinion. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. 1a: 35 days. That also includes the trash bricks you fight when poking old Domain stuff. Change XP costs to be based on default deployment point values rather than modified ones;. It used to be called Starfarer. console. These will are only relevant to modified QC installations. You don't actually get a performance hit until you drop below 50% (so conceivably you could use 60 automated ship points without penalty). Read the post, that's what it's implying. The first one doesn't. 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. Besides that, Doom works great at killing aspects with mine strike. 96a-RC10, May 20, 2023 Ships: Pegasus: Back. ago. AxtheCool • 4 yr. If you go into the settings. 2). Unlike the automated ship construction event that can pop up in research stations (and possibly other. Alternatively, sure - you can edit the save file directly, but you would have to find your ship by its name, and then trace the location where its hull mods are stored (they arent listed right under the ship, I checked). 1. 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. Logged. 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. - Civilian ships gain a set percentage of all XP gained at the end of a battle. After getting most or all of the blueprints, he started offering colony items for four story points each. These are meant for broader use within the. 2x Points. An alternative to buying story points, is to be able to buy some of the things you can use story points for. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. The actual size of the ships you have counts towards this (ie. Consider doing scavenger run. Premium. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. you can edit your save file and add blueprints. Swarming the remaining stage 1 Tesseract. 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. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when creating their commander. If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. So far I have not seen any particular pattern for where the. 95a is basically the same as 0. Start a new game and choose the quick start option with the "dev" label so you get in fast. Skills are permanent bonuses or activated abilities acquired by the player and officers. maxShipsInFleet: similar idea to above. 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. By default, it costs 2000 Domain-era artifacts and 2 story points to craft a special item, and the player must do so at a colony they control with size 5 or greater and an Orbital Works industry with a Pristine Nanoforge installed. 86. You get 4 story points per level. Posted March 21, 2012 by Alex in Development. Writing Starsector 2: Westernesse Boondoggle. json; lines 53 and 63. Now Fleet Points are just an internal metric to rate a ships “power” on the battlefield in auto-resolve and generate AI fleets. For the pirates go and speak with Kanta at Kanta's den. 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. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. 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. Ballistic is shorter ranged and inaccurate, but throws numbers at the target. 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. Arthur_The_Ok • All hail the [SPACE DORITOS] • 9 mo. Make expensive sure but not story point expensive. Sometimes you luck out, sometimes you get nothing. So while setup is complex and requires a lot of skill points to work - it does work amazing. 31. They grant bonuses such as increased range and armor. Green: Shielded. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. I use this fleet for nearly everything and is fairly inexpensive as it does not use story poin. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits. 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. tbh I think the closest thing to passive SP generation might be to just use console commands to periodically cheat them in. - On that note Cola Powered Gamer/Indie Retro News would like to say thank you to Alexander Mosolov for taking the time to talk to us in this exclusive StarSector interview! Links :1) Game Reviews 2) StarSector Review. 1. 91, with a few key differences. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. Want to go higher than 30 ships available in your fleet? This is how you do it. Then you go to your colony management screen and find the list of ships and check the ones you want your colony to build. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. The bars have some nice easy quests. - class: This points to the script you wrote in Step 1 above. If your automated fleet relies on the computing power of the rest of the. If it took longer to get to that point, it might be something like the number of entities in the game. 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. By measuring sprint velocity – the average number of completed points during previous sprints – and using that number as a limit for the next sprint,. 9. I understand it's due the officers assigned to the fleet. Just look at that number: $300,000,000. 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. ago. 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. Or maybe 2. Cruiser ship tier list - 0. 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. Non-existent Rule 5: You can approach the sun using emergency burn to add a stable location in star system of your choice. Use the fully-qualified name of your class (ex: data. Humanity was ruled by the Domain, which controlled multiple galaxies. And, based on the total amount of bonus XP spent when you hit level 15, you immediately get a bunch of story points back. So at 2000 max cargo or less you get a 50% cargo bonus, but at 4000 cargo, which is double the limit, you'll only get half that bonus, so it'll give you 25%. 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. 9. How to escape without using story points. ago. 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. . Hoarding for late game seems to be the best option. s-mods with hull restoration are +5% each, so 10%, 15% it you take the leadership tree, 65%. 2 days ago · Share this story. Point being, you get more of them than you get skill points, so they keep things flowing between level-ups. It's balanced to maintain the ratio of Story Points to bonus experience while still providing a faster levelling rate. 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. Cuz that would put you at the limit. Win the game. Now you have two options! Keep that in mind that exp require for after level 40 is massive. - d-mods should get complete overhaul. So for 4 supply points I can deploy a mobile pd escort that can drive off phase ships, kill missiles and fighters at long range, and use damper to tank capital fire. you could use the AdjustableSkillTresholds mod to remove the tiny limit on AI ships and set it to like, 9999DP or something. How to escape without using story points. A Starsector mod that officers additional functionality for managing officers. While the commands themselves aren't case sensitive, arguments are. Do check if you have enough space, especially. Salvaging after battles is also a good way to get back some of the supplies/fuel spent.