Starsector story points limit. Then immediately go back to a planet to buy supplies /crew. Starsector story points limit

 
 Then immediately go back to a planet to buy supplies /crewStarsector story points limit json

Author Topic: Starsector 0. Alliances offer mutual assistance in times of war. 0 - Full Starsector 0. Like a ridiculous amount, more than any other hull mod, and I can't stand zooming around at less than 20 burn sustained. March 22nd, 2012 at 1:05 pm by Alex. You send them to worlds controlled by a faction and ask them to perform mission there. json" look for the "playerMaxLevel":40," value, you can change it to what you want your max level to be. 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. To hire them you need to spend 1 SP 100% XP, with the contract only lasting 720 days. There are a lot of things about 0. The most important feature though is that it allows you to put permanent mods on your ships. High tech (outside of Ziggy) is cheaper than low tech actually. This is especially true for capital class ships with a lot of weapon slots. i don't know if this works for mods too, and what names to use. Pick them ALL up but immediately suspend repairs and mothball all but 2. 25. Name. reduced maneuver by 10%. Alternatively, sure - you can edit the save file directly, but you would have to find your ship by its name, and then trace the location where its hull mods are stored (they arent listed right under the ship, I checked). 5. AxtheCool • 4 yr. 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. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. ago. I rather use a mod that balances it somehwhat by making you pay more for each subsequent point until it's unfeasible to pay. You manage them via the agent tab in the Intel section. You need an alpha core. The first one doesn't. 2 autocannon, 2 assault gun and flax cannon are enough for dealing with fighter, frigate and destroyers. You can change the base limit in the settings file. Skills are permanent bonuses or activated abilities acquired by the player and officers. A good indication of this happening is if you get a random out-of-memory or GC limit overhead crash in the campaign if you leave it. It's safe to go ahead and get a little excited, but pace yourself and keep it at a simmer or you'll wear yourself out. r/starsector. Writing Starsector 2: Westernesse Boondoggle. Oh, and I added the mod that exposes the variables for the skills that. Soil nanites. In between scavenging and selling. 240 AI ship points means 50% boost up to -50%. In detail: I've been playing . 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. 40 skills are available. While Heavy Ballistic Integration helps keep the cost low, this consequently limits how many hullmods it can equip, unless a Story point is used, or its weapon loadout is compromised. 0 – 2022-01-02. First point: The S-mods have made combat ships able to become extremely strong. You should adjust exp gain bonus for. Two out of 5 planets in the system have decivilized subpopulations, so its. Starsector provides examples of: Absent Aliens: Humanity is the only known sapient organic species and the only suggestion that this even might not be the case is a bit of in-universe speculation in the Onslaught's codex entry suggesting that some people believe the Onslaught was created to defeat some now-forgotten alien threat. 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. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. 95a. 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. Already possessing a massive amount of armor, the addition is hampered by the Ablative Armor hullmod, adding only a tenth of its. but that's a story for another day. Keep in mind the longer you wait for a Luddic Path/Pirate station, the stronger they get. The percentage of bonus xp that you gain from using a story point is a percentage of the xp cost of a point. AdvancedGunneryControl - Allows you to customize how your weapon groups behave on auto-fire, with various modes. 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. 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. 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. 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. Reverted ship changes. 50K subscribers in the starsector community. Example). I personally recommend the "standard" 25 version. 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. level 1. 2. 2. If you want both choices, and have finished the tree you can then invest another skill point but void the option to withdraw your skill points and are locked into both. From personal experience, it tends to be near the core worlds. Installed in farming. It's awesome; I'm not bashing it at all, but I would like to talk about that last bit - the war bit. This video showcases my fleet that I use for general purposes. Deployment points are awarded based on fleet size, with the larger fleet getting more. Note that you shouldn't assign more than 8G otherwise the game engine will choke on trying to manage it and slow down. Example). Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. 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. Finally, ships with too many d-mods (6+) can be made. 1u/day. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits. Posted March 21, 2012 by Alex in Development. I’d started out trying to add a story point option that would, to quote my TODO list, “make ground raids more of an early-game activity the player can engage in”. 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). I have loved Starsector ever since I bought it (long before it changed it's name) and come back every year to play it. 4. Sometimes I get 120, sometimes 80, mostly it's 89. 3 Accessibility 3 Colony Size 4 Stability 5 Monthly Income & Upkeep 5. json, because this game would be quite brutal and non-entertaining for me if I didn't. Limit of 5 kills it. 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. Ships not recovered may be salvaged instead. Mods to. I use this fleet for nearly everything and is fairly inexpensive as it does not use story poin. csv which defines it's basic information as well as where it's script is. if the AI fleets would stop spending their "over limit strength" that lets them deploy more than 10 officers and spend it on integrated hullmods instead, making their fleet power more CONCENTRATED and FULLY DEPLOYABLE,. 95a is basically the same as 0. What if Story Points just gave you more OP? Fractal Softworks Forum November 03, 2023, 06:41:04 AM. ) 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. At the end of the day, these are a resource which not intended to scale exponentially with stage of the game like credits or ships, but are more of a slow but steady gain (at least past the first 6 or 7 levels) for actually doing things which earn you XP. So if you are completely out-officered the enemy will get 240 DP, while you will only get 160 DP. However, note that some story/AI fleets can bypass this cap requirement. 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. Re: [0. 2. 3, you go to a new weird system and fight fleet, get sierra cruiser. - d-mods should get complete overhaul. The notes here regarding methods are directly cribbed from code comments in HullModEffect (v0. - Reformatted backcompatibility settings and added them to modSettings. If you are new, some pointers on colonial management: Get some skills. list ships. It's a solid shield shredder at a good price. TallGiraffe117 • 2 yr. Blue: Elite. _mortache • Ludd is Omega • 6 mo. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. I salvaged instead of recovered one or two ships from the tutorial derelict ships. 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. 1. ago. Carriers require more deployment points to get space supremacy. e. Though it gets memey after a certain point. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. The player can move the ship by clicking on a target or a destination. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. 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. ago. 1. There should be "Manage built-in hull mods" alogside options like "open comms directory" and "Visit the dockside bar". Posted July 02, 2021 by Alex in Development. cores are you friends and you can be theirs. 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. Today, he rolled up pristine nanoforge. 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 affect the overall DP awarded to you before every fight. I searched but Didn't find any mod like this. Good for when you have a great system, but absolutely no stable locations. Never sell Blueprints in any circumstance. most games have modifiable UIs. When there are so many other good LB weapons, you are hurting yourself by using this, except on the conquest, where 2 of these on the "off side" allow it to min-max effectively. EVEN if skill has no elite version. Sometimes you luck out, sometimes you get nothing. 5 Alpha preview. Period. 1. After I promted him to talk about the guy he kidnapped, he confessed that he is tired of violence. Can just add skill points or reset things, even with the level cap. New hullmods can be obtained by using "modspecs" available in. Job_Precipitation • 3 yr. The player can build industries on their colonies for credits. 91, with a few key differences. 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. ago. Elite Dangerous is all about the one man show (unless you join some online group) and flying is vastly different in the two games. Small bit of rep grinding and then you get straight into the story quests. 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. 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. I'm often at the minimum 120/120 deploy points at the start of a battle. Yes, they are. Allow playing in easy mode to earn more points per level, for example, additional skill point every other level. 95a: 162 days. WimRorld. And that is the reason story points exist. Diplomacy events see faction relationships changing over time. • 10 mo. Under data/config there is a settings. Destroyed some fleets, was satisfied, walked out by the. 0, as there will not be a single affected ship that will need story points to. You've got to the end of the main quest. Use the fully-qualified name of your class (ex: data. 14. However: total DPs in a fight are capped at. This mod intends to change the way AI officers assigned to automated ships affect the rest of your fleet. 95. 0. 96,. These points should be used to. 96 was focused on adding stuff to the game, not modifying existing code, after all. 1. Crew training grants 15% unless you start spamming capitals, 50%. Just a note though - while initial quests are fairly easy (and repeatable) the actual story driven ones later on require in some spots an actually strong fleet (as in - a capital ship or two would be very recommended). 1a: 35 days. Too bad I already swiped one from Kazeron (and I plan to steal the. console. So the experience for level 15 in RC9 is 5m, and you get 4 story points on the journey towards hitting it. Also using story points for officers is a bad idea in my mind. You can edit the settings or pay a story point for each contact you want to add over the maximum. 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. i was playing the academy missions, found em by accident. ago. thewizord. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. The story of Starsector is a bit complex and a bit vague. - Each ship has its own XP counter and gains XP during combat. 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. DP balance and arbitrary incentivization of certain playstyles are. I used to stick an Alpha core on everything. My opinion: Ships with no d-mods should be recoverable without effort. 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. Hullmod scripts usually extend BaseHullMod (which itself extends HullModEffect). 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. And before anyone tries to comment that I need to capture the points that appear in an. A size 3 colony will allow one industry improvement. Change the damage modifier from 0. Normal officers have "Make skills elite" button that costs story point. There are 3 things you can do regarding Deployment points. ago. First thing I do is edit the number of starting command points in the settings file, changing it to 10. 9a. I've tried expanding my battle size but it's stuck at just 240-300 for deplpyments cap. You can't just stack every mod on a ship because the mods require some sort of energy to power them like auxiliary thrusters or physical space on the ship like expanded cargo. Go around them if you can't handle the damage. I have the maximum 10 lvl 5-7, but the enemy often has 20+ officers. It's in the settings at Line 615. In "starsector-coredataconfigsettings. 95 threats do not appear till the colony reaches size 4. The main reason i always use the Progressive S-Mods mod. - Add support for enhancing existing built-ins Other: - "no_build_in" is no longer ignored by default in the. My name is Reese Kitteridge, a former captain in the Hegemony Armed Forces aboard the HGS Mira's Wrath . Mine is currently set to 2000 deployment points. By contrast, the carriers don't really get much benefit from having extra mods since the bulk of their power comes from. 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. Skills that affect the piloted ship. 1. Mechanically, they're not terribly complicated (though I do like how you can use eg. Im pretty sure it doesn't cost SP at all. Get 1x autopulse and 2x antimatter blasters from tri-tachyon planets, get 2x sabots from anywhere for missile mount. 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. 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. 0. How to escape without using story points. 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. There is a mod that raises the level cap while also ensuring the grind isn't too bad, though. Capturing these can be useful to tip the ECM rating balance in the. Humanity was ruled by the Domain, which controlled multiple galaxies. Starts at 200 - 500 300 default. Huh. 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. AxtheCool • 2 yr. 500 increased armor. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. Removed skills changes. MlemandPurrs • 2 yr. Then start a new game with Easy difficulty. Change the damage modifier from 0. 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. The built-in "Automated Ships" hullmod that all Remnant ships have reduces max CR by 100%, so now you're at -30%. Do check if you have enough space, especially. You can find the menu you are looking for when you go into any colony. For me, story points should only be used in conversations, not job related stuff like that. 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. Locked post. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. I usually run spacer starts by going to bars and picking up delivery contracts. Modders: This is not a blanket feature. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. But when I approach (and make contact with) the primary star, and the outlying one, neither give me the option. 95. You will read a lot about S-Mods on forums, this is what they are referring to. You can change battle size in option, ranging from 200 to 500, which can be edited in the game file settings. 242. Re: GC overhead limit exceeded crash. Regardless, you can gain infinitely many, this only influences how fast. However, note that some story/AI fleets can bypass this cap requirement. A row of Tesla charging stations. 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. For real though, best way to deal with Hostile Activity is to just ignore it completely. 50% more flux efficient than the GC, with the same DPS. Best. Don't start using them unless your planet can defend itself long enough for you to arrive. 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. In starsector, ballistic and energy pd have different rolls. With lvl 8 officer that doesn't count towards the limits?! Sign me up. 2/ costs upkeep credits. 1. json and set them to however you like. 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. Crashes are also sometimes caused by degrading performance over time, switching to java 8 fixes this problem (there are apparently some risks but i haven't had any problems with it), the performance increase is well worth it anyhow. shadenight123 • 2 yr. 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. - Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. The number used here is one without additional skills that give you more officers. Change it to whatever numbers you want. The Console Commands command is indeed “setmarketsize n”, where n is the desired colony size. The developers also claim inspiration from other classic titles such as MechWarrior and Master of Orion II . : The more DP your entire fleet has, the more you get to deploy. The inner. 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. A Beginners Guide on how Colonies Work. At level 15 it takes 550k to get a story point, at level 40 it's 1m. ago. Time between changelog and release for the last few patches: 0. Hotfix: 0. This mod adds a developer's console to Starsector that can be summoned with control+backspace. There is no limit to colonies if you are brave enough not a luddite. For the pirates go and speak with Kanta at Kanta's den. 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. 1. 12 Cycles a Prisoner (or how I captured 2 VIPs and forgot them for 12 years) Memoirs of a Hegemony Captain. Re: how to get story points. 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. Heh, you have enough experience. ago. 5 Alpha preview. You also cant repeat the stable location generation. 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. 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. Consume a total of 0. The official subreddit for discussing Idle Champions of the Forgotten Realms, a Dungeons & Dragons strategy video game that brings together D&D characters from novels, adventures, and multiple live streams into a single grand adventure. The. 75% hazard max pop, megaport (+boost item, story point, alpha core), farming (+boost item), commerce (+boost item, story point, alpha core), waystation, light industry (+boost item) and mining. Collecting salvage is one way to make credits in Starsector, by cutting up unwilling or indifferent things into little pieces to be sold. 16 votes, 26 comments. 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. 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. Manage as many officers as you'd like. otherwise its a balancing issue (because no matter what the enemy does, the player will be unkillable and eventualy fights will become boring because you are pretty invulnerable at that point). Your first colony should be on a good planet. Between abundant (in my opinion) story points and the industry items, I just don't need AI cores anymore. A. The "Atlas of Pain" because I haven't thought of a proper name yet. I can't support it, even with missions in the core worlds. 2x Points. 9a) is poised to add more 4X-like elements to the game, it seemed like a great time to bring people up to speed. bonus points if you ditch the drugs in a nearby asteroid belt on occasion so you dont get scanned by the space police. It used to be called Starfarer. Thing is, my campaign is pretty advanced already, and I do understand most of the mechanichs, but the one thing I do not get at all is deployment points. By level 40, if you're not making more than a million a month, you're probably doing something. You order something and you can pick it up on the 1st of next month. Bounty hunting makes getting XP fast. Cruisers killing smaller Tesseracts. hopefully this is helpful for your colony. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. After all I had come heavily armed expecting a challenging encounter, and didn't want my efforts to be in vain. 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. The player gains story points with XP, with four points gained over the course of reaching the next level. Remnant ships are simply super DP effective and punch way above their weight class. So an action that gives 50% bonus xp will give you 500k, and one that gives 100% will give you an. Unlike the automated ship construction event that can pop up in research stations (and possibly other. json of a given mod to make it compatible with the current version. Location in my system, and erected the Comm Relay. For me, that game is Starsector, an indie-developed role-playing, arcade-tactical, star-faring, 2D. It's literally in the console command mod. They can be scuttled for the same resources as a more expensive frigate. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. Then immediately go back to a planet to buy supplies /crew. ago. 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. A Starsector mod that officers additional functionality for managing officers. 0. 2D RPG/Trade/Fleet Combat Game. 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. Increases the production of farming by 2. 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. Alternate "Fast" version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. 108 votes, 45 comments. Yes. Humanity was ruled by the Domain, which controlled multiple galaxies. DP limits of skills should scale of your Leadership ability. Check the forum. You can change the special modifications bonus (default is +1 mod) using the console command mod. 51K subscribers in the starsector community. I equip it so I can take 'shortcuts'. 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. Go to starsector r/starsector. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. heavy armor. In a universe that had two devastating wars against AIs so dangerous, the Hegemony is trying to wipe out even mentions of them, you're asking for the Luddites to be a popcorn villain. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. Previously in 0. 0. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. Modders: This is not a blanket feature. This will stop the event progress based on colony presence and stability but not from having any nearby pirate bases. Read the post, that's what it's implying. So "structural damage" d-mod would be 20% base D-mod + extra 20% for whoping 40% hull damage. 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. Change XP costs to be based on default deployment point values rather than modified ones;. json. - class: This points to the script you wrote in Step 1 above. Example). a_user_name - Inspired by their SSE mod! Tartiflette - Hullmod blocker script! Timid/techpriest - Script helping, advice, and intermittent mental anguish!!!!! barrackollama - Writing, proofreading, adding Hubert's portrait, and testing! Nia Tahl - Balancing suggestions, afterimage vfx, and for the critical hit script! rubi - For allowing me.