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. 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. json. 95a (Released) Patch Notes (Read 568449 times) Arcagnello. 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. Logged. Maku_GJ. Change it to whatever numbers you want. these blueprints will be added as "learned". - tags: Used with the 'help' command to find specific commands easier. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. you cant they are part of hyperspace, going around ie the black zones is best. My thought was that there would be a method (salvage ships, story point, skills, whichever) as the game went on of reducing the fetch quest stuff - really tie it into player progress, so that early game it's really part of your powering up process, and then late game you have the option to skip past it if you want to. The. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when. Now Fleet Points are just an internal metric to rate a ships “power” on the battlefield in auto-resolve and generate AI fleets. Red: Powered. Well in the base game you can add a new stable location, so long as you have fewer then 3. There's also another quest, that I think you can do independently of the main story (although I can't quite remember). Previously in 0. You can change the special modifications bonus (default is +1 mod) using the console command mod. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. 95a: 162 days. you could use the AdjustableSkillTresholds mod to remove the tiny limit on AI ships and set it to like, 9999DP or something. Remnant ships are simply super DP effective and punch way above their weight class. Images. ATM don't wanna use Conquest, i already have a Paragon decked out with. The player can build industries on their colonies for credits. (Starsector 0. 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. I recommend using a mod manager like SMOL or MOSS. I have loved Starsector ever since I bought it (long before it changed it's name) and come back every year to play it. 95a is basically the same as 0. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. 0. ) 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. I LOVE being able to build in hullmods. 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. json; lines 53 and 63. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. Example). but that's a story for another day. If it took longer to get to that point, it might be something like the number of entities in the game. 2 Upkeep 6 Industries. 6. Hire new officers regardless of how many are currently under your command. 2x Points. also dont forgets put missiles like breachers and hullmods like ITU, BRF and integrated PD AI to make the build more efficient. Put it in the mods folder and make sure it's tagged in Starsector's launcher. Read the post, that's what it's implying. I'd like to take a look at carriers and fighters because I think they have become too weak in this latest update. ) With that important note out of the way: some factions in the game have a stronger identity than others. I searched but Didn't find any mod like this. And there you have all you need to. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. 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. -Another point on the self preservation, the AI will stop shooting if there's another allied ship in the way. 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. x50 ensures. 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 developI liked armor tanking in 0. However: total DPs in a fight are capped at. Doesn't affect maintenance or recovery costs. By level 40, if you're not making more than a million a month, you're probably doing something. But when I approach (and make contact with) the primary star, and the outlying one, neither give me the option. The story of Starsector is a bit complex and a bit vague. 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. Get app. help addship. 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. For the pirates go and speak with Kanta at Kanta's den. Humanity was ruled by the Domain, which controlled multiple galaxies. 96a RC10. Displays up to 24 ships of each type, gets wider instead of taller "Ship repairs completed" messages will now stack when many repairs finish at around the same time; Custom production limits increased to 100 units, regardless of ship/weapon sizePlay around a bit in the Refit screen with the Simulation and test several loadouts and pay attention how the autopilot behaves. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. The actual size of the ships you have counts towards this (ie. If you have 10k bonus exp and do. Alliances offer mutual assistance in times of war. This class can be a loose script or inside a jar, the console will work with both. You can also give them donations of credits, which improves the rarity and number of blueprints for sale when you visit. Costs 20 points. Having story points be more plentiful just lets you pick more interesting dialogue options or get that one extra S-mod. ago. Change XP costs to be based on default deployment point values rather than modified ones;. It involves using the Transverse Jump to. The second stable point does cost SP though. This class can be a. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. You get 5 A or B choices per line, with the ability to reverse your choice at the cost of a story point. Skill Changes, Part 1. DesperatePeter • 5 mo. By contrast, the carriers don't really get much benefit from having extra mods since the bulk of their power comes from. cheating. 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. Quote from: SCC on April 17, 2021, 06:18:27. The bars have some nice easy quests. 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. I've grown fond of this combat ring/star type of abomination. 50K subscribers in the starsector community. 12 Cycles a Prisoner (or how I captured 2 VIPs and forgot them for 12 years) Memoirs of a Hegemony Captain. 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. That's how Starsector got started, too - nights and weekends, and all that. Many different things can be salvaged for resources, from debris fields created after battles to ruins on surveyed planets. Period. Lets you have as many officers on the bench as you want. More than 1000 and. Other mods can add their own console commands or override base commands; instructions for adding custom commands can. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. This mod adds a developer's console to Starsector that can be summoned with control+backspace. Uniquifying the Factions, Part 1. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. Improved and expanded fleet capture points on the battle map that might encourage smaller specialised ships over. help list. A perfectly disposable ship. 161. Spamming ieds will generate uh, quite a bit of lag though. Change the damage modifier from 0. Heavy Armor is not recommended. New patch is the perfect time to drop in, welcome to the community. Each such factory has a pool of 4 ships to choose from, 1 for each size. ago. 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. Version 3. Now what I would expect vanilla to do (and it doesn't) is when I make a skill elite on a normal officer. It's awesome; I'm not bashing it at all, but I would like to talk about that last bit - the war bit. The player gains story points with XP, with four points gained over the course of reaching the next level. Then immediately go back to a planet to buy supplies /crew. r/starsector • 2 days ago. For me, that game is Starsector, an indie-developed role-playing, arcade-tactical, star-faring, 2D. With lvl 8 officer that doesn't count towards the limits?! Sign me up. 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. Your second system is best -- several habitable worlds, barren world for Industry, etc. In the same file you can also change the fleet size from the default 30. You earn points by destroying ships and bosses. I'll try to add and see if that works. 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. Campaign mode was originally introduced in the 0. 95. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. 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. • 10 mo. 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. 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. 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. Your first colony should be on a good planet. 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. ) It basically puts you to a higher "tier" of salvage bonus. Green: Shielded. Go to starsector r/starsector. 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. Installed in farming. 7. 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. Sort by: best. 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. 31. It used to be called Starfarer. Enjoy actual salvager gameplay! petergustav • 6 mo. this is going to make them super tanky, at the cost of hunting them down a bit. 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). but assume that'd cost a lot of story points to utilize. This mod intends to change the way AI officers assigned to automated ships affect the rest of your fleet. 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. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. WimRorld. Sometimes you luck out, sometimes you get nothing. ago. Raiding for Fun and Profit. I salvaged instead of recovered one or two ships from the tutorial derelict ships. I'm often at the minimum 120/120 deploy points at the start of a battle. hopefully this is helpful for your colony. Ships from allied fleets cannot be recovered in the post battle recovery options but may still appear as derelicts on the strategic map after a. Consider doing scavenger run. It's literally in the console command mod. DP limits of skills should scale of your Leadership ability. Several-Eagle4141 • 9 mo. ago. Try flying into the center of a sun. _mortache • Ludd is Omega • 6 mo. But with the. 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. Think of what good $300 million could do for humanity. Starts at 200 - 500 300 default. Also an important bit of Story Points is you can recover it when you consume it. 5/ has miniscule returns (you can literally get more from. 2. Code. sketchydeutscher. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. Combat endurance on AI core gives +15% readiness, 35% now. If you repair this Automated Shipyard, you will have access to that feature permanently, as it is reusable. March 22nd, 2012 at 1:05 pm by Alex. Derelict ships and ships disabled or destroyed in battle can be recovered to gain a usable but damaged ship. afaik, bring more ships and have higher leveled officers. Salvaging after battles is also a good way to get back some of the supplies/fuel spent. 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. 75 to whatever you want, like 1. 2). 5. 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. Tesseracts attacking each other. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. EG. 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. 2. Tried that. 5. I'm gonna go back to my web app that does a full blocking gen 2 gc cuz we can't get story points allocated for me to unfuck it. Should have stable points for stability bonus. 400 is total starting deployment for BOTH sides. but an option could be to spend vast sums of story points to unlock a limited number of additional skill. json file. 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. json. Manage as many officers as you'd like. Uniquifying the Factions, Part 1. The inner. 51K subscribers in the starsector community. Battleships have it at 7-8 tho. ago. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. And I'm taking this information straight from Nex's code. Mine is currently set to 2000 deployment points. 5 Improvement & Alpha Core Effects. Get accessibility as high as you can, it's worth spending story points to upgrade in my opinion. 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. Regardless, you can gain infinitely many, this only influences how fast. So if you learn a Paragon Blueprint and sell a spare you can't use on the Black Market, you'll eventually get Pirate patrols. You will read a lot about S-Mods on forums, this is what they are referring to. Summary:Ship recovery dialog now shows normal and story point recovery in the same screen. You can only add stable locations if the system has less than two already there iirc. I have had that mod once but it gave me so much rare stuff it was insane. Each d-mod should be straight up -20% to hull + their own major maluses. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. You've got to the end of the main quest. Iirc its max size refinery + story point upgrade + special item (no atmosphere requirement in vanilla) + Alpha core + Admin skill to reach 10 transplutonics. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. Main menu missions are short tactical battles between pre-defined fleets that are accessed from the Missions. Cleveland is giving away 18. - Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. Re: how to get story points. The. Also note that you can roll up to the academy without waiting for the invitation from some rando at a bar. Name. The first one doesn't. 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. Phase-class are strong at 1v1 fights, fewer deployment points gets more advantages. I equip it so I can take 'shortcuts'. 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. Edit: Fuxed something that bothered me. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. Some of these also affect NPC colonies. The story of Starsector is a bit complex and a bit vague. I wouldn’t make a it a point to restart just for it, just keep it in mind for your next playthrough. The deduction. 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. How to escape without using story. 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. DP base on ships size : make DP base ships will make any other class obsolete, it will defeat the reason to keep cruiser destroyer or frigates on the fleet The number used here is one without additional skills that give you more officers. Plus you can use 2 smaller ships, they are strong too if you don't need a capital. 51K subscribers in the starsector community. Modders: This is not a blanket feature. Logged. 9a. 91, with a few key differences. So while setup is complex and requires a lot of skill points to work - it does work amazing. Comment removed by moderator · 11 mo. (That was a bug in -RC3; should be fixed. Starsector colony / terraforming mod combinations Question: What, in your opinions, is the best mod combinations for the best Starsector colony / terraforming experience?. 95. Wouldn’t it be funny if there was a chance that some of your. The only Academy mission I know that has a time limit in 0. Point being, you get more of them than you get skill points, so they keep things flowing between level-ups. Use the fully-qualified name of your class (ex: data. In between scavenging and selling. 1. 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. I used to stick an Alpha core on everything. If you go to settings. (300~500) 3. 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. A row of Tesla charging stations. 1 will cause your fleet to suffer 10% more damage. 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. 1a] Everything Recoverable (v1. 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. 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. 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. (Generally speaking, anyway. Mods to. 51K subscribers in the starsector community. 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. starsector-coredataconfigsettings. Interesting side note; 1 Salvage Rig + 5 Shepherds offers the same salvage bonus as 3 Salvage Rigs, due to how the diminishing returns work. It used to be called Starfarer. 240 AI ship points means 50% boost up to -50%. Increases the production of farming by 2. 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. The English Premier League has deducted 10 standings points from Everton over a breach of league rules regarding profitability and sustainability. 8. 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. That would be for all fleets, not just the player's. I've tried expanding my battle size but it's stuck at just 240-300 for deplpyments cap. It prevents players from playing their character. This is my final guide in my How to Starsector playlist. Sure, but from 100%, not the default of 70%. I actually feel bad 4 the 4+ Heg fleets that try to run away. The notes here regarding methods are directly cribbed from code comments in HullModEffect (v0. Yes, they are. Captain; Posts: 378. I hope we can expect an optimization pass at some point in the future. ago. Huh. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. - Releases · qcwxezda/Starsector-Progressive-S-Mods. 9. 4X game features in Starsector. 95a – has some things about it that I like, and some things that I don’t think worked out particularly well. 3, you go to a new weird system and fight fleet, get sierra cruiser. (500) 2. Gamma: -1 Demands Beta: -1 Demands & -25% Upkeep Alpha: -1 Demands, -25% Upkeep, and unique Improvements Improvements can also be done either by spending story points which is permanent which also. I understand it's due the officers assigned to the fleet. 1. I still use frigates a good amount since recovering ships takes story points like 50% of the time, and frigates are cheap to replace. 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. r/starsector. If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. Pick them ALL up but immediately suspend repairs and mothball all but 2. 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. As long as there are not too many fighters it runs at 20 fps+ at max deployment. Not in my settings file. 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. at Monday, October 12, 2020. Unlike the automated ship construction event that can pop up in research stations (and possibly other. 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. i was playing the academy missions, found em by accident. Share Add a Comment. Removed skills changes. You should adjust exp gain bonus for. Hey, so i have an overabundance of Omega weapons, tons of story points, and an Onslaught XIV legion. Check the forum. Officers from a pod (both level 5 and 7) come with Elite skill (s), and can be retrained at will (instead of "Make skills elite" they have "Retrain" button in its place). . 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. At level 15 it takes 550k to get a story point, at level 40 it's 1m. 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. 1 will cause your fleet to suffer 10% more damage. Consume a total of 0. ago. •. Re: Maximum combat ship recovery cost bonus of skills and increased battle size. 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. DP balance and arbitrary incentivization of certain playstyles are. tbh I think the closest thing to passive SP generation might be to just use console commands to periodically cheat them in. There's a chart floating around that shows you how to not pather cells on your worlds, you may find it useful. I rather use a mod that balances it somehwhat by making you pay more for each subsequent point until it's unfeasible to pay. go to hybrasil buy 1500 units of drugs spread the love to the folk of the system. 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. This will require Alpha core, some fuel and machinery. No the limit is 15 and to my knowledge the max level. Make expensive sure but not story point expensive. 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. Too slow and too big a profile. I really can't see how it's "garbage". 2. There is a mod that raises the level cap while also ensuring the grind isn't too bad, though. Handing over planets is really the big one, much faster than commissioning and invading for one faction. At max level (15), the player will also continue gaining story points at the same rate. So an action that gives 50% bonus xp will give you 500k, and one that gives 100% will give you an. Add a Comment. 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. Fractal Softworks' Starsector is a game with a lot of potential.