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. 2 days ago · Share this story. json. (Starsector 0. Just like Ironman mode, add another toggle to "sandbox mode" which completely removes character level cap. Carriers require more deployment points to get space supremacy. but energy weapons are fairly weak versus armor in the first place. Author Topic: Starsector 0. 1. There is no limit to colonies if you are brave enough not a luddite. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. reduced maneuver by 10%. Share Add a Comment. The limits yes, but the per-frigate stuff is insanely good, and the +2 officer is ABSOLUTELY A MUST this patch because deployments point allocation is now based on officers (not your total ships DP) and the AI fleets in the lategame ALWAYS have more officers than your cap pretty much, which means you will usually be fighting 40% vs 60% which is. so its probably in the core game files in the java files somewhere. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. You get to right-click on them in your inventory to learn them. Use the fully-qualified name of your class (ex: data. json file. jpg. The percentage of bonus xp that you gain from using a story point is a percentage of the xp cost of a point. x50 ensures. 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). ago. 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. DP balance and arbitrary incentivization of certain playstyles are. You manage them via the agent tab in the Intel section. I don't remember if Atlas can get enough points to install both ADF and efficiency overhaul, probably has to use militarized subsystems instead. Posted December 17, 2020 by dgbaumgart in Development, Lore. You can change battle size in option, ranging from 200 to 500, which can be edited in the game file settings. Regardless, you can gain infinitely many, this only influences how fast. High tech (outside of Ziggy) is cheaper than low tech actually. 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. At level 15 it takes 550k to get a story point, at level 40 it's 1m. There's also another quest, that I think you can do independently of the main story (although I can't quite remember). However: total DPs in a fight are capped at. most games have modifiable UIs. 75 to whatever you want, like 1. •. Mods to. e. 95. Officer extension is what you're looking for. Systems with yellow/orange stars, with moons orbiting a gas giant are ideal as it keeps the planets close together for common defence. list ships. Bounty hunting makes getting XP fast. 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. Nanoelite001 • 2 yr. Enjoy endless possibilities for customization with Starsector mods, expansions, and more. Flux from the shield, spawning mines, and using fighters only affect the center modules flux. By level 40, if you're not making more than a million a month, you're probably doing something. ago. It's balanced to maintain the ratio of Story Points to bonus experience while still providing a faster levelling rate. And before anyone tries to comment that I need to capture the points that appear in an. Factions will wage war against each other and try to conquer their enemies. Cruiser ship tier list - 0. It used to be called Starfarer. Arthur_The_Ok • All hail the [SPACE DORITOS] • 9 mo. 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. _mortache • Ludd is Omega • 6 mo. Name. 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. Try to get the remaining stage 1 Tesseract to attack the smaller Tesseracts. 50% more flux efficient than the GC, with the same DPS. Instead of officier with missiles specialization should get boost toward accuracy, tracking, less missfires etc. 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. 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. help list. 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. Images. If you go into the settings. Technically yes, but only after you go beyond the usual limit of 15. That would be for all fleets, not just the player's. For the remaining ships I got a mid-sized tanker, 1 atlas cargo ship and 2 salvage rigs. Battle won proof. Starts at 200 - 500 300 default. 1. Humanity was ruled by the Domain, which controlled multiple galaxies. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. I usually run spacer starts by going to bars and picking up delivery contracts. – tags: Used with the ‘help’ command to find specific commands easier. Both of those are. Akin to a Cryosleeper or a Coronal Hypershunt, it is located in a fixed location somewhere in the system. 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). 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. Edit: the industry skill "Colony Management" is no longer in the game. A row of Tesla charging stations. 2 autocannon, 2 assault gun and flax cannon are enough for dealing with fighter, frigate and destroyers. Re: Maximum combat ship recovery cost bonus of skills and increased battle size. I wouldn’t make a it a point to restart just for it, just keep it in mind for your next playthrough. As things are, most ship packs and factions should at the very least be functionnal. Ship recovery dialog now shows normal and story point recovery in the same screen. The benefits of a Dram are well known. Fleet upkeep of 3. 60-100+ enemy ships, even if you have a very good personal ship, the skills to abuse it, and a high enough deployment limit to field your. 1. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. The developers also claim inspiration from other classic titles such as MechWarrior and Master of Orion II . So an action that gives 50% bonus xp will give you 500k, and one that gives 100% will give you an. console. 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. jpg. Sometimes I get 120, sometimes 80, mostly it's 89. Thank you. 3 Industry List. Each ship as loaded out with a plethora of small hybrid turret slots, with varying missile hardpoints, or built in missile tubes designed to. Fractal Softworks' Starsector is a game with a lot of potential. Cruisers killing smaller Tesseracts. The deduction. Between abundant (in my opinion) story points and the industry items, I just don't need AI cores anymore. 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. Ye, but you can just edit the mod_info. 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. legion_xiv is not too hard, but other. Though it gets memey after a certain point. TallGiraffe117 • 2 yr. The Console Commands command is indeed “setmarketsize n”, where n is the desired colony size. ) With that important note out of the way: some factions in the game have a stronger identity than others. 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. Except the skill that unlocks 3 s-mods is permanent. Some hulls even have special mods unique to them. Just look at that number: $300,000,000. 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. 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. 6. You get 4 story points per level. I have learned something new. Humanity was ruled by the Domain, which controlled multiple galaxies. - class: This points to the script you wrote in Step 1 above. Can just add skill points or reset things, even with the level cap. 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. And also tells the player that. . Reduce default base XP cost to increase S-mod limit by 20%, but increase the scaling by 25%;It's hard to give super specific advice on the combat because there are so many ships with different roles; so I guess to start with, is to find a ship that fits a niche you enjoy. If you want to change specific industries to buildings or vice versa you can edit the industries. Having story points be more plentiful just lets you pick more interesting dialogue options or get that one extra S-mod. Anyways, story points for scavenging is dumb and completly removes the scavenger career from your game. Writing Starsector. i was playing the academy missions, found em by accident. zeonlight78. 1. 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. 12 Cycles a Prisoner (or how I captured 2 VIPs and forgot them for 12 years) Memoirs of a Hegemony Captain. Sometimes you luck out, sometimes you get nothing. Today, he rolled up pristine nanoforge. 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. Unlike the automated ship construction event that can pop up in research stations (and possibly other. You can modify the minimum, default and max deployment points allowed in a battle. Then start a new game with Easy difficulty. There are a lot of things about 0. That's how Starsector got started, too - nights and weekends, and all that. 400 is total starting deployment for BOTH sides. Recovered ships will gain one or more damage mods. you can edit your save file and add blueprints. 9. The base tech-mining in Starsector 0. Good for when you have a great system, but absolutely no stable locations. If you are new, some pointers on colonial management: Get some skills. 2D RPG/Trade/Fleet Combat Game. Make the battle size the smallest so the majority of deployment points goes in your favor. By measuring sprint velocity – the average number of completed points during previous sprints – and using that number as a limit for the next sprint,. This. Your second system is best -- several habitable worlds, barren world for Industry, etc. You get a story point every 1/4 of a level up (and continue getting them even after you hit level cap). 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. json in Starsectorstarsector-coredataconfig. (I guess I should also chime in with the nitpick that the name "Story Points" also confused. Modders: This is not a blanket feature. Comment removed by moderator · 11 mo. 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. Add a Comment. tbh I think the closest thing to passive SP generation might be to just use console commands to periodically cheat them in. After raiding Kanta's Den to extract Zel at the end of the Gates's quest, I decided to wait for Kanta's fleets to show up instead of using the Magec Gate as the quest asked. It's easy to make up a reason why SO can't be built in. Nex turn Starsector into an actual 4x game and most faction mods need it to work. Console commands mod: "addstablepoint". But I'm finding that I don't use AI cores on industries anymore. At first, it was junk I did not care about like Orbital Lamp, Soil Nanites, and Cryo CPU. This maintains an almost identical rate of. A Beginners Guide on how Colonies Work. 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. 2 Resources 2. You also keep gaining story points after reaching. ago. ) It basically puts you to a higher "tier" of salvage bonus. The main problem with the Radiant is it takes a level 5 skill that competes with another very good skill (triple built-in hullmods) You can use story points to rearrange your skills. I personally recommend the "standard" 25 version. Just understand that if your pushing. Mechanically, they're not terribly complicated (though I do like how you can use eg. So for example, if story point option to disband inspection costs 20. Too slow and too big a profile. ago. However, note that some story/AI fleets can bypass this cap requirement. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. Sort by: best. 16 votes, 26 comments. Basic maintenance (standard) is 70%, meaning up to 20%. One Tesseract killing the other. Get app. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. After all I'm always free not to utilize them but not being able to hop into a phase ship caz I need to get a story point every single time for a respec is dumb. So you can literally order 1 day before the end month is over and it would be ready on the 1st of the next month. Locked post. Ye, but you can just edit the mod_info. Captain; Posts: 378. "campaignSpeedupMult":2, Increasing the number to X will make the game move X times as fast when you press shift on the map screen. An alternative to buying story points, is to be able to buy some of the things you can use story points for. 0. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. 95a – has some things about it that I like, and some things that I don’t think worked out particularly well. Too bad I already swiped one from Kazeron (and I plan to steal the. The most important feature though is that it allows you to put permanent mods on your ships. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. 100 fleet size, 99999999 battle size. Starsector is a hard game, especially when you have no idea what to do. You order something and you can pick it up on the 1st of next month. You earn points by destroying ships and bosses. Click on the star. The code is: )if you are able to locate GUI/UI file, you should be able to change it. After max level, it costs twice this, or 10m experience, to get 4 story points, likely spaced at 1 per 2. Best use your story points on really expensive hullmods Reinforced bulkheads (30) Heavy armor (40) Hardened shields (25) Integrated targeting unit (25)1). 8 warships strapped together was too much, so combat versions will only get 4. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. Also if anybody could tell me how to increase my DP limit i would appreciate it. 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. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. These numbers should be the same value. ago. AKA- do things that give you a lot of XP to get story points quickly (fight hard battles). 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. 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. 1m experience/sp at level 15. Mine is currently set to 2000 deployment points. ago. As the title implies, I've gotten tired of fighting. Allows for crafting of special items (like nanoforges) using Domain-era artifacts. A system with at least 2-3 <150% hazard worlds, preferably with ores, farmland and volatiles on separate worlds. This will require Alpha core, some fuel and machinery. Never sell Blueprints in any circumstance. Capturing these can be useful to tip the ECM rating balance in the. You can (and should) set the AI's officer limit to match this. help addship. 14. - Each ship has its own XP counter and gains XP during combat. Use the fully-qualified name of your class (ex: data. 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. It used to be called Starfarer. Put it in the mods folder and make sure it's tagged in Starsector's launcher. This (along with many other settings) can be changed by running the Settings command. 1. Well in the base game you can add a new stable location, so long as you have fewer then 3. This game is in no way similar to Elite Dangerous. It used to be called Starfarer. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. Step8: go there and use a distress signal while inside of the system. I have loved Starsector ever since I bought it (long before it changed it's name) and come back every year to play it. 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. 95a is basically the same as 0. Enjoy actual salvager gameplay! petergustav • 6 mo. In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. Manage as many officers as you'd like. 51K subscribers in the starsector community. 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. This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. The first one doesn't. hopefully this is helpful for your colony. 21. json you can change the max number of officers, I don't think there is a way to swap them around whilst flying about from any mod. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. Under data/config there is a settings. It prevents players from playing their character. 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. Significantly increased XP required for officers to level up . Starsector (formerly . FYI Solar shielding mod also limits damage from storms. So you'll also need to use a gamma core on planets you install the coronal tap in. at Monday, October 12, 2020. Quote from: SCC on April 17, 2021, 06:18:27. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. Another note is that when you are deploying things, you can hover your mouse over the deployment points bar at the bottom left and it will tell you how many points both you and your opponent has. 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. The only thing Starsector would benefit from releasing on steam would be even bigger mods. « Reply #1 on: December 14, 2022, 03:06:12 PM ». Here, you can afford to send a destroyer and some frigates to capture a point. 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. 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. ago. Derelict ships and ships disabled or destroyed in battle can be recovered to gain a usable but damaged ship. "Story points" should be story-related, not job related. « Reply #1 on: April 27, 2016, 09:26:37 PM ». Quickly hopping in to say as a long-time Starsector owner that's only really played one or two campaigns, changing things to a skill tree is going to make leveling up a lot easier to swallow, and so I hope that's the same for most newer players, too. DP limits of skills should scale of your Leadership ability. Or used in a suicide run distraction to slow down a superior force. Currently in development, the game borrows many elements from nostalgic space sims such as Star Control I and II. Now what I would expect vanilla to do (and it doesn't) is when I make a skill elite on a normal officer. 6 Installable Modules. Larger colonies get more build slots, up to four slots at colony size 6. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. Re: GC overhead limit exceeded crash. 4 Structures. Perhaps I am wrong, but there isn't a limit on the salvage bonus so they're multiplicative. A Professional Critique Of Story Points. but that's a story for another day. 96a RC10. 3 Level of 1 industry skill reduces the negative impact of D-mods. 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). I used to stick an Alpha core on everything. Limit of 5 kills it. Netting you 1 story point per story told. 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. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. 3 level of 3 industry skill makes D-mods reduce maintenance cost. Custom production limits increased to 100 units, regardless of ship/weapon size- Fixed Armada Doctrine deployment point calculations not being treated as floats. 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. You can keep all of them and imho you need to. 95 is the VIP transport mission. Orbital bombardments are useful if you want to kill everyone fast once you reached the endgame with super fleets and colonies making nearly millions per month. You will deploy less and less of your fleet as the game goes on. 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. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at. 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. Edit: Fuxed something that bothered me. (That was a bug in -RC3; should be fixed. That also includes the trash bricks you fight when poking old Domain stuff. - Add support for enhancing existing built-ins Other: - "no_build_in" is no longer ignored by default in the. 400 is total starting deployment for BOTH sides. Proof you can make it with this strategy. 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. 2D RPG/Trade/Fleet Combat Game. This class can be a loose script or inside a jar, the console will work with both. First, make sure you properly modified the file setting the allocated memory for the game. I actually feel bad 4 the 4+ Heg fleets that try to run away. You can change the base limit in the settings file. Increases the production of farming by 2. It involves using the Transverse Jump to. Limit how many ship types can be in a fleet (player + AI) at any given time. 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. Your first colony should be on a good planet. ) With that important note out of the way: some factions in the game have a stronger identity than others. I'll list the most broken ones I found (and the mod + codes it associates with) Guardian: Large missile hardpoint combined with missile autoforge + generous amount of ordnance points (Graphics lib. 2. 1a] Everything Recoverable (v1. 0, as there will not be a single affected ship that will need story points to. The player can move the ship by clicking on a target or a destination. Im pretty sure it doesn't cost SP at all. Not in my settings file. Posted July 02, 2021 by Alex in Development. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. Pretty lightweight deployment-wise for an excellent boost in command, just fly yourself to a far off corner and watch the battle. 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. My point is- if the enemy can't do, the player shouldn't. 4/ has no "dramatically" higher chance of finding things on the first mining. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. Changelog: 1. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. Hoarding for late game seems to be the best option. It's literally in the console command mod. You can spend story points to increase the S-Mod limit for a ship. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. Manage more officers. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. maxShipsInFleet: similar idea to above. Lets you have as many officers on the bench as you want. ago. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant.