starsector story points limit. 86. starsector story points limit

 
 86starsector story points limit  Just understand that if your pushing

Think of what good $300 million could do for humanity. Logged. 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. 1. 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). The player gains story points with XP, with four points gained over the course of reaching the next level. At max level (15), the player will also continue gaining story points at the same rate. ) It basically puts you to a higher "tier" of salvage bonus. First, make sure you properly modified the file setting the allocated memory for the game. 0 – 2022-01-02. You should adjust exp gain bonus for. Each such factory has a pool of 4 ships to choose from, 1 for each size. 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. 100 fleet size, 99999999 battle size. hopefully this is helpful for your colony. I've tried expanding my battle size but it's stuck at just 240-300 for deplpyments cap. 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. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. I've done a lot of tinkering in settings. These affect the overall DP awarded to you before every fight. 16 votes, 26 comments. console. And navigate to "baseNumOfficers" and edit that number. You get 5 A or B choices per line, with the ability to reverse your choice at the cost of a story point. First thing I do is edit the number of starting command points in the settings file, changing it to 10. ago. Quest 1 id where you need a bar event. Sometimes you luck out, sometimes you get nothing. Some defensive colony improvements use an industry slot. 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. 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. - class: This points to the script you wrote in Step 1 above. So if you agree, here is what you do: you go to your Starsector folder, in data you find the settings file, and from there you can set the amount that ships can be sold for in % and how much less you are going to het for each D-mod on a hull. 95a (Released) Patch Notes (Read 568449 times) Arcagnello. Posted November 27, 2019 by Alex in Development. 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. Name. 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. I use this fleet for nearly everything and is fairly inexpensive as it does not use story poin. Best use your story points on really expensive hullmods Reinforced bulkheads (30) Heavy armor (40) Hardened shields (25) Integrated targeting unit (25)1). ) The latest version change log and discussion thread can always be found on the official site in the Announcements subforum and is where all of the information below was obtained. This mod adds a developer's console to Starsector that can be summoned with control+backspace. Alternate "Fast" version. The actual size of the ships you have counts towards this (ie. Normal officers have "Make skills elite" button that costs story point. • 1 yr. Then start a new game with Easy difficulty. But when I approach (and make contact with) the primary star, and the outlying one, neither give me the option. Change the damage modifier from 0. 5 Alpha preview. Majority of the playtime of this game comes from replay-ability. Bitbucket. I don't remember if Atlas can get enough points to install both ADF and efficiency overhaul, probably has to use militarized subsystems instead. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. i don't know if this works for mods too, and what names to use. . 2). Get one Sunder and use story point to put safety overrides on it. (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. Limit how many ship types can be in a fleet (player + AI) at any given time. Quote from: SCC on April 17, 2021, 06:18:27. And then the ai droneships since they have nice roles in a fleet. 2D RPG/Trade/Fleet Combat Game. 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. cores are you friends and you can be theirs. 5. 3, you go to a new weird system and fight fleet, get sierra cruiser. Admiral;. Click on the star. json in Starsectorstarsector-coredataconfig. Right now you can still "hull tank" through derelict contingent, but its damage reduction cap is fixed at 90% and overrides armor damage reduction, so it treats armor points as hull points with extra steps. 96,. You can change the special modifications bonus (default is +1 mod) using the console command mod. I personally recommend the "standard" 25 version. Re: how to get story points. Iirc its max size refinery + story point upgrade + special item (no atmosphere requirement in vanilla) + Alpha core + Admin skill to reach 10 transplutonics. 45K subscribers in the starsector community. 125 votes, 45 comments. commands. A Starsector mod that changes the way that built-in hullmods work. 8a. Soil nanites. You can afford to have seven or. Posted March 21, 2012 by Alex in Development. A system with at least 2-3 <150% hazard worlds, preferably with ores, farmland and volatiles on separate worlds. 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. 242. (300~500) 3. Starts at 200 - 500 300 default. i was playing the academy missions, found em by accident. Then start a new game with Easy difficulty. Compared to regular officers, they do not count towards your maximum officer limit, which means you can theoretically have as many of them as you wish in addition to your regular officers. 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. Fleets belonging to factions will also patrol the cosmos. 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. Larger colonies get more build slots, up to four slots at colony size 6. Red: Powered. 25. 2D RPG/Trade/Fleet Combat Game. Programming wise this should be relatively easy quick fix while making player "know" what they're up to. Allow playing in easy mode to earn more points per level, for example, additional skill point every other level. Point them at something and watch it disappear. 161. Enjoy endless possibilities for customization with Starsector mods, expansions, and more. This video showcases my fleet that I use for general purposes. 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. Example). Use the fully-qualified name of your class (ex: data. The code is: )if you are able to locate GUI/UI file, you should be able to change it. Many different things can be salvaged for resources, from debris fields created after battles to ruins on surveyed planets. Nex turn Starsector into an actual 4x game and most faction mods need it to work. At level 15 it takes 550k to get a story point, at level 40 it's 1m. 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. - Releases · qcwxezda/Starsector-Progressive-S-Mods. 96 was focused on adding stuff to the game, not modifying existing code, after all. Bounty hunting makes getting XP fast. – class: This points to the script you wrote in Step 1 above. json, you can modify the colony stats there (assuming you play without mods that override these values), and set the maximum colony amount to something different (any. While the commands themselves aren't case sensitive, arguments are. 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. Captain; Posts: 378. 0. Too slow and too big a profile. Should have stable points for stability bonus. 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 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. 2D RPG/Trade/Fleet Combat Game. 95 - Guide to Fleet Composition. Velroy_Denkins • 4 yr. 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. Starsector is a hard game, especially when you have no idea what to do. A comparison of cargo/fuel tankers and efficiency pre and post 0. How to escape without using story. 1a: 35 days. 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. It used to be called Starfarer. at Monday, October 12, 2020. So far I have not seen any particular pattern for where the. Bounty hunting makes getting XP fast. EVEN if skill has no elite version. Never sell Blueprints in any circumstance. WimRorld. The only thing Starsector would benefit from releasing on steam would be even bigger mods. This class can be a loose script or inside a jar, the console will work with both. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. A Radiant with an Alpha Core is the Destroyer of. 1. By default, it costs 2000 Domain-era artifacts and 2 story points to craft a special item, and the player must do so at a colony they control with size 5 or greater and an Orbital Works industry with a Pristine Nanoforge installed. 5 Alpha preview. level 1. 1u/day. 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. Your second system is best -- several habitable worlds, barren world for Industry, etc. 7 points off turnovers per night, which ranks bottom-10 in the NBA in that department. battlecruisers contributing more than frigates) I think there’s a total of like 400 deployment points for every battle, allocated between both fleets. 51K subscribers in the starsector community. 1. Huh. For me, that game is Starsector, an indie-developed role-playing, arcade-tactical, star-faring, 2D. Increases the production of farming by 2. But I think that probably does not affect the "Standard recovery", also you gain more credits when just scavenging, but I was just. 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. 2D RPG/Trade/Fleet Combat Game. 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". Writing Starsector. ago. 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. They can be scuttled for the same resources as a more expensive frigate. r/starsector. Yep, really high accessibility and stability 10 is crucial (items, AI cores, story points, good planets/close planets, level 3 battlestation, waystation, megaport) plus commerce (with the +50% item) and free port on the most profitable of the two - e. That's how Starsector got started, too - nights and weekends, and all that. Since the start of the closed betas, I've received a number of questions about the possibility of modding support in the game. battlecruisers contributing more than frigates) I think there’s a total of like 400 deployment points for every battle, allocated between both fleets. (Starsector 0. maxShipsInFleet: similar idea to above. that what majority players wrong, you need to downgrade your weapons to make enforcer useful. At first, it was junk I did not care about like Orbital Lamp, Soil Nanites, and Cryo CPU. 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. You need an alpha core. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. The Console Commands command is indeed “setmarketsize n”, where n is the desired colony size. If you must raid neutral factions, turn off your transponder before entering a system and avoid detection before raiding your target. Also applies to NPC fleets that exceed their limit. 2. json of a given mod to make it compatible with the current version. +1 burn at the cost of ~30% (reduced to ~15% with skills) increased fuel is bad. 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. A memory leak in a mod is causing Starsector to crash. 239. Also using story points for officers is a bad idea in my mind. Starsector is already pretty on the easy side of games, you make everything cost money and it just becomes the easiest game ever. There are a lot of things about 0. . • 10 mo. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits. I have the maximum 10 lvl 5-7, but the enemy often has 20+ officers. Deployment points are awarded based on fleet size, with the larger fleet getting more. The game is extremely tweakable with things like this. From my experience running the game on a 3600x it doesn't get too bad until endgame, where it drops off to 30, maybe 20 if there's a lot of fighters, which tbh on the combat side I find good enough, but if you want smooth 1k battle sizes in starsector no pc is gonna work lol, that's just java being java. Two out of 5 planets in the system have decivilized subpopulations, so its. Lets you have as many officers on the bench as you want. 5. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. ago. You order something and you can pick it up on the 1st of next month. Fleet upkeep of 3. It can be as simple as "the. · 11 mo. The benefits of a Dram are well known. Ye, but you can just edit the mod_info. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. help addship. A couple weeks ago I mentioned that I was happy to answer random questions about my game dev practice (offer still stands!), and in the following discussion I said something about having cut a bunch of text from “the anarchist art collective” portion of the Starsector missions. 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. 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. A Professional Critique Of Story Points. These numbers should be the same value. How to escape without using story points. Blog post/download links here. Proof you can make it with this strategy. 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. Salvaging after battles is also a good way to get back some of the supplies/fuel spent. 95 is the VIP transport mission. Not to mention the huge signature radius without MS/IEA. The "Atlas of Pain" because I haven't thought of a proper name yet. 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. To disengage at 300 battle size the limit is 120 total deployment points of the fleet as expected, but oddly at 500 battle size the limit is 150 total deployment points. Each d-mod should be straight up -20% to hull + their own major maluses. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. 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. Missions refer to two different gameplay features in Starsector. Humanity was ruled by the Domain, which controlled multiple galaxies. A Radiant with an Alpha core would have a max CR of 60%, not 45%, which I don't get. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. 50K subscribers in the starsector community. Bringing them back from mothballing only costs a tiny amount of supply. By contrast, the carriers don't really get much benefit from having extra mods since the bulk of their power comes from. It prevents players from playing their character. MlemandPurrs • 2 yr. Win the game. You can choose. March 22nd, 2012 at 12:40 pm by Cenoh @Cenoh: That’s the plan. Hotfix: 0. DP limits of skills should scale of your Leadership ability. Zero. If you go into the settings. So one mod I liked in the 9. It used to be called Starfarer. 500 increased armor. This game is in no way similar to Elite Dangerous. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when. Key word being was. : The more DP your entire fleet has, the more you get to deploy. 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. Once you right click on the Janus Device you'll be able to , but that's the end of the story for now. The deduction. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. Some hullmods are built into ship hulls and cannot be removed. While I do agree, it would also make Leadership a need-to-have. As things are, most ship packs and factions should at the very least be functionnal. 400 is total starting deployment for BOTH sides. afaik, bring more ships and have higher leveled officers. You get 4 story points per level. Then immediately go back to a planet to buy supplies /crew. Until recently, this wasn't a feature that was high on my radar. Enjoy actual salvager gameplay! petergustav • 6 mo. 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. 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. Still not easy. 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. 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. 9. In starsector all ships have mod points that are used up by everything from the hull mods i mentioned, to what weapons you have on, to how much you want to increase your flux limit and venting speed. They grant bonuses such as increased range and armor. 1 Colonization 2 Choosing a Planet 2. - class: This points to the script you wrote in Step 1 above. I was thinking that the fleet limit should be something between 300-500 DP. -Another point on the self preservation, the AI will stop shooting if there's another allied ship in the way. Click auto in combat. 2D RPG/Trade/Fleet Combat Game. The current state of carriers. 1. The story of Starsector is a bit complex and a bit vague. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. 9. You send them to worlds controlled by a faction and ask them to perform mission there. In the same file you can also change the fleet size from the default 30. zeonlight78. From personal experience, it tends to be near the core worlds. Go into the game's config file and find the settings for "Easy" mode. Hire new officers regardless of how many are currently under your command. By that i mean relaying on scavenged low-quality ships. A size 3 colony will allow one industry improvement. Try flying into the center of a sun. If you want to change specific industries to buildings or vice versa you can edit the industries. Default is 8% of base DP per additional S-mod. No the limit is 15 and to my knowledge the max level. Also note that you can roll up to the academy without waiting for the invitation from some rando at a bar. Cruiser ship tier list - 0. Posted July 02, 2021 by Alex in Development. In between scavenging and selling. Starsector (formerly . Hence, i decided to write this little guide to show any new players the basic guidelines to get started with the game. ago. Once in the game, you can summon the console with control+backspace and enter your commands. So for example, if story point option to disband inspection costs 20. 1. json. Code. This class can be a. It involves using the Transverse Jump to. console. The limit on how many you can add is two IIRC. 21. Story points are a player-exclusive quasi-resource used for various purposes in the game. You will read a lot about S-Mods on forums, this is what they are referring to. Good for when you have a great system, but absolutely no stable locations. Each ship as loaded out with a plethora of small hybrid turret slots, with varying missile hardpoints, or built in missile tubes designed to. Also an important bit of Story Points is you can recover it when you consume it. 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. 5m experience. Hmm, maybe I just need to try it. Pretty lightweight deployment-wise for an excellent boost in command, just fly yourself to a far off corner and watch the battle. Campaign mode was originally introduced in the 0. 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. Vella from the Unofficial Starsector Chat discord for making the plasma flux catalyst cargo item icon; Thyrork, Phearlock, Ishman, Strb 103D for being a beta tester for the mod's update, which had undergone extensive changes and. How to escape without using story points. Hullmods need an entry in hull_mods. TallGiraffe117 • 2 yr. Example (Class + Limit):. 2/ costs upkeep credits. Console commands mod: "addstablepoint". 1] Slightly Better Tech-Mining. If you go to settings. However, note that some story/AI fleets can bypass this cap requirement. It is most effective when player controlled, or given an aggressive or reckless officer. My point is- if the enemy can't do, the player shouldn't. 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. This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. The game, in theory, is a good candidate for modding: It's a single-player open-universe space exploration game. k1llerk1ng. I LOVE being able to build in hullmods. 96 was focused on adding stuff to the game, not modifying existing code, after all. Yeah, I already begun playing and the writing on the story missions is quite good. ATM don't wanna use Conquest, i already have a Paragon decked out with. 51K subscribers in the starsector community. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. 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. Freeing up Heavy armor OP on my capitals is always going to have a greater affect on my game than being able to get a bit more money. With lvl 8 officer that doesn't count towards the limits?! Sign me up. 0 - 2021-10-12. 000 and a story point, the money option without story point costs x50 more, so it becomes 1000000. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. Hullmods are modifications that can be made to a ship through the Refit Screen, at an Ordnance Point cost. Story point built in mods are great, and for RC10 onwards, building in logistics mods with story points means they do not count towards your 2 logistic mod limit. Job_Precipitation • 3 yr. Premium. - tags: Used with the 'help' command to find specific commands easier. Humanity was ruled by the Domain, which controlled multiple galaxies. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. for example: <st>legion_xiv</st>. It used to be called Starfarer. Ye, but you can just edit the mod_info. 95. Colonies were added in version 0. Modders: This is not a blanket feature. Sometimes I get 120, sometimes 80, mostly it's 89. ago. 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. Positioning inbetween. – tags: Used with the ‘help’ command to find specific commands easier. Try to get the remaining stage 1 Tesseract to attack the smaller Tesseracts. csv file. Handing over planets is really the big one, much faster than commissioning and invading for one faction. FYI Solar shielding mod also limits damage from storms. 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. Reaperosha. I also changed the player level cap to 40 so all the skills are tecnically available, but by the time you hit around level 30, the xp per level gets so high you kinda forget there are 10 more levels. Unlike the automated ship construction event that can pop up in research stations (and possibly other. Manage more officers. Or just get industrial evolution mod that lets you build com relays on planet, so you only need 2. For the remaining ships I got a mid-sized tanker, 1 atlas cargo ship and 2 salvage rigs. Removed skills changes. For beginners, this is what I recommend:also, can i manipulate the game date ? like add 100 years ? ctrl+backspace to open the console, it will prompt the instructions open loading a save. 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. Base max CR is 70%. 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. 0 – 2021-10-12. You can (and should) set the AI's officer limit to match this. 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. Version 3. Reverted ship changes. To hire them you need to spend 1 SP 100% XP, with the contract only lasting 720 days. So I would suggest frequent saving, especially before entering quest related star systems - there are no time limits so it's.