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. Try flying into the center of a sun. 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. csv file. if the AI fleets would stop spending their "over limit strength" that lets them deploy more than 10 officers and spend it on integrated hullmods instead, making their fleet power more CONCENTRATED and FULLY DEPLOYABLE,. One, obviously, is the reworked skill tree and addition of story points, and a couple new ships added. The inner. ) With that important note out of the way: some factions in the game have a stronger identity than others. Bringing them back from mothballing only costs a tiny amount of supply. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. 2. 0. 1. · 11 mo. Remnant ships are simply super DP effective and punch way above their weight class. 242. i was playing the academy missions, found em by accident. json file. So if you want to tackle a super hard late-game fight, it's a nice little boost. I have had that mod once but it gave me so much rare stuff it was insane. but assume that'd cost a lot of story points to utilize. Comrade_Bobinski • 4 yr. Combat endurance on AI core gives +15% readiness, 35% now. 125 votes, 45 comments. maxShipsInFleet: similar idea to above. 46. 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. Hey, so i have an overabundance of Omega weapons, tons of story points, and an Onslaught XIV legion. 9. Excellent improvements. jpg. • 10 mo. How to escape without using story points. Ye, but you can just edit the mod_info. Fill rest with PD. ago. g. but energy weapons are fairly weak versus armor in the first place. No change to the cost. You send them to worlds controlled by a faction and ask them to perform mission there. 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. Get 1x autopulse and 2x antimatter blasters from tri-tachyon planets, get 2x sabots from anywhere for missile mount. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. 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. So "structural damage" d-mod would be 20% base D-mod + extra 20% for whoping 40% hull damage. help list. zeonlight78. They grant bonuses such as increased range and armor. ago. Job_Precipitation • 3 yr. Player fleet able to interact with objects immediately after battle, i. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. All you should need is a text editor like notepad. Regardless, you can gain infinitely many, this only influences how fast. Also that command must be from another mod, because base Console Commands mod doesn't have it. Example). 1. • 2 yr. I remember the scientist transport ones not even have a. 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. 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. hopefully this is helpful for your colony. By level 40, if you're not making more than a million a month, you're probably doing something. Are you getting any story points when leveling? Story point experience is tracked strangely so if you lowered your character's level to get more skillpoints, you might not get any story points for reobtaining those levels. New patch is the perfect time to drop in, welcome to the community. 95. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. 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. you cant they are part of hyperspace, going around ie the black zones is best. 9 burn is the minimum I'll allow for my ships, so if I have to burn a story point to go zoom zoom, that's what I'll do. My opinion: Ships with no d-mods should be recoverable without effort. shadenight123 • 2 yr. 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). A. 96a RC10. While I do agree, it would also make Leadership a need-to-have. I'd like to take a look at carriers and fighters because I think they have become too weak in this latest update. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. AxtheCool • 2 yr. How to escape without using story. Except the skill that unlocks 3 s-mods is permanent. Imo, it should give 5% per mod, but with no limits, and also have ability like "there is a chance for each D-mod to be ignored in current battle". Under data/config there is a settings. ; Ace Custom: The. battlecruisers contributing more than frigates) I think there’s a total of like 400 deployment points for every battle, allocated between both fleets. Starts at 200 - 500 300 default. Since the start of the closed betas, I've received a number of questions about the possibility of modding support in the game. 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. First your mod is a fantastic idea. Small bit of rep grinding and then you get straight into the story quests. As long as there are not too many fighters it runs at 20 fps+ at max deployment. Each such factory has a pool of 4 ships to choose from, 1 for each size. Story points are funny. Here's what I know: You can either find the skill/whatever/modify skills and add more colony limits or something else if it's just a problem about stats. 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. I don't remember if Atlas can get enough points to install both ADF and efficiency overhaul, probably has to use militarized subsystems instead. 3 Accessibility 3 Colony Size 4 Stability 5 Monthly Income & Upkeep 5. 1a: 35 days. (100~300) Since high-tech ships have shorter operating time. 51K subscribers in the starsector community. Mine is currently set to 2000 deployment points. These affect the overall DP awarded to you before every fight. Re: Deployment points. 95a. Get app. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. FYI Solar shielding mod also limits damage from storms. Several-Eagle4141 • 9 mo. The deduction. You can change the special modifications bonus (default is +1 mod) using the console command mod. ago. 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. Reverted numerous weapon balance changes. How does the math work for deployment point limits? I have read every single in-game label and menu, I have read through the entire starsector wiki, and I can't find the. Story points can help prevent teams from burning out at work. Non-existent Rule 5: You can approach the sun using emergency burn to add a stable location in star system of your choice. The actual size of the ships you have counts towards this (ie. Story points are a player-exclusive quasi-resource used for various purposes in the game. Starsector > Mods > Modding >. 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. 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. The player gains story points with XP, with four points gained over the course of reaching the next level. Just look at that number: $300,000,000. Yes, they are. reduced maneuver by 10%. afaik, bring more ships and have higher leveled officers. 9. console. ago. The code is: )if you are able to locate GUI/UI file, you should be able to change it. You will deploy less and less of your fleet as the game goes on. As things are, most ship packs and factions should at the very least be functionnal. I hope we can expect an optimization pass at some point in the future. Then you go to your colony management screen and find the list of ships and check the ones you want your colony to build. Re: how to get story points. AKA- do things that give you a lot of XP to get story points quickly (fight hard battles). 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. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. 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. 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. What if Story Points just gave you more OP? Fractal Softworks Forum November 03, 2023, 06:41:04 AM. You get a story point every 1/4 of a level up (and continue getting them even after you hit level cap). And then the ai droneships since they have nice roles in a fleet. In between scavenging and selling. So you'll also need to use a gamma core on planets you install the coronal tap in. Main menu missions are short tactical battles between pre-defined fleets that are accessed from the Missions. My standard explore fleet at end of ironman game was 4 tempests 2 Shrike 1 medusa 1 Fury ! aurora 1 apogee 1 odyssey 2 colossus 1 Phaeton tempests has hardsubs and shields s mods Most things had hard shields smods All the extended racks were built into the. At the end of the day, these are a resource which not intended to scale exponentially with stage of the game like credits or ships, but are more of a slow but steady gain (at least past the first 6 or 7 levels) for actually doing things which earn you XP. Posted December 17, 2020 by dgbaumgart in Development, Lore. Skills that affect the piloted ship. Starsector (formerly . 2 autocannon, 2 assault gun and flax cannon are enough for dealing with fighter, frigate and destroyers. They are between levels 4 and 6, with 1 to 3 elite skills. cheating. 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. 95a is basically the same as 0. While the commands themselves aren't case sensitive, arguments are. I equip it so I can take 'shortcuts'. 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-universe speculation in the Onslaught's codex entry suggesting that some people believe the Onslaught was created to defeat some now-forgotten alien threat. Missions refer to two different gameplay features in Starsector. Zero. Removed skills changes. 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. the new limit is 5 instead of 6. 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). Proof you can make it with this strategy. You need an alpha core. At level 15 xp gain is locked in. [deleted] • 5 yr. Your first colony should be on a good planet. 4. After that. 86. Perhaps I am wrong, but there isn't a limit on the salvage bonus so they're multiplicative. 3/ provides *no* benefit to the colony. •. Find a damaged frig, go to system, then get sierra. The only Academy mission I know that has a time limit in 0. 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. ago. 14. This class can be a. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. Your second system is best -- several habitable worlds, barren world for Industry, etc. So for example, if story point option to disband inspection costs 20. I salvaged instead of recovered one or two ships from the tutorial derelict ships. The story of Starsector is a bit complex and a bit vague. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. Previously in 0. 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. Here, you can afford to send a destroyer and some frigates to capture a point. most games have modifiable UIs. Uniquifying the Factions, Part 1. At the same time, there aren't many good things to spend them early on. - d-mods should get complete overhaul. 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. DesperatePeter • 5 mo. Bounty hunting makes getting XP fast. (300~500) 3. 3 level of 3 industry skill makes D-mods reduce maintenance cost. There is no limit to colonies if you are brave enough not a luddite. You also cant repeat the stable location generation. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. . Go to starsector r/starsector. 96 was focused on adding stuff to the game, not modifying existing code, after all. I can't support it, even with missions in the core worlds. 51K subscribers in the starsector community. 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. 75 to whatever you want, like 1. Admiral;. Story points are basically the ability to make your captain a gigachad temporarily or to obtain certain rare things / do special mods. "maxShipsInFleet":30, Increase the number of ships you can have before you get hit with the supply penalty. 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. json. 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. Hire new officers regardless of how many are currently under your command. Skill points stop, and story points maintain their growth rate. 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. You'd need a whole mod to change the price per hullmod and I don't know of one. though after brief search i cant seem to find it. One Tesseract killing the other. Fleet upkeep of 3. 95a (Released) Patch Notes (Read 568449 times) Arcagnello. Start a new game and choose the quick start option with the "dev" label so you get in fast. 1 will cause your fleet to suffer 10% more damage. If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. It doesn't matter if there's an overloaded capital ship that could be killed in the next volley, it will stop shooting if there's even the tiniest shuttle passing by. 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. Installed in farming. It used to be called Starfarer. One non sense trick you can do is to fill your fleet with alot of civilian ships and cheap ships, this way you will get more. Starsector version 0. Just like Ironman mode, add another toggle to "sandbox mode" which completely removes character level cap. console. Consume a total of 0. I personally recommend the "standard" 25 version. A system with at least 2-3 <150% hazard worlds, preferably with ores, farmland and volatiles on separate worlds. If you vent only the center module holds fire, the others can keep shooting. you could use the AdjustableSkillTresholds mod to remove the tiny limit on AI ships and set it to like, 9999DP or something. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. 1. Now go back out and do a CTRL + Z or whatever is the sensor cheat in dev mode. The notes here regarding methods are directly cribbed from code comments in HullModEffect (v0. The thing to understand about the AI in this game is they are supposed to have a lot of autonomy. I searched but Didn't find any mod like this. High tech (outside of Ziggy) is cheaper than low tech actually. ago. That would be for all fleets, not just the player's. Enjoy actual salvager gameplay! petergustav • 6 mo. Cleveland is giving away 18. Factions will wage war against each other and try to conquer their enemies. The limit on how many you can add is two IIRC. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. 5 Alpha preview. And there you have all you need to. The new story points, while it's a good idea, it's very poorly implemented. 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”. Spamming ieds will generate uh, quite a bit of lag though. Do check if you have enough space, especially. Holding fire, keeping shields down, and regrouping fighters will give you the 0 flux. March 22nd, 2012 at 12:40 pm by Cenoh @Cenoh: That’s the plan. Do check if you have enough space, especially. The hull mod I most frequently build in is the drive field one because it takes so much OP. 51K subscribers in the starsector community. 1] Slightly Better Tech-Mining. Sort by: best. Hoarding for late game seems to be the best option. Nanoelite001 • 2 yr. 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). Can only be installed on worlds that are not gas giants, do not have the "extreme weather" condition, and do not have the "extreme tectonic activity" condition. Bounty hunting makes getting XP fast. Default is 8% of base DP per additional S-mod. Comment removed by moderator · 11 mo. 7 points off turnovers per night, which ranks bottom-10 in the NBA in that department. I. Diplomacy events see faction relationships changing over time. 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. Battleships have it at 7-8 tho. It's awesome; I'm not bashing it at all, but I would like to talk about that last bit - the war bit. In starsector, ballistic and energy pd have different rolls. (I guess I should also chime in with the nitpick that the name "Story Points" also confused. Anyways, story points for scavenging is dumb and completly removes the scavenger career from your game. Pretty lightweight deployment-wise for an excellent boost in command, just fly yourself to a far off corner and watch the battle. Or used in a suicide run distraction to slow down a superior force. Go to starsector r/starsector. 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. You will read a lot about S-Mods on forums, this is what they are referring to. However the custom production should not exceed the limit, and if it does it can take multiple months to complete. 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. As things are, most ship packs and factions should at the very least be functionnal. Unlike the automated ship construction event that can pop up in research stations (and possibly other. Systems with yellow/orange stars, with moons orbiting a gas giant are ideal as it keeps the planets close together for common defence. Many thanks. 0 – 2021-10-12. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. Velroy_Denkins • 4 yr. 108 votes, 45 comments. if you have only phase ships in your fleet your fleet become almost unspotable and can smuggle into even major worlds. marines and/or story points to generate some extra alternative to some of them) and early levelling seems kind of shockingly quick - I got to level 5, a third of the new level cap, in. You can afford to have seven or. So if your maximum ship number is 9 (max officers + you), you will have higher number of deployment points to field your ships in battle. just edit pt or sp to the amount you want, no need to ever add. 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. A lot of mods add a quest for some ship or another; Sunrider for example is basically about doing the involved quest to get the titular ship. 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. 1. The English Premier League has deducted 10 standings points from Everton over a breach of league rules regarding profitability and sustainability. json of a given mod to make it compatible with the current version. 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. Cruiser ship tier list - 0. DP balance and arbitrary incentivization of certain playstyles are. Enjoy endless possibilities for customization with Starsector mods, expansions, and more. The enemy will have less deployment points than you which means they will have less ships to fight you at a time. 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. 25. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. Want to go higher than 30 ships available in your fleet? This is how you do it. First point: The S-mods have made combat ships able to become extremely strong. Manage more officers. After max level, it costs twice this, or 10m experience, to get 4 story points, likely spaced at 1 per 2. Some things about story points are not that well balanced though, like finding unrecoverable paragon on day 10, spending only 1 story point to recover it with magic, and somehow getting it in mint condition without a single d-mod. 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 built-in "Automated Ships" hullmod that all Remnant ships have reduces max CR by 100%, so now you're at -30%. json; lines 53 and 63. Edit: Fuxed something that bothered me. 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. Maku_GJ. At level 15 it takes 550k to get a story point, at level 40 it's 1m. Example (Class + Limit):. 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. 5m experience. r/starsector A chip A close button. Uniquifying the Factions, Part 1. If you are new, some pointers on colonial management: Get some skills. ago. 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 which point drivers will be hit with a $1 fee for each minute they continue to charge their vehicles. Campaign mode was originally introduced in the 0. 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. 75 to whatever you want, like 1. That's how Starsector got started, too - nights and weekends, and all that. Arthur_The_Ok • All hail the [SPACE DORITOS] • 9 mo. _mortache • Ludd is Omega • 6 mo. I recommend using a mod manager like SMOL or MOSS. Reverted ship changes. 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. Switching to Java 8 seems to solve the issue, Thank you kind sir. 0. Also an important bit of Story Points is you can recover it when you consume it. 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. "Story points" should be story-related, not job related. The story of Starsector is a bit complex and a bit vague. Hullmod scripts usually extend BaseHullMod (which itself extends HullModEffect). Sure, but from 100%, not the default of 70%. Make sure you’re doing it from the colony management screen. 2D RPG/Trade/Fleet Combat Game. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits. commands. 3 Industry List. 8a. 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. 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. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. 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. 95. 3 Level of 1 industry skill reduces the negative impact of D-mods. Other mods can add their own console commands or override base commands; instructions for adding custom commands can. I've tried pretty much all of the standard stuff (driver update/reinstall, vsync on/off, triple buffering. These numbers should be the same value. Tesseracts attacking each other. 0 - Full Starsector 0. 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. ATM don't wanna use Conquest, i already have a Paragon decked out with. The second stable point does cost SP though. Also note that you can roll up to the academy without waiting for the invitation from some rando at a bar. This. ago. For example, "-Xms6144m -Xmx6144m" allocates 6 GB of memory for the game. By measuring sprint velocity – the average number of completed points during previous sprints – and using that number as a limit for the next sprint,. 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. If your automated fleet relies on the computing power of the rest of the. You can (and should) set the AI's officer limit to match this. You get 5 A or B choices per line, with the ability to reverse your choice at the cost of a story point. Features. I have loved Starsector ever since I bought it (long before it changed it's name) and come back every year to play it. These are meant for broader use within the. 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.