starsector story points limit. The limit on how many you can add is two IIRC. starsector story points limit

 
 The limit on how many you can add is two IIRCstarsector story points limit  Or just get industrial evolution mod that lets you build com relays on planet, so you only need 2

System and hyperspace screens tend to be around 45-60. 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. My opinion: Ships with no d-mods should be recoverable without effort. WimRorld. Sometimes I get 120, sometimes 80, mostly it's 89. If you vent only the center module holds fire, the others can keep shooting. Story points are basically the ability to make your captain a gigachad temporarily or to obtain certain rare things / do special mods. Mark IX Autocannon: B. With lvl 8 officer that doesn't count towards the limits?! Sign me up. 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. 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. 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. Crew training grants 15% unless you start spamming capitals, 50%. Increases colony accessibility by 30 percentage points. Just a note though - while initial quests are fairly easy (and repeatable) the actual story driven ones later on require in some spots an actually strong fleet (as in - a capital ship or two would be very recommended). 3 level of 3 industry skill makes D-mods reduce maintenance cost. Comrade_Bobinski • 4 yr. Several-Eagle4141 • 9 mo. Download v1. Yes. ago. I usually run spacer starts by going to bars and picking up delivery contracts. Heavy Armor is not recommended. 0 - Full Starsector 0. If it was sufficiently Colonies are player-owned settlements on planets within the sector. Starsector version 0. a_user_name - Inspired by their SSE mod! Tartiflette - Hullmod blocker script! Timid/techpriest - Script helping, advice, and intermittent mental anguish!!!!! barrackollama - Writing, proofreading, adding Hubert's portrait, and testing! Nia Tahl - Balancing suggestions, afterimage vfx, and for the critical hit script! rubi - For allowing me. However, note that some story/AI fleets can bypass this cap requirement. Low-tech ships need a certain number of gunboats to keep pushing. Carriers require more deployment points to get space supremacy. json; lines 53 and 63. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. Just understand that if your pushing. You manage them via the agent tab in the Intel section. Starsector colony / terraforming mod combinations Question: What, in your opinions, is the best mod combinations for the best Starsector colony / terraforming experience?. 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. So "structural damage" d-mod would be 20% base D-mod + extra 20% for whoping 40% hull damage. The player can move the ship by clicking on a target or a destination. ago. starsector-coredataconfigsettings. Mechared. 1 Colonization 2 Choosing a Planet 2. In a universe that had two devastating wars against AIs so dangerous, the Hegemony is trying to wipe out even mentions of them, you're asking for the Luddites to be a popcorn villain. So if you learn a Paragon Blueprint and sell a spare you can't use on the Black Market, you'll eventually get Pirate patrols. 95. But I think that probably does not affect the "Standard recovery", also you gain more credits when just scavenging, but I was just. ago. EG. so its probably in the core game files in the java files somewhere. RemnantCommandTransfer might be useful also. The first one doesn't. (First off: “uniquifying” is a real word! It doesn’t quite fit how I’m using it here, perhaps – more strictly, it’s about removing duplicates – but it’s close enough. 2D RPG/Trade/Fleet Combat Game. So yeah, your side at default will get 150 points shared between your fleet and any allied fleets + stations. A comparison of cargo/fuel tankers and efficiency pre and post 0. You get 5 A or B choices per line, with the ability to reverse your choice at the cost of a story point. The design is already fairly data-driven. Majority of the playtime of this game comes from replay-ability. 5m experience. It used to be called Starfarer. Your second system is best -- several habitable worlds, barren world for Industry, etc. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. March 22nd, 2012 at 12:40 pm by Cenoh @Cenoh: That’s the plan. Location in my system, and erected the Comm Relay. 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. 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). commands. 95 threats do not appear till the colony reaches size 4. Pathers have no such time pressure (at least to any appreciable degree) and are free to watch and wait for opportune times. Ballistic is shorter ranged and inaccurate, but throws numbers at the target. Some hulls even have special mods unique to them. 3, you go to a new weird system and fight fleet, get sierra cruiser. So if you are completely out-officered the enemy will get 240 DP, while you will only get 160 DP. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. ago. Key word being was. New patch is the perfect time to drop in, welcome to the community. Flux from the shield, spawning mines, and using fighters only affect the center modules flux. Alternate "Fast" version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. jpg. Logged. 2. cheating. 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. Pretty much. . 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. You've got to the end of the main quest. shadenight123 • 2 yr. So if you are completely out-officered the enemy will get 240 DP, while you will only get 160 DP. Now go back out and do a CTRL + Z or whatever is the sensor cheat in dev mode. There's also Gacha S-mods, which blocks regular S-modding by default. A max level of 30 is much closer to being overpowered, and a max level of 40 is just straight up broken and I do not recommend using it. 9a. Netting you 1 story point per story told. I really can't see how it's "garbage". commands. 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. Alternate "Fast" version. 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. 5 Improvement & Alpha Core Effects. The percentage of bonus xp that you gain from using a story point is a percentage of the xp cost of a point. The other point is that besides the security level there's a time issue- war is time-sensitive, and the use of a planet-killer is (likely) indicative of running out of options and being forced into taking an option. Proof you can make it with this strategy. (300~500) 3. One feature is in both categories – “pick one of two skills at every tier”. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. Destroyed some fleets, was satisfied, walked out by the. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. most games have modifiable UIs. Or just get industrial evolution mod that lets you build com relays on planet, so you only need 2. I like to run with multiple ones. 0 - 2022-01-02. Yes, they are. Writing Starsector. Do check if you have enough space, especially. 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). 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. It's in the settings at Line 615. 1. Thank you. ago. 1 version was the max skill mod that allowed me to have all skills. 7. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. reduced maneuver is rough, given how fast the tesseracts are. Huh. All you should need is a text editor like notepad. Main menu missions are short tactical battles between pre-defined fleets that are accessed from the Missions. Once in the game, you can summon the console with control+backspace and enter your commands. "campaignSpeedupMult":2, Increasing the number to X will make the game move X times as fast when you press shift on the map screen. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. 1. You can find the menu you are looking for when you go into any colony. Bringing them back from mothballing only costs a tiny amount of supply. My point is- if the enemy can't do, the player shouldn't. 9a) is poised to add more 4X-like elements to the game, it seemed like a great time to bring people up to speed. These are meant for broader use within the. - Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. Increases the production of farming by 2. 51K subscribers in the starsector community. Starsector is using multiple methods to control fleet deployment some of which make it vastly unfair on the play when you have both. 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. ago. You can (and should) set the AI's officer limit to match this. This is my final guide in my How to Starsector playlist. 95a. An alternative to buying story points, is to be able to buy some of the things you can use story points for. Go to starsector r/starsector. They can also be used to wreck market price for trading. Starsector is already pretty on the easy side of games, you make everything cost money and it just becomes the easiest game ever. If you want to change specific industries to buildings or vice versa you can edit the industries. 2x Points. It doesn’t consume it. Hotfix: 0. Im pretty sure it doesn't cost SP at all. Get one Sunder and use story point to put safety overrides on it. 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. Then you go to your colony management screen and find the list of ships and check the ones you want your colony to build. 8. The game is extremely tweakable with things like this. Already possessing a massive amount of armor, the addition is hampered by the Ablative Armor hullmod, adding only a tenth of its. You can take inspiration from there. 6 Installable Modules. 5. Your first colony should be on a good planet. As the title implies, I've gotten tired of fighting. at which point drivers will be hit with a $1 fee for each minute they continue to charge their vehicles. 95. First point: The S-mods have made combat ships able to become extremely strong. This is my final guide in my How to Starsector playlist. First, make sure you properly modified the file setting the allocated memory for the game. Hoarding for late game seems to be the best option. afaik, bring more ships and have higher leveled officers. 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. 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. 400 is total starting deployment for BOTH sides. 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. The inner. level 1. Raiding for Fun and Profit. They grant bonuses such as increased range and armor. Consider doing scavenger run. The remaining military ships are 2 Sunders with integrated targeting cores, Tachyon lances and graviton beams. Each ship as loaded out with a plethora of small hybrid turret slots, with varying missile hardpoints, or built in missile tubes designed to. zeonlight78. It used to be called Starfarer. When you go into the Map tab, turn on the Exploration tab which will bring up the brackets next to all the stars on the map which are empty if the system is unexplored. While I do agree, it would also make Leadership a need-to-have. However: total DPs in a fight are capped at. list ships. jpg. Point them at something and watch it disappear. • 1 yr. Soil nanites. Can just add skill points or reset things, even with the level cap. So the experience for level 15 in RC9 is 5m, and you get 4 story points on the journey towards hitting it. Velroy_Denkins • 4 yr. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. Missions refer to two different gameplay features in Starsector. However I strongly advise you don’t bump it up too much, 700 is fine if you have a fairly good computer. 75 to whatever you want, like 1. 1u/day. for example: <st>legion_xiv</st>. I’d started out trying to add a story point option that would, to quote my TODO list, “make ground raids more of an early-game activity the player can engage in”. Blog post/download links here. I can't support it, even with missions in the core worlds. ago. The code is: )if you are able to locate GUI/UI file, you should be able to change it. 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. This video showcases my fleet that I use for general purposes. The number used here is one without additional skills that give you more officers. Not to mention the huge signature radius without MS/IEA. 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. Since there's no thread about it, and since the next release (0. Many thanks. 66. Colonies were added in version 0. A Starsector mod that officers additional functionality for managing officers. Modders: This is not a blanket feature. The main reason i always use the Progressive S-Mods mod. Yellow: Armored. legion_xiv is not too hard, but other. Apogee fit. You just type in 'stormgod' with proper capitalisation. Make the battle size the smallest so the majority of deployment points goes in your favor. Main character points, or single player game points perhaps. 2D RPG/Trade/Fleet Combat Game. No the limit is 15 and to my knowledge the max level. Yes, search for: "maxIndustries": [1,1,1,2,3,3,4,4,4,4], in settings. 96a-RC10, May 20, 2023 Ships: Pegasus: Back. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. By measuring sprint velocity – the average number of completed points during previous sprints – and using that number as a limit for the next sprint,. Posted July 02, 2021 by Alex in Development. After that. 95 is the VIP transport mission. 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. json of a given mod to make it compatible with the current version. And I'm taking this information straight from Nex's code. 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. – tags: Used with the ‘help’ command to find specific commands easier. 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. 95a: 162 days. but that's a story for another day. I think the fleet point limit should increase as you level up. Just a few revenants are enough for you to sneak past. The automated shipyard is a structure that can be discovered around a . This class can be a loose script or inside a jar, the console will work with both. 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. 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. Then start a new game with Easy difficulty. At first, it was junk I did not care about like Orbital Lamp, Soil Nanites, and Cryo CPU. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. First your mod is a fantastic idea. Reaperosha. Edit: Fuxed something that bothered me. 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. ago. ago. As things are, most ship packs and factions should at the very least be functionnal. 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. First thing I do is edit the number of starting command points in the settings file, changing it to 10. 95a. And also tells the player that. Oh, and I added the mod that exposes the variables for the skills that. The limit on how many you can add is two IIRC. Re: Deployment points. indeed, so many mods are so broken it feels like cheating (looking at you UAF) but others are so well made and balance it feels vanilla (looking at you nex)Having console command mod to spawn ship directly on your fleet can produce some truly spectacular results. Is this now naturally possible within 9. It used to be called Starfarer. Starsector is not exactly a game about risk-aversion, especially early. AxtheCool • 4 yr. ago. Nex turn Starsector into an actual 4x game and most faction mods need it to work. Consume a total of 0. EVEN if skill has no elite version. This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. 14. 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. "Story points" should be story-related, not job related. 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. To meet the Transplutonics demand for the special item, you will need the Catalytic Core (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. 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. Change the damage modifier from 0. 1] Slightly Better Tech-Mining. 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. Or maybe 2. Get 1x autopulse and 2x antimatter blasters from tri-tachyon planets, get 2x sabots from anywhere for missile mount. 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. 16 votes, 26 comments. It's a solid shield shredder at a good price. 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. So while setup is complex and requires a lot of skill points to work - it does work amazing. "Battle size" in the in-game settings tab. ago. You can (and should) set the AI's officer limit to match this. Limit how many ship types can be in a fleet (player + AI) at any given time. 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. Starsector (formerly . Now you have two options! Keep that in mind that exp require for after level 40 is massive. I've tried pretty much all of the standard stuff (driver update/reinstall, vsync on/off, triple buffering. 95a (Released) Patch Notes (Read 568449 times) Arcagnello. csv file. Name. Just a list of all the bar missions (and my ratings) you can find. Capturing these can be useful to tip the ECM rating balance in the. 2D RPG/Trade/Fleet Combat Game. Systems with yellow/orange stars, with moons orbiting a gas giant are ideal as it keeps the planets close together for common defence. console. Im talking ordnance point aka hull slot allocation cost. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. The skill system – the one in the currently released version, 0. Accidents. console. Re: [0. 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. battlecruisers contributing more than frigates) I think there’s a total of like 400 deployment points for every battle, allocated between both fleets. Want to go higher than 30 ships available in your fleet? This is how you do it. Interesting side note; 1 Salvage Rig + 5 Shepherds offers the same salvage bonus as 3 Salvage Rigs, due to how the diminishing returns work. - Each ship has its own XP counter and gains XP during combat. 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. 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. 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. Removed skills changes. 1. Compared to regular officers, they do not count towards your maximum officer limit, which means you can theoretically have as many of them as you wish in addition to your regular officers. Current WIP mod to bring the Expanse's free navy into starsector. now possible to escape through a jump-point after retreating from battle w/o always being re-engaged by enemy fleet Improved fleet AI performance by ~50%, should be something like a 10-15% overall performance improvement in campaignIf you do raise the max level to 20, I would suggest setting # story points per level to 5-6 since the amount of them you get at max level depends on the xp needed for max level (and never grows afterwards), which means that the base of max15 you get 4 story points per ~4,000,000 xp, and at max20 you get (6 is what I set) per ~6,500,000 xp. 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. The player can build industries on their colonies for credits. A Beginners Guide on how Colonies Work. Sort by: best. 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. Theyr allright alot like normal missions exept you pick up 2-3 of them at onec fly about do em and return, hopefully dev doesnt go overboard with these, i still got nightmares about starbound that. 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). you cant they are part of hyperspace, going around ie the black zones is best. Some defensive colony improvements use an industry slot. The bars have some nice easy quests. A size 3 colony will allow one industry improvement. thewizord. 96a upgrade! - Added milestones! These are perks that are unlocked as you progress through vanilla. Think of what good $300 million could do for humanity. - class: This points to the script you wrote in Step 1 above. 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%. Win the game. It's literally in the console command mod. The difficulty depends on what mods you install with Nex. Finally, ships with too many d-mods (6+) can be made. You will deploy less and less of your fleet as the game goes on. Valor barely has any worldbuilding, sadly) Last edited by mahu;. On paper, it's supposed to be something you can use for some unique interactions and building in hullmods to be permanent hullmods to make specializing ships even better. •. The actual size of the ships you have counts towards this (ie. The developers also claim inspiration from other classic titles such as MechWarrior and Master of Orion II . ATM don't wanna use Conquest, i already have a Paragon decked out with. A Starsector mod that changes the way that built-in hullmods work. But when I approach (and make contact with) the primary star, and the outlying one, neither give me the option. . I was thinking that the fleet limit should be something between 300-500 DP. As long as there are not too many fighters it runs at 20 fps+ at max deployment. Swarming the remaining stage 1 Tesseract. AxtheCool • 2 yr. 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. Lets you have as many officers on the bench as you want. ago. This is unlikely if 4096m+ of memory is allocated to Java; Starsector should never use that much memory, no matter how many mods are loaded. Once the bar gets full you'll have an invasion that the colony forces will be able to easily handle and then the bar resets back to 0. Pretty lightweight deployment-wise for an excellent boost in command, just fly yourself to a far off corner and watch the battle. at Monday, October 12, 2020. 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. The. After that, it collapses, making it single-use. If you go into the settings. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. Story points are funny. I have loved Starsector ever since I bought it (long before it changed it's name) and come back every year to play it. CoqueiroLendario. Derelict ships and ships disabled or destroyed in battle can be recovered to gain a usable but damaged ship. It used to be called Starfarer. You need an alpha core. Time between changelog and release for the last few patches: 0. I have had that mod once but it gave me so much rare stuff it was insane. After max level, it costs twice this, or 10m experience, to get 4 story points, likely spaced at 1 per 2.