Starsector story points limit. ATM don't wanna use Conquest, i already have a Paragon decked out with. Starsector story points limit

 
 ATM don't wanna use Conquest, i already have a Paragon decked out withStarsector story points limit Ye, but you can just edit the mod_info

at which point drivers will be hit with a $1 fee for each minute they continue to charge their vehicles. In the vanilla game, AI officers increase the "automated ship points" of the ship they're attached to, and to me it doesn't make sense. Normal officers have "Make skills elite" button that costs story point. For the remaining ships I got a mid-sized tanker, 1 atlas cargo ship and 2 salvage rigs. • 2 yr. 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. Before I begin, let me be a little transparent; I'm going to be very wordy, and very opinionated. Phase-class are strong at 1v1 fights, fewer deployment points gets more advantages. 95a: 162 days. 95. High tech (outside of Ziggy) is cheaper than low tech actually. It used to be called Starfarer. I understand it's due the officers assigned to the fleet. Late to the party but here are some QoL and visual mods. 5m experience. Between abundant (in my opinion) story points and the industry items, I just don't need AI cores anymore. TallGiraffe117 • 2 yr. You can take inspiration from there. Humanity was ruled by the Domain, which controlled multiple galaxies. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. 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. Starts at 200 - 500 300 default. 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. 1a: 35 days. 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. 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. You've got to the end of the main quest. You can find the menu you are looking for when you go into any colony. 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. There is no limit to colonies if you are brave enough not a luddite. WimRorld. Tempest can be ridiculous with the right skills, SO Hammerhead is still strong, but not as strong as before. Skills are permanent bonuses or activated abilities acquired by the player and officers. But with the. Start a new game and choose the quick start option with the "dev" label so you get in fast. Point them at something and watch it disappear. these blueprints will be added as "learned". 179 votes, 15 comments. A perfectly disposable ship. All you should need is a text editor like notepad. 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. I have loved Starsector ever since I bought it (long before it changed it's name) and come back every year to play it. Change the damage modifier from 0. 5 Improvement & Alpha Core Effects. Also using story points for officers is a bad idea in my mind. That also includes the trash bricks you fight when poking old Domain stuff. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. Posted July 02, 2021 by Alex in Development. 1. 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. 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. commands. The people you sell will be able to use the Blueprints themselves. I was thinking that the fleet limit should be something between 300-500 DP. 96,. Interestingly, those start equal to the current deployment points for frigates, but scale less with bigger ships making a capital ship only worth 4-5 frigates in auto-resolve despite 10 times the deployment cost. 9. 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. - tags: Used with the 'help' command to find specific commands easier. Writing Starsector 2: Westernesse Boondoggle. The intel page now uses limited slots for contacts and they need to be prepared with reputation before they give out the goodies. You will deploy less and less of your fleet as the game goes on. If you are new, some pointers on colonial management: Get some skills. Hello! 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 amount of redacted ships you can field without CR penalties. System and hyperspace screens tend to be around 45-60. Small bit of rep grinding and then you get straight into the story quests. ; Ace Custom: The. 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. Flux from the shield, spawning mines, and using fighters only affect the center modules flux. I salvaged instead of recovered one or two ships from the tutorial derelict ships. It provides a good work flow as i feel like always chexking the bar each world. You can keep all of them and imho you need to. We're already talking about a "use story points to do something" mechanic, which is essentially "make up your own reason for why something special can be done". 9. json file. zekromNLR • 5 mo. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. 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. Cuz that would put you at the limit. 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. 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. Capturing these can be useful to tip the ECM rating balance in the. Blog post/download links here. 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. One Tesseract killing the other. 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. 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. Though it gets memey after a certain point. Deployment points are awarded based on fleet size, with the larger fleet getting more. ) With that important note out of the way: some factions in the game have a stronger identity than others. Valor barely has any worldbuilding, sadly) Last edited by mahu;. Increases the production of farming by 2. The inner. +1 burn at the cost of ~30% (reduced to ~15% with skills) increased fuel is bad. Larger colonies get more build slots, up to four slots at colony size 6. that what majority players wrong, you need to downgrade your weapons to make enforcer useful. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. The thing to understand about the AI in this game is they are supposed to have a lot of autonomy. x50 ensures. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. Two out of 5 planets in the system have decivilized subpopulations, so its. The OnlyCleanRecovery fraction will then limit your maximum number of recoverable ships to 24 if you set it to 1. 40 skills are available. Reverted numerous weapon balance changes. 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. 4, you find cryosleeper and kill. Unlike the automated ship construction event that can pop up in research stations (and possibly other. By that i mean relaying on scavenged low-quality ships. 1 Hazard Rating 2. Then start a new game with Easy difficulty. 95. (Generally speaking, anyway. Sort by: best. Agent can help you increase/decrease relationship between factions (yours or others). First, make sure you properly modified the file setting the allocated memory for the game. 51K subscribers in the starsector community. I personally recommend the "standard" 25 version. Ms. Soil nanites. I've done a lot of tinkering in settings. 25. 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. And that is the reason story points exist. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. - Releases · qcwxezda/Starsector-Progressive-S-Mods. While I do agree, it would also make Leadership a need-to-have. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. After that. • 3 yr. This is my final guide in my How to Starsector playlist. json with notebook++ and you'll find this around line. This class can be a loose script or inside a jar, the console will work with both. Today, he rolled up pristine nanoforge. Get accessibility as high as you can, it's worth spending story points to upgrade in my opinion. So one mod I liked in the 9. Except the skill that unlocks 3 s-mods is permanent. Or maybe 2. They grant bonuses such as increased range and armor. 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. 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. Hoarding for late game seems to be the best option. 2. Job_Precipitation • 3 yr. - Reformatted backcompatibility settings and added them to modSettings. The player can build industries on their colonies for credits. – Added support for Bulk Transport (thanks to cman0014) – Updated default values in json (thanks to Satirical)You can find it in starsector-core, -> data, -> config. but an option could be to spend vast sums of story points to unlock a limited number of additional skill. 0 - Full Starsector 0. However the custom production should not exceed the limit, and if it does it can take multiple months to complete. And I'm taking this information straight from Nex's code. Open menu Open navigation Go to Reddit Home. Yeah, I already begun playing and the writing on the story missions is quite good. I. This is my final guide in my How to Starsector playlist. Raiding for Fun and Profit. You can only add stable locations if the system has less than two already there iirc. 0 – 2022-01-02. With these skills (and usual reduce of deployment cost appied by D-mods) it makes relaying on low-quality ships viable with. This (along with many other settings) can be changed by running the Settings command. 1. 242. - class: This points to the script you wrote in Step 1 above. (Starsector 0. Oh, and I added the mod that exposes the variables for the skills that. 9. The benefits of a Dram are well known. json. afaik, bring more ships and have higher leveled officers. 95a is basically the same as 0. The only thing Starsector would benefit from releasing on steam would be even bigger mods. a lot, and I mean A LOT, of mechanics and information is obscured in this game, so I tried to shed light on a few things. ago. But I think that probably does not affect the "Standard recovery", also you gain more credits when just scavenging, but I was just. My opinion: Ships with no d-mods should be recoverable without effort. 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. 46. 5. Hey, so i have an overabundance of Omega weapons, tons of story points, and an Onslaught XIV legion. Skills are permanent bonuses or activated abilities acquired by the player and officers. definitely the R4 puts a heavy limit on your frames. A comparison of cargo/fuel tankers and efficiency pre and post 0. - On that note Cola Powered Gamer/Indie Retro News would like to say thank you to Alexander Mosolov for taking the time to talk to us in this exclusive StarSector interview! Links :1) Game Reviews 2) StarSector Review. After I promted him to talk about the guy he kidnapped, he confessed that he is tired of violence. I rather use a mod that balances it somehwhat by making you pay more for each subsequent point until it's unfeasible to pay. March 22nd, 2012 at 12:40 pm by Cenoh @Cenoh: That’s the plan. Significantly increased XP required for officers to level up . 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. And speaking of salvage, everything needs a story point. Excellent improvements. And navigate to "baseNumOfficers" and edit that number. heavy armor. cores are you friends and you can be theirs. (That was a bug in -RC3; should be fixed. Reply reply. 400 is total starting deployment for BOTH sides. s-mods with hull restoration are +5% each, so 10%, 15% it you take the leadership tree, 65%. console. 240 AI ship points means 50% boost up to -50%. Never sell Blueprints in any circumstance. 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. Capturing these can be useful to tip the ECM rating balance in the. So at max level, where each level is 4 million xp and you get a total of 4 story points over that period, the % is of 1 million bonus xp. Hypothetical fleet with 20 fully-integrated Alpha Cores says hello. The 8 officer limit (10 with officer management) still applies -- however, it only applies to officers in command of a ship. 91, with a few key differences. thewizord. Maku_GJ. Green: Shielded. Images. You earn points by destroying ships and bosses. A size 3 colony will allow one industry improvement. (About 20 hours in) I have a decently sized fleet, with a capital ship from the Scythian faction mod, a few heg support/assault cruisers, some sunders and hammerheads, and half a dozen brawlers, plus a legion battle carrier because it’s one of my favorite. MlemandPurrs • 2 yr. Nanoelite001 • 2 yr. One, obviously, is the reworked skill tree and addition of story points, and a couple new ships added. Make sure you’re doing it from the colony management screen. 95. 75 to whatever you want, like 1. . The product of multiple mentions. The rules are simple: Up to 5 concurrent contacts are “free”; deleting a contact is also free; Contacts beyond 5 require a story point to develop I liked armor tanking in 0. The "Atlas of Pain" because I haven't thought of a proper name yet. By level 15 you will have gotten the maximum amount of skill points to use but will have gotten 50 story points and any further level ups will just grant you more story points, so you will never run out of them permanently as. Not to mention the huge signature radius without MS/IEA. hopefully this is helpful for your colony. Put it in the mods folder and make sure it's tagged in Starsector's launcher. I can't support it, even with missions in the core worlds. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. Removed soft fleet size limit. Edit: or as venivedivici says, simply increase skills per level (doubling for 30/40 skills, for example). Yellow: Armored. Features. 3, you go to a new weird system and fight fleet, get sierra cruiser. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. The design is already fairly data-driven. 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. Hope that helps! Just what I was looking for. Salvaging after battles is also a good way to get back some of the supplies/fuel spent. 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. Re: [0. Current WIP mod to bring the Expanse's free navy into starsector. If you have 10k bonus exp and do. 96a RC10. 0. The next update will add strong narrative RPG elements to Starsector, among other things. My name is Reese Kitteridge, a former captain in the Hegemony Armed Forces aboard the HGS Mira's Wrath . Regardless, you can gain infinitely many, this only influences how fast. It's in the settings at Line 615. The second stable point does cost SP though. 1 version was the max skill mod that allowed me to have all skills. Systems with yellow/orange stars, with moons orbiting a gas giant are ideal as it keeps the planets close together for common defence. 0 (May 6, 2017) Updated to support Starsector 0. 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. ago. Read the post, that's what it's implying. legion_xiv is not too hard, but other. Tried that. ) With that important note out of the way: some factions in the game have a stronger identity than others. 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. Positioning inbetween. Get 1x autopulse and 2x antimatter blasters from tri-tachyon planets, get 2x sabots from anywhere for missile mount. ago. Make expensive sure but not story point expensive. 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. Step8: go there and use a distress signal while inside of the system. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. I used to stick an Alpha core on everything. Which is a moot point completely, because Nex invasions have a grace period of 90 days from the start of the game in which no invasions happen that aren;t started by the player, and alliances have 120 days before they can happen. ago. 6 Installable Modules. 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. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. Diplomacy events see faction relationships changing over time. Too bad I already swiped one from Kazeron (and I plan to steal the. Is this now naturally possible within 9. Ships not recovered may be salvaged instead. jpg. 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. 12 Cycles a Prisoner (or how I captured 2 VIPs and forgot them for 12 years) Memoirs of a Hegemony Captain. but energy weapons are fairly weak versus armor in the first place. DP balance and arbitrary incentivization of certain playstyles are. The Console Commands command is indeed “setmarketsize n”, where n is the desired colony size. Im pretty sure it doesn't cost SP at all. most games have modifiable UIs. You'd need a whole mod to change the price per hullmod and I don't know of one. Lybederium • 2 yr. 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. 4 Structures. Use the fully-qualified name of your class (ex: data. These are meant for broader use within the. Many thanks. Code. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. ago. The code is: )if you are able to locate GUI/UI file, you should be able to change it. In the same file you can also change the fleet size from the default 30. You can change the base limit in the settings file. You can also use them in some quests to make things a little easier, but no. Just a list of all the bar missions (and my ratings) you can find. 161. Cruiser ship tier list - 0. 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. It involves using the Transverse Jump to. 1a-RC8) VERY IMPORTANT The game engine generates a single. Try “Slightly better tech mining” mod, you can remove decay with story points and it no longer gives useless resources, but the value of excavated stuff is the same. 2 autocannon, 2 assault gun and flax cannon are enough for dealing with fighter, frigate and destroyers. Red: Powered. In detail: I've been playing . Re: how to get story points. Nex turn Starsector into an actual 4x game and most faction mods need it to work. Yes. but assume that'd cost a lot of story points to utilize. 1 Income 5. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. With default battle size doing anything other than smashing a blob into their ships is a quick recipe for a loss. at Monday, October 12, 2020. It used to be called Starfarer. You can (and should) set the AI's officer limit to match this. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. ago. A Radiant with an Alpha core would have a max CR of 60%, not 45%, which I don't get. 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. This mod intends to change the way AI officers assigned to automated ships affect the rest of your fleet. Basically, as soon there are more than 4-5 ships on the screen, my fps drops to about 30. Ye, but you can just edit the mod_info. 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. 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. It's easy to make up a reason why SO can't be built in. Wouldn’t it be funny if there was a chance that some of your. 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. 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. Posted December 17, 2020 by dgbaumgart in Development, Lore. Provided your computer can handle more ships at once, of course. Of note, AI Cores do not count to your maximum Officers Limit so you can have 8 (10) Officers + AI Cores But. 2D RPG/Trade/Fleet Combat Game. Changelog: 1. Tesseracts attacking each other. There's also Gacha S-mods, which blocks regular S-modding by default. g. ago. 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. Thank you. json of a given mod to make it compatible with the current version. 4/ has no "dramatically" higher chance of finding things on the first mining. 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. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. Enjoy endless possibilities for customization with Starsector mods, expansions, and more. Logged Chairman Suryasari. json. Switching to Java 8 seems to solve the issue, Thank you kind sir. 6. 31. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. Name. Crew training grants 15% unless you start spamming capitals, 50%. json" look for the "playerMaxLevel":40," value, you can change it to what you want your max level to be. Not in my settings file. 96a-RC10). The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. And before anyone tries to comment that I need to capture the points that appear in an. Basic maintenance (standard) is 70%, meaning up to 20%. Player fleet able to interact with objects immediately after battle, i. Just like Ironman mode, add another toggle to "sandbox mode" which completely removes character level cap. 2). DP limits of skills should scale of your Leadership ability. 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. However I strongly advise you don’t bump it up too much, 700 is fine if you have a fairly good computer.