So the intel contacts would be the harder missions while the story and other quests spawn in bars. 9. Don't start using them unless your planet can defend itself long enough for you to arrive. 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. Edit: Fuxed something that bothered me. Some hullmods are built into ship hulls and cannot be removed. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. Once in the game, you can summon the console with control+backspace and enter your commands. 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. 5 Alpha preview. What if Story Points just gave you more OP? Fractal Softworks Forum November 03, 2023, 06:41:04 AM. Alternate "Fast" version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. "maxShipsInFleet":30, Increase the number of ships you can have before you get hit with the supply penalty. First, make sure you properly modified the file setting the allocated memory for the game. 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. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. Skill points stop, and story points maintain their growth rate. Starsector > Mods > Modding >. (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. Example (Class + Limit):. For the pirates go and speak with Kanta at Kanta's den. 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. This is especially true for capital class ships with a lot of weapon slots. You will read a lot about S-Mods on forums, this is what they are referring to. The deduction. 0. ago. ago. azrehhelas • 5 mo. Just a list of all the bar missions (and my ratings) you can find. Also an important bit of Story Points is you can recover it when you consume it. No the limit is 15 and to my knowledge the max level. The developers also claim inspiration from other classic titles such as MechWarrior and Master of Orion II . You order something and you can pick it up on the 1st of next month. 5GitHub page. If you beat the final boss, any unused supers are worth 5000 points each. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. 1a: 35 days. Hullmods need an entry in hull_mods. All you should need is a text editor like notepad. i was playing the academy missions, found em by accident. Recovered ships will gain one or more damage mods. If it was sufficiently Colonies are player-owned settlements on planets within the sector. open up setting. While I do agree, it would also make Leadership a need-to-have. 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. 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. 95. Writing Starsector 2: Westernesse Boondoggle. Before I begin, let me be a little transparent; I'm going to be very wordy, and very opinionated. but assume that'd cost a lot of story points to utilize. In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. That's how Starsector got started, too - nights and weekends, and all that. Posted December 17, 2020 by dgbaumgart in Development, Lore. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. 1. So if you agree, here is what you do: you go to your Starsector folder, in data you find the settings file, and from there you can set the amount that ships can be sold for in % and how much less you are going to het for each D-mod on a hull. 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. json of a given mod to make it compatible with the current version. I have had that mod once but it gave me so much rare stuff it was insane. Lets you have as many officers on the bench as you want. 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. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. 10. 8 warships strapped together was too much, so combat versions will only get 4. jpg. The people you sell will be able to use the Blueprints themselves. Another reason to spread is that the story point cost for improvement explode. 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. 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. It can be as simple as "the. Key word being was. 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. Also using story points for officers is a bad idea in my mind. 95. for example: <st>legion_xiv</st>. TallGiraffe117 • 2 yr. Friendly-Hamster983. Tried that. Your second system is best -- several habitable worlds, barren world for Industry, etc. ago. 2 you go to tia exet, fight weird fight at the aurora. Edit: or as venivedivici says, simply increase skills per level (doubling for 30/40 skills, for example). The enemy is all about pure alpha strike, so having a ship that can withstand the damage (paragon) or just avoid it entirely (frigate spam) works too. 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. Point being, you get more of them than you get skill points, so they keep things flowing between level-ups. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. 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. I recommend using a mod manager like SMOL or MOSS. They grant bonuses such as increased range and armor. Story point problem: unless you rarely do combat SP are not an issue, you can farm SP with ease just by fighting a late games bounty. In detail: I've been playing . Key word being was. Premium. I've done a lot of tinkering in settings. It used to be called Starfarer. 1 will cause your fleet to suffer 10% more damage. Wouldn’t it be funny if there was a chance that some of your. [deleted] • 5 yr. (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. swarmy1 • 2 yr. Im pretty sure it doesn't cost SP at all. Change XP costs to be based on default deployment point values rather than modified ones;. Share Add a Comment. exelerin_config. The official subreddit for discussing Idle Champions of the Forgotten Realms, a Dungeons & Dragons strategy video game that brings together D&D characters from novels, adventures, and multiple live streams into a single grand adventure. 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. There's a chart floating around that shows you how to not pather cells on your worlds, you may find it useful. 2. Go to starsector r/starsector. Want to go higher than 30 ships available in your fleet? This is how you do it. 400 is total starting deployment for BOTH sides. 45K subscribers in the starsector community. So if you want to tackle a super hard late-game fight, it's a nice little boost. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. Flux from the shield, spawning mines, and using fighters only affect the center modules flux. aaronrizz • 4 mo. 1. Pretty much. This video showcases my fleet that I use for general purposes. 0. Open menu Open navigation Go to Reddit Home. 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. Also if anybody could tell me how to increase my DP limit i would appreciate it. Now Fleet Points are just an internal metric to rate a ships “power” on the battlefield in auto-resolve and generate AI fleets. To hire them you need to spend 1 SP 100% XP, with the contract only lasting 720 days. The. It's literally in the console command mod. You can change the special modifications bonus (default is +1 mod) using the console command mod. 0 - 2022-01-02. Humanity was ruled by the Domain, which controlled multiple galaxies. 96 was focused on adding stuff to the game, not modifying existing code, after all. You should adjust exp gain bonus for. jpg. json. When you give them orders, you put them on. Read the post, that's what it's implying. From personal experience, it tends to be near the core worlds. The built-in "Automated Ships" hullmod that all Remnant ships have reduces max CR by 100%, so now you're at -30%. The first one doesn't. It's balanced to maintain the ratio of Story Points to bonus experience while still providing a faster levelling rate. maxShipsInFleet: similar idea to above. The player can build industries on their colonies for credits. there is a point Limit. CoqueiroLendario. March 22nd, 2012 at 1:05 pm by Alex. 96a RC10. As things are, most ship packs and factions should at the very least be functionnal. 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. 6. If you must raid neutral factions, turn off your transponder before entering a system and avoid detection before raiding your target. legion_xiv is not too hard, but other. You can (and should) set the AI's officer limit to match this. Combat endurance on AI core gives +15% readiness, 35% now. It's awesome; I'm not bashing it at all, but I would like to talk about that last bit - the war bit. Ms. 2D RPG/Trade/Fleet Combat Game. Mechanically, they're not terribly complicated (though I do like how you can use eg. You've got to the end of the main quest. Battle won proof. 0. Salvaging after battles is also a good way to get back some of the supplies/fuel spent. 5m experience. – class: This points to the script you wrote in Step 1 above. 2. help addship. Download v1. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when. 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. Then start a new game with Easy difficulty. - Updated skills compatibility and default starting numbers for 0. The skill system – the one in the currently released version, 0. 5 Alpha preview. A comparison of cargo/fuel tankers and efficiency pre and post 0. 4, you find cryosleeper and kill. Remnant ships are simply super DP effective and punch way above their weight class. Spamming ieds will generate uh, quite a bit of lag though. The skill description explains that pretty well but don't be afraid to to break it. Click auto in combat. This is installed just like any regular mod. You can (and should) set the AI's officer limit to match this. Cleveland is giving away 18. r/starsector • 2 days ago. As things are, most ship packs and factions should at the very least be functionnal. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. You can edit the settings or pay a story point for each contact you want to add over the maximum. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. ATM don't wanna use Conquest, i already have a Paragon decked out with. ago. level 1. r/starsector. • 10 mo. Just understand that if your pushing. 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. Nex turn Starsector into an actual 4x game and most faction mods need it to work. at which point drivers will be hit with a $1 fee for each minute they continue to charge their vehicles. 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. So far I have not seen any particular pattern for where the. Check the forum. However: total DPs in a fight are capped at. 3 level of 3 industry skill makes D-mods reduce maintenance cost. Once you right click on the Janus Device you'll be able to , but that's the end of the story for now. You don't need most of your fleet at this point. I've tried expanding my battle size but it's stuck at just 240-300 for deplpyments cap. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. Blue: Elite. Consider the extra story points used in this method as the cost, since you s mods are sort of supposed to be final. Removed extra skill point scaling. Open menu Open navigation Go to Reddit Home. Capturing these can be useful to tip the ECM rating balance in the. 95a: 162 days. Your first colony should be on a good planet. 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). Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. 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. The player can move the ship by clicking on a target or a destination. There is no limit to colonies if you are brave enough not a luddite. - Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. 1. Quest 1 id where you need a bar event. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. ago. Additionally I found in the settings that you can change the maximum and minimum size of the "Battle Size" slider. 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. It genuinely feels like there is no point in trying to get better, more powerful ships because the AI will forever get more DP than you. Skill Changes, Part 1. 96 was focused on adding stuff to the game, not modifying existing code, after all. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. Code. 51K subscribers in the starsector community. (Starsector 0. 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. • 1 yr. With default battle size doing anything other than smashing a blob into their ships is a quick recipe for a loss. 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). 179 votes, 15 comments. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. Limit how many ship types can be in a fleet (player + AI) at any given time. 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. Take Wednesday's night loss to the Miami. Starsector version 0. 3/ provides *no* benefit to the colony. 2. Logged Chairman Suryasari. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. DP balance and arbitrary incentivization of certain playstyles are. I've tried pretty much all of the standard stuff (driver update/reinstall, vsync on/off, triple buffering. 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. 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. Sort by: best. However I strongly advise you don’t bump it up too much, 700 is fine if you have a fairly good computer. reduced maneuver is rough, given how fast the tesseracts are. Some of these also affect NPC colonies. console. 46. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. If i recall correctly, you don't even need to play the rest of the game. (I guess I should also chime in with the nitpick that the name "Story Points" also confused. For me, that game is Starsector, an indie-developed role-playing, arcade-tactical, star-faring, 2D. - tags: Used with the 'help' command to find specific commands easier. Consume a total of 0. 75% hazard max pop, megaport (+boost item, story point, alpha core), farming (+boost item), commerce (+boost item, story point, alpha core), waystation, light industry (+boost item) and mining. 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. Except the skill that unlocks 3 s-mods is permanent. A memory leak in a mod is causing Starsector to crash. For story points you want to search for "sp=x"The line you want is<stats z="118907" x2="8140000" xp="8286003" bx="35522918" db="29863554" l="15" pt="0" sp="74">l="15" pt="0" sp="74" <--- these 3 are important, l for level, pt for how many xp points you have and sp for story points. Then immediately go back to a planet to buy supplies /crew. Fractal Softworks' Starsector is a game with a lot of potential. 500 increased armor. 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. ago. 9. Logged. An alternative to buying story points, is to be able to buy some of the things you can use story points for. 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). Default is 8% of base DP per additional S-mod. But I'm finding that I don't use AI cores on industries anymore. 2 Upkeep 6 Industries. ago. 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. The story of Starsector is a bit complex and a bit vague. Basically, as soon there are more than 4-5 ships on the screen, my fps drops to about 30. Gamma: -1 Demands Beta: -1 Demands & -25% Upkeep Alpha: -1 Demands, -25% Upkeep, and unique Improvements Improvements can also be done either by spending story points which is permanent which also. The automated shipyard is a structure that can be discovered around a . Vanilla performance in battle was generally silky, but with this setup I do get particularly dense battle lines chugging down to 20 or 15 fps with all the drone and projectile spam going full tilt. 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. Battle size depends on your fleet combination. Netting you 1 story point per story told. 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. Re: [0. 2. Should have stable points for stability bonus. Starsector is already pretty on the easy side of games, you make everything cost money and it just becomes the easiest game ever. 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; Custom production limits increased to 100 units, regardless of ship/weapon sizePlay around a bit in the Refit screen with the Simulation and test several loadouts and pay attention how the autopilot behaves. ago. And there you have all you need to. Too bad I already swiped one from Kazeron (and I plan to steal the. Diplomacy events see faction relationships changing over time. Period. I'll try to add and see if that works. There is a mod that raises the level cap while also ensuring the grind isn't too bad, though. Ye, but you can just edit the mod_info. Starsector! Join thousands of players in a massive online community. Costs 1 story point and grants 100% bonus XP ; Works on level 7 cryopod officers . AdvancedGunneryControl - Allows you to customize how your weapon groups behave on auto-fire, with various modes. json in Starsectorstarsector-coredataconfig. Each d-mod should be straight up -20% to hull + their own major maluses. Story points can help prevent teams from burning out at work. "Story points" should be story-related, not job related. It's in the settings at Line 615. 1. A comparison of cargo/fuel tankers and efficiency pre and post 0. Programming wise this should be relatively easy quick fix while making player "know" what they're up to. Significantly increased XP required for officers to level up . Many thanks. High tech (outside of Ziggy) is cheaper than low tech actually. Ship recovery dialog now shows normal and story point recovery in the same screen. The only thing Starsector would benefit from releasing on steam would be even bigger mods. reduced maneuver by 10%. Mods to. Works when your fleet is over the disengage size limit, but not limited to this; Indicator in combat screen shows progress towards this; Currently set to 40% of enemy fleet or 100 deployment points, whichever is lower; When a fleet that's "too large to disengage" engages an enemy station supported by other fleets:Instructions. Also an important bit of Story Points is you can recover it when you consume it. So the experience for level 15 in RC9 is 5m, and you get 4 story points on the journey towards hitting it. You also cant repeat the stable location generation. 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. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. Alliances offer mutual assistance in times of war. Remnant ships are simply super DP effective and punch way above their weight class. However, note that some story/AI fleets can bypass this cap requirement. 2. 95. - Each ship has its own XP counter and gains XP during combat. That is why you see in OPs screenshot a radiant with 3 built-in hullmod. list ships. ago. This is my final guide in my How to Starsector playlist. Example). I've messed with it myself and it seems to support numbers at least up to 6 (which is probably as many as you'll ever need on one colony anyway) but I dunno if there's any problems going higher than that. The notes here regarding methods are directly cribbed from code comments in HullModEffect (v0. Increases the production of farming by 2. . With lvl 8 officer that doesn't count towards the limits?! Sign me up. New patch is the perfect time to drop in, welcome to the community. More than 1000 and. The product of multiple mentions. You also keep gaining story points after reaching. So "structural damage" d-mod would be 20% base D-mod + extra 20% for whoping 40% hull damage. json of a given mod to make it compatible with the current version. Starsector is not exactly a game about risk-aversion, especially early. While the commands themselves aren't case sensitive, arguments are. Yep, really high accessibility and stability 10 is crucial (items, AI cores, story points, good planets/close planets, level 3 battlestation, waystation, megaport) plus commerce (with the +50% item) and free port on the most profitable of the two - e. e. Now you have two options! Keep that in mind that exp require for after level 40 is massive. Pick them ALL up but immediately suspend repairs and mothball all but 2. Or maybe 2. 2D RPG/Trade/Fleet Combat Game. 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. 2D RPG/Trade/Fleet Combat GameIf the slot is unnecessary or ineffective, a lot of the times it is better to leave it empty and use the points for more useful things. Comrade_Bobinski • 4 yr. Atlas does. 3 Accessibility 3 Colony Size 4 Stability 5 Monthly Income & Upkeep 5. Proof you can make it with this strategy. These two games are quite different - Star Valor is more arcadey, while Starsector is a slower but also far more complex and interesting experience (at least for me) Best example would probably be reactive economy. everything else is still accurate. 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. You can also use them in some quests to make things a little easier, but no. If you have 10k bonus exp and do.