"Battle size" in the in-game settings tab. level 1. Mark IX Autocannon: B. After all I had come heavily armed expecting a challenging encounter, and didn't want my efforts to be in vain. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. If you haven't yet reached the max allowed number of regular officers, it's probably not worth it. Until recently, this wasn't a feature that was high on my radar. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at. Varya's Sector will add a bunch of aggressive factions that spawn in randomly throughout the game and can really wreck you with their fleet spam, but it isn't too hard to keep them on your good side using agents (agents are added by Nex, you can send. 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. help list. 431 votes, 33 comments. Colonies were added in version 0. And also tells the player that. Logged. I LOVE being able to build in hullmods. Just understand that if your pushing. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. – class: This points to the script you wrote in Step 1 above. 8. but I think that was when using story points, which makes sense because u are spending a limited resource to recover extra ships, where just scavenging does not spend story points. 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. You need an alpha core. 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. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. 2. 1. A comparison of cargo/fuel tankers and efficiency pre and post 0. Hi! I know I'm late to the party, just got Starsector for my self a while back, and was oogling about to learn about things when I came across the blog post for the new skill system, and wanted to throw my voice out into the choir. Example). Skills are permanent bonuses or activated abilities acquired by the player and officers. json and set them to however you like. Deployment points are awarded based on fleet size, with the larger fleet getting more. You just type in 'stormgod' with proper capitalisation. I actually feel bad 4 the 4+ Heg fleets that try to run away. There's a chart floating around that shows you how to not pather cells on your worlds, you may find it useful. 95. 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. 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. First your mod is a fantastic idea. Previously in 0. ago. 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%. json. thewizord. A Professional Critique Of Story Points. One feature is in both categories – “pick one of two skills at every tier”. Elite Dangerous is all about the one man show (unless you join some online group) and flying is vastly different in the two games. I think the fleet point limit should increase as you level up. In the same file you can also change the fleet size from the default 30. Starsector is not exactly a game about risk-aversion, especially early. 5. A system with at least 2-3 <150% hazard worlds, preferably with ores, farmland and volatiles on separate worlds. 1a: 35 days. 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. My point is- if the enemy can't do, the player shouldn't. This. I've grown fond of this combat ring/star type of abomination. Don't start using them unless your planet can defend itself long enough for you to arrive. " "maxIndustries": [1,1,1,2,3,3,4,4,4,4], ". 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. My name is Reese Kitteridge, a former captain in the Hegemony Armed Forces aboard the HGS Mira's Wrath . So yeah, your side at default will get 150 points shared between your fleet and any allied fleets + stations. 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. Starsector > Mods > Modding >. When you give them orders, you put them on. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. Starsector is a hard game, especially when you have no idea what to do. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits. 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. . 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. at Monday, October 12, 2020. Get 1x autopulse and 2x antimatter blasters from tri-tachyon planets, get 2x sabots from anywhere for missile mount. go to hybrasil buy 1500 units of drugs spread the love to the folk of the system. Your first colony should be on a good planet. 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. The moment Starsector inserts in the next update the percentage chance of a colony going AI-Exterminatus depending on Core numbers within it, there will be a sudden swing of individuals in favor of the Hegemony 'Kill the AI, save the Colony, save the Sector' mentality. I rather use a mod that balances it somehwhat by making you pay more for each subsequent point until it's unfeasible to pay. Then you go to your colony management screen and find the list of ships and check the ones you want your colony to build. 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. And I'm taking this information straight from Nex's code. Alternate "Fast" version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. They can be scuttled for the same resources as a more expensive frigate. Story points are funny. 1. Removed extra skill point scaling. Share Add a Comment. « Reply #1 on: April 27, 2016, 09:26:37 PM ». – tags: Used with the ‘help’ command to find specific commands easier. Battle size depends on your fleet combination. Manage more officers. 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. Features. Get accessibility as high as you can, it's worth spending story points to upgrade in my opinion. The intel page now uses limited slots for contacts and they need to be prepared with reputation before they give out the goodies. 1 version was the max skill mod that allowed me to have all skills. Bringing them back from mothballing only costs a tiny amount of supply. most games have modifiable UIs. json in Starsectorstarsector-coredataconfig. I hope we can expect an optimization pass at some point in the future. First, make sure you properly modified the file setting the allocated memory for the game. Other mods can add their own console commands or override base commands; instructions for adding custom commands can. March 22nd, 2012 at 1:05 pm by Alex. Ye, but you can just edit the mod_info. The product of multiple mentions. 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. 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. More than 1000 and. Sometimes you luck out, sometimes you get nothing. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. You can also give them donations of credits, which improves the rarity and number of blueprints for sale when you visit. r/starsector. With these skills (and usual reduce of deployment cost appied by D-mods) it makes relaying on low-quality ships viable with. 1a-RC8) VERY IMPORTANT The game engine generates a single. 96 was focused on adding stuff to the game, not modifying existing code, after all. 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. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. The main reason i always use the Progressive S-Mods mod. Want to go higher than 30 ships available in your fleet? This is how you do it. 9a) is poised to add more 4X-like elements to the game, it seemed like a great time to bring people up to speed. A row of Tesla charging stations. •. 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. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. Change the damage modifier from 0. 95a. level 1. It used to be called Starfarer. 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. 5 Alpha preview. Also if anybody could tell me how to increase my DP limit i would appreciate it. Then start a new game with Easy difficulty. 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. 100 fleet size, 99999999 battle size. 5GitHub page. 0. For the pirates go and speak with Kanta at Kanta's den. Installed in farming. Im talking ordnance point aka hull slot allocation cost. DP balance and arbitrary incentivization of certain playstyles are. this is going to make them super tanky, at the cost of hunting them down a bit. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. Cuz that would put you at the limit. 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. This will require Alpha core, some fuel and machinery. 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. automated fleet points are counted separately to combat fleet points, so they don't count to the 240 softcap where the boosts dip So, if you want one autoship that's at 100%, get a Radiant, stick a gamma core in it, then treat as usual That said, I'd like to win you over to sticking an alpha core in it and integrating it for 8 elite skills. ago. It's in the settings at Line 615. Bounty hunting makes getting XP fast. So "structural damage" d-mod would be 20% base D-mod + extra 20% for whoping 40% hull damage. Since radiant is 40 DP, it gets a CR penalty for being over the limit. Already possessing a massive amount of armor, the addition is hampered by the Ablative Armor hullmod, adding only a tenth of its. They can also be used to wreck market price for trading. Go to starsector r/starsector. bonus points if you ditch the drugs in a nearby asteroid belt on occasion so you dont get scanned by the space police. Recovered ships will gain one or more damage mods. You get 4 story points per level. Increases the production of farming by 2. A Starsector mod that changes the way that built-in hullmods work. Programming wise this should be relatively easy quick fix while making player "know" what they're up to. Reverted ship changes. 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. Well in the base game you can add a new stable location, so long as you have fewer then 3. Too bad I already swiped one from Kazeron (and I plan to steal the. 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. 4/ has no "dramatically" higher chance of finding things on the first mining. 242. Is this now naturally possible within 9. A memory leak in a mod is causing Starsector to crash. Your second system is best -- several habitable worlds, barren world for Industry, etc. You will deploy less and less of your fleet as the game goes on. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. There are a lot of things about 0. 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. It's balanced to maintain the ratio of Story Points to bonus experience while still providing a faster levelling rate. 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. Now what I would expect vanilla to do (and it doesn't) is when I make a skill elite on a normal officer. There are 3 things you can do regarding Deployment points. Pathers have no such time pressure (at least to any appreciable degree) and are free to watch and wait for opportune times. Go to starsector r/starsector. Accidents. 8a. 0 (May 6, 2017) Updated to support Starsector 0. Get app. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. json. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. - class: This points to the script you wrote in Step 1 above. Custom production limits increased to 100 units, regardless of ship/weapon size- Fixed Armada Doctrine deployment point calculations not being treated as floats. Maku_GJ. The current state of carriers. My opinion: Ships with no d-mods should be recoverable without effort. 179 votes, 15 comments. An in-progress blog post is available at dev blog post. (That was a bug in -RC3; should be fixed. • 10 mo. 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. Some time later, I ended up with a total revamp of the ground-raid system. I've tried pretty much all of the standard stuff (driver update/reinstall, vsync on/off, triple buffering. Hullmods need an entry in hull_mods. Velroy_Denkins • 4 yr. First point: The S-mods have made combat ships able to become extremely strong. help addship. New patch is the perfect time to drop in, welcome to the community. Try flying into the center of a sun. 125 votes, 45 comments. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. Significantly increased XP required for officers to level up . Nex turn Starsector into an actual 4x game and most faction mods need it to work. 5. 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. The 8 officer limit (10 with officer management) still applies -- however, it only applies to officers in command of a ship. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when creating their commander. everything else is still accurate. A Radiant with an Alpha Core is the Destroyer of. It used to be called Starfarer. This mod adds a developer's console to Starsector that can be summoned with control+backspace. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. While the commands themselves aren't case sensitive, arguments are. So far I started tech mining on tier 3 ruins, got an alpha core assigned to it and improved it with story points, so far I get mostly low tier weapons around 10 ordnance points some supplies fuel and metal regularly and once a gamma core. 2/ costs upkeep credits. Valor barely has any worldbuilding, sadly) Last edited by mahu;. Step8: go there and use a distress signal while inside of the system. Limit of 5 kills it. azrehhelas • 5 mo. 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. Example). g. I like to run with multiple ones. 3 Level of 1 industry skill reduces the negative impact of D-mods. Unlike the automated ship construction event that can pop up in research stations (and possibly other. AxtheCool • 4 yr. With lvl 8 officer that doesn't count towards the limits?! Sign me up. Several-Eagle4141 • 9 mo. The number used here is one without additional skills that give you more officers. I really can't see how it's "garbage". Further nerfed Hurricane MIRV cooldown from 10 to 15 seconds (vanilla is 5)The Nexerelin mod is an excellent addition to Starsector, adding 4X mechanics to the game, asteroid mining, diplomacy events and total war between the factions. 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. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. ago. So I would suggest frequent saving, especially before entering quest related star systems - there are no time limits so it's. I, for some reason, completely blanked on Deployment Points, but there is a little window near the top left of the screen that tells you your fleets. 5 Alpha preview. Story option remains a cheap one in money as it is now but there also would be a purely money-based option to just buy it out with sheer volume of cash thrown. Hope that helps! Just what I was looking for. How to escape without using story points. 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. The English Premier League has deducted 10 standings points from Everton over a breach of league rules regarding profitability and sustainability. 161. Console commands mod: "addstablepoint". 96 was focused on adding stuff to the game, not modifying existing code, after all. 95. 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. The hull mod I most frequently build in is the drive field one because it takes so much OP. 1. 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. 50% more flux efficient than the GC, with the same DPS. So far I have not seen any particular pattern for where the. Doesn't affect maintenance or recovery costs. 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. json; lines 53 and 63. 1. json, because this game would be quite brutal and non-entertaining for me if I didn't. You can edit the settings or pay a story point for each contact you want to add over the maximum. Want to go higher than 30 ships available in your fleet? This is how you do it. (edit: also, Starsector has an actual story now. Think of what good $300 million could do for humanity. Increases colony accessibility by 30 percentage points. Hullmods are modifications that can be made to a ship through the Refit Screen, at an Ordnance Point cost. 1. Wouldn’t it be funny if there was a chance that some of your. 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. - Releases · qcwxezda/Starsector-Progressive-S-Mods. Change the numbers at the end of the lines to what you want. Since the start of the closed betas, I've received a number of questions about the possibility of modding support in the game. You should adjust exp gain bonus for. 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. This page contains the version history of Starsector (formerly 'Starfarer'. commands. I use this fleet for nearly everything and is fairly inexpensive as it does not use story poin. Skill Changes, Part 1. So while setup is complex and requires a lot of skill points to work - it does work amazing. 4. There's also another quest, that I think you can do independently of the main story (although I can't quite remember). New patch is the perfect time to drop in, welcome to the community. Red: Powered. Make expensive sure but not story point expensive. Except the skill that unlocks 3 s-mods is permanent. Uniquifying the Factions, Part 1. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. I understand it's due the officers assigned to the fleet. - Updated skills compatibility and default starting numbers for 0. 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. Just a list of all the bar missions (and my ratings) you can find. Fleet upkeep of 3. The XIV variants - of the Onslaught, Legion, and similar - cost more credits per hull than their corresponding high tech ship (the XIV onslaught for example costs 625,000 while the Paragon only 500,000 for example). Ships not recovered may be salvaged instead. 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. Or just get industrial evolution mod that lets you build com relays on planet, so you only need 2. I have loved Starsector ever since I bought it (long before it changed it's name) and come back every year to play it. . Sort by: best. 500 increased armor. Change XP costs to be based on default deployment point values rather than modified ones;. If you want to change specific industries to buildings or vice versa you can edit the industries. But with the. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. Remnant ships are simply super DP effective and punch way above their weight class. Hmm, maybe I just need to try it. 1u/day. The thing to understand about the AI in this game is they are supposed to have a lot of autonomy. AKA- do things that give you a lot of XP to get story points quickly (fight hard battles). You can change the special modifications bonus (default is +1 mod) using the console command mod. So if you are completely out-officered the enemy will get 240 DP, while you will only get 160 DP. How to escape without using story points. 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. Posted December 17, 2020 by dgbaumgart in Development, Lore. Player fleet able to interact with objects immediately after battle, i. 9. Costs 20 points. • 3 yr. From personal experience, it tends to be near the core worlds. It is better to only use 1 or 2 on each colony, so it is better to only have a single industry you really want to "push" on a. The second stable point does cost SP though. For real though, best way to deal with Hostile Activity is to just ignore it completely. 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. Some of these also affect NPC colonies. Starsector > Mods > [0. So you'll also need to use a gamma core on planets you install the coronal tap in. 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. The XIV variants - of the Onslaught, Legion, and similar - cost more credits per hull than their corresponding high tech ship (the XIV onslaught for example costs 625,000 while. - Reformatted backcompatibility settings and added them to modSettings. 2. 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. csv which defines it's basic information as well as where it's script is. 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. There should be "Manage built-in hull mods" alogside options like "open comms directory" and "Visit the dockside bar". Locked post. 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. There is a mod that raises the level cap while also ensuring the grind isn't too bad, though. 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. Start a new game and choose the quick start option with the "dev" label so you get in fast. Mechanically, they're not terribly complicated (though I do like how you can use eg. afaik, bring more ships and have higher leveled officers. 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. New comments cannot be posted. For me, story points should only be used in conversations, not job related stuff like that. but energy weapons are fairly weak versus armor in the first place. . Starsector is using multiple methods to control fleet deployment some of which make it vastly unfair on the play when you have both. I didnt over do it, i never built in more than was necessary for my builds i used to have in 91. Blog post/download links here. ago. Code. Your second system is best -- several habitable worlds, barren world for Industry, etc. You just open the zip folder and keep going until you see and excel document labeled commands. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. 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. "campaignSpeedupMult":2, Increasing the number to X will make the game move X times as fast when you press shift on the map screen. Heavy Armor is not recommended. ago. reduced maneuver by 10%. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. Just look at that number: $300,000,000. s-mods with hull restoration are +5% each, so 10%, 15% it you take the leadership tree, 65%. MlemandPurrs • 2 yr. 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. 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. Switching to Java 8 seems to solve the issue, Thank you kind sir. Go to settings and basically increase it so you can field more than before but the mechanics are the same, therefore, so will the enemy. zekromNLR • 5 mo. Try to get the remaining stage 1 Tesseract to attack the smaller Tesseracts. Uncoupled story point gain rate after reaching maximum level from what the actual maximum level is ; Only matters if the maximum level is increased beyond the. 1. 95a: 162 days. 2 you go to tia exet, fight weird fight at the aurora. 0. (300~500) 3. You can modify the minimum, default and max deployment points allowed in a battle. Fill rest with PD. Allow playing in easy mode to earn more points per level, for example, additional skill point every other level. I consider Starsector to be either the best indie space game people don't know about or the best indie space game people here aren't talking about. json file. Now you have two options! Keep that in mind that exp require for after level 40 is massive. Perhaps I am wrong, but there isn't a limit on the salvage bonus so they're multiplicative. 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.