FYI Solar shielding mod also limits damage from storms. You will read a lot about S-Mods on forums, this is what they are referring to. 2D RPG/Trade/Fleet Combat Game. Positioning inbetween. Open menu Open navigation Go to Reddit Home. 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. hey, I didn't see a lot of guides explaining how colonies work in conjunction, so I tried to make a straightforward guide that explains it. 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. You'd need a whole mod to change the price per hullmod and I don't know of one. 1. 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. In starsector, ballistic and energy pd have different rolls. Starts at 200 - 500 300 default. 95. You can change the base limit in the settings file. With lvl 8 officer that doesn't count towards the limits?! Sign me up. ago. Example). Premium. In the file will be a line called "playerMaxLevel" which you can edit to whatever, also under that line will be the settings for how many skill and story points you get per. Flux from the shield, spawning mines, and using fighters only affect the center modules flux. Once in the game, you can summon the console with control+backspace and enter your commands. The code is: )if you are able to locate GUI/UI file, you should be able to change it. (500) 2. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. The base tech-mining in Starsector 0. As things are, most ship packs and factions should at the very least be functionnal. Works when your fleet is over the disengage size limit, but not limited to this; Indicator in combat screen shows progress towards this; Currently set to 40% of enemy fleet or 100 deployment points, whichever is lower; When a fleet that's "too large to disengage" engages an enemy station supported by other fleets:Instructions. However the custom production should not exceed the limit, and if it does it can take multiple months to complete. DP balance and arbitrary incentivization of certain playstyles are. Images. Or just get industrial evolution mod that lets you build com relays on planet, so you only need 2. for example: <st>legion_xiv</st>. Limit how many ship types can be in a fleet (player + AI) at any given time. 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. Deployment points are awarded based on fleet size, with the larger fleet getting more. I actually feel bad 4 the 4+ Heg fleets that try to run away. The remaining military ships are 2 Sunders with integrated targeting cores, Tachyon lances and graviton beams. 9. EVEN if skill has no elite version. I really can't see how it's "garbage". The skill system – the one in the currently released version, 0. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. 2. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. jpg. Starsector > General Discussion >. Consume a total of 0. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits. Change XP costs to be based on default deployment point values rather than modified ones;. They grant bonuses such as increased range and armor. I'll try to add and see if that works. Now go back out and do a CTRL + Z or whatever is the sensor cheat in dev mode. Alternate "Fast" version. 2. Collecting salvage is one way to make credits in Starsector, by cutting up unwilling or indifferent things into little pieces to be sold. at which point drivers will be hit with a $1 fee for each minute they continue to charge their vehicles. Then you go to your colony management screen and find the list of ships and check the ones you want your colony to build. 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. A Radiant with an Alpha Core is the Destroyer of. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. r/starsector. If you go into the settings. Use the fully-qualified name of your class (ex: data. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. Once combat really gets going, I hit the low 20's, and major engagements then slow to a crawl. Except the skill that unlocks 3 s-mods is permanent. Besides, you only need one colony with 10 transplutonics because of how supply works in Starsector. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. Consider doing scavenger run. Keep in mind the longer you wait for a Luddic Path/Pirate station, the stronger they get. 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. 431 votes, 33 comments. Other mods can add their own console commands or override base commands; instructions for adding custom commands can. I usually run spacer starts by going to bars and picking up delivery contracts. One Tesseract killing the other. Use the fully-qualified name of your class (ex: data. Remnant ships are simply super DP effective and punch way above their weight class. (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. 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. _mortache • Ludd is Omega • 6 mo. It is most effective when player controlled, or given an aggressive or reckless officer. Destroyed some fleets, was satisfied, walked out by the. json of a given mod to make it compatible with the current version. 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. By measuring sprint velocity – the average number of completed points during previous sprints – and using that number as a limit for the next sprint,. If you haven't yet reached the max allowed number of regular officers, it's probably not worth it. Lets you have as many officers on the bench as you want. The benefits of a Dram are well known. So if you want to tackle a super hard late-game fight, it's a nice little boost. This is my final guide in my How to Starsector playlist. Get one Sunder and use story point to put safety overrides on it. There are a lot of things about 0. System and hyperspace screens tend to be around 45-60. 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. Join a faction to gain useful support and represent them in war and peace, or start your own. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. It involves using the Transverse Jump to. Between abundant (in my opinion) story points and the industry items, I just don't need AI cores anymore. 239. 21. 95a is basically the same as 0. 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. Summary:Ship recovery dialog now shows normal and story point recovery in the same screen. you could use the AdjustableSkillTresholds mod to remove the tiny limit on AI ships and set it to like, 9999DP or something. But without an official announcement of a release nobody can really say. • 1. Reverted ship changes. The "Atlas of Pain" because I haven't thought of a proper name yet. k1llerk1ng. The current state of carriers. 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). It used to be called Starfarer. I like to run with multiple ones. New hullmods can be obtained by using "modspecs" available in. 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. 95. So one mod I liked in the 9. Author Topic: Starsector 0. 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. ago. Capturing these can be useful to tip the ECM rating balance in the. After that. There is a mod that raises the level cap while also ensuring the grind isn't too bad, though. Small bit of rep grinding and then you get straight into the story quests. Logged Chairman Suryasari. definitely the R4 puts a heavy limit on your frames. 1 Colonization 2 Choosing a Planet 2. 4. Step8: go there and use a distress signal while inside of the system. Can only be installed on worlds that are not gas giants, do not have the "extreme weather" condition, and do not have the "extreme tectonic activity" condition. I've tried expanding my battle size but it's stuck at just 240-300 for deplpyments cap. Missions refer to two different gameplay features in Starsector. For example I would never normally use an atlas. The number used here is one without additional skills that give you more officers. 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. 179 votes, 15 comments. After I promted him to talk about the guy he kidnapped, he confessed that he is tired of violence. 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. Late to the party but here are some QoL and visual mods. High tech (outside of Ziggy) is cheaper than low tech actually. A comparison of cargo/fuel tankers and efficiency pre and post 0. Anyway. 9. Make expensive sure but not story point expensive. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. 12 Cycles a Prisoner (or how I captured 2 VIPs and forgot them for 12 years) Memoirs of a Hegemony Captain. Huh. Edit: Fuxed something that bothered me. I hope we can expect an optimization pass at some point in the future. json, because this game would be quite brutal and non-entertaining for me if I didn't. Carriers require more deployment points to get space supremacy. 3/ provides *no* benefit to the colony. 100 fleet size, 99999999 battle size. First, make sure you properly modified the file setting the allocated memory for the game. Share Add a Comment. After max level, it costs twice this, or 10m experience, to get 4 story points, likely spaced at 1 per 2. • 1 yr. 5. Reply reply. Example (Class + Limit):. Is this now naturally possible within 9. Mechanically, they're not terribly complicated (though I do like how you can use eg. Location in my system, and erected the Comm Relay. The question that interests me the most is: Have you played SS on the same laptop some years back and has performance been very different then? Because as the game grows it seems requirements grow with it. Your second system is best -- several habitable worlds, barren world for Industry, etc. Starsector is using multiple methods to control fleet deployment some of which make it vastly unfair on the play when you have both. This game is in no way similar to Elite Dangerous. 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”. Crew training grants 15% unless you start spamming capitals, 50%. Should have stable points for stability bonus. Previously in 0. Removed soft fleet size limit. No the limit is 15 and to my knowledge the max level. 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. Start a new game and choose the quick start option with the "dev" label so you get in fast. A Beginners Guide on how Colonies Work. The most important feature though is that it allows you to put permanent mods on your ships. 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. Sometimes you luck out, sometimes you get nothing. 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). The skill description explains that pretty well but don't be afraid to to break it. Once the bugs with Pather Interest get fixed, this will more or less be your only planet that. ago. console. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. In detail: I've been playing . 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. ago. You can take inspiration from there. 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. If you vent only the center module holds fire, the others can keep shooting. Finally, ships with too many d-mods (6+) can be made. 2D RPG/Trade/Fleet Combat Game. ago. Posted November 27, 2019 by Alex in Development. It used to be called Starfarer. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. It's in the settings at Line 615. 1. Soil nanites. 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. Hullmods are modifications that can be made to a ship through the Refit Screen, at an Ordnance Point cost. json with notebook++ and you'll find this around line. json. If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. You will read a lot about S-Mods on forums, this is what they are referring to. If you must raid neutral factions, turn off your transponder before entering a system and avoid detection before raiding your target. 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. 51K subscribers in the starsector community. Ships not recovered may be salvaged instead. The built-in "Automated Ships" hullmod that all Remnant ships have reduces max CR by 100%, so now you're at -30%. 31. Alliances offer mutual assistance in times of war. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. Your first colony should be on a good planet. These affect the overall DP awarded to you before every fight. 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). Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. afaik, bring more ships and have higher leveled officers. Starsector > Mods > Modding >. Both of those are. (edit: also, Starsector has an actual story now. 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. This mod adds a developer's console to Starsector that can be summoned with control+backspace. 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. 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. There's also another quest, that I think you can do independently of the main story (although I can't quite remember). You can edit the settings or pay a story point for each contact you want to add over the maximum. For real though, best way to deal with Hostile Activity is to just ignore it completely. 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. 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. The second stable point does cost SP though. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. " "maxIndustries": [1,1,1,2,3,3,4,4,4,4], ". if you have only phase ships in your fleet your fleet become almost unspotable and can smuggle into even major worlds. Period. For me, story points should only be used in conversations, not job related stuff like that. The only comparable imo is avorion. - Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. Do check if you have enough space, especially. Job_Precipitation • 3 yr. Some of these also affect NPC colonies. 51K subscribers in the starsector community. Time between changelog and release for the last few patches: 0. Hullmods need an entry in hull_mods. Make the battle size the smallest so the majority of deployment points goes in your favor. I used to stick an Alpha core on everything. The percentage of bonus xp that you gain from using a story point is a percentage of the xp cost of a point. AxtheCool • 2 yr. Click on the star. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. The hull mod I most frequently build in is the drive field one because it takes so much OP. The new story points, while it's a good idea, it's very poorly implemented. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. EG. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. 1 will cause your fleet to suffer 10% more damage. I understand it's due the officers assigned to the fleet. If you are new, some pointers on colonial management: Get some skills. ago. 6. 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. Phase-class are strong at 1v1 fights, fewer deployment points gets more advantages. Interesting side note; 1 Salvage Rig + 5 Shepherds offers the same salvage bonus as 3 Salvage Rigs, due to how the diminishing returns work. 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. Netting you 1 story point per story told. 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. The actual size of the ships you have counts towards this (ie. 1. Admiral;. Tesseracts attacking each other. 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. – 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. Hire new officers regardless of how many are currently under your command. Story points are funny. Maku_GJ. Derelict ships and ships disabled or destroyed in battle can be recovered to gain a usable but damaged ship. I salvaged instead of recovered one or two ships from the tutorial derelict ships. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. Hope that helps! Just what I was looking for. I have the maximum 10 lvl 5-7, but the enemy often has 20+ officers. Posted March 21, 2012 by Alex in Development. Console commands mod: "addstablepoint". Personal tweak of two vanilla skills, Helmsmanship and Automated Ships, first one have Zero Flux Bonus from 091, and Automated Ships have removed limit, and they are now tweakable, like in Quality Captains, like its possible to enable and configure Automated Ship limit, or turn on vanilla 095a Zero Flux Bonus. r/starsector • 2 days ago. 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. 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. console. Instead of officier with missiles specialization should get boost toward accuracy, tracking, less missfires etc. commands. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. CoqueiroLendario. 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. Bitbucket. Hullmod scripts usually extend BaseHullMod (which itself extends HullModEffect). Netting you 1 story point per story told. ago. « Reply #1 on: December 14, 2022, 03:06:12 PM ». 2x Points. The deduction. cores are you friends and you can be theirs. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. You can change battle size in option, ranging from 200 to 500, which can be edited in the game file settings. Not to mention the huge signature radius without MS/IEA. 16 votes, 26 comments. The intel page now uses limited slots for contacts and they need to be prepared with reputation before they give out the goodies. A Starsector mod that officers additional functionality for managing officers. From personal experience, it tends to be near the core worlds. Unlike the automated ship construction event that can pop up in research stations (and possibly other. Best use your story points on really expensive hullmods Reinforced bulkheads (30) Heavy armor (40) Hardened shields (25) Integrated targeting unit (25)1). story points. Don't start using them unless your planet can defend itself long enough for you to arrive. There are diminishing returns with having multiple. After getting most or all of the blueprints, he started offering colony items for four story points each. Features. help list. Yes. The player can build industries on their colonies for credits. Text under CC-BY-SA licenseAnd, based on the total amount of bonus XP spent when you hit level 15, you immediately get a bunch of story points back. The next update will add strong narrative RPG elements to Starsector, among other things. If it was sufficiently Colonies are player-owned settlements on planets within the sector. 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. You can (and should) set the AI's officer limit to match this. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. json file. json. Wouldn’t it be funny if there was a chance that some of your. 4X game features in Starsector. json; lines 53 and 63. I don't remember if Atlas can get enough points to install both ADF and efficiency overhaul, probably has to use militarized subsystems instead. So you'll also need to use a gamma core on planets you install the coronal tap in. Mechared. You don't actually get a performance hit until you drop below 50% (so conceivably you could use 60 automated ship points without penalty). 1] Slightly Better Tech-Mining. An alternative to buying story points, is to be able to buy some of the things you can use story points for. Or used in a suicide run distraction to slow down a superior force. Larger colonies get more build slots, up to four slots at colony size 6. In the file will be a line called "playerMaxLevel" which you can edit to whatever, also under that line will be the settings for how many skill and story points you get per. Mark IX Autocannon: B. ago. (I guess I should also chime in with the nitpick that the name "Story Points" also confused. It used to be called Starfarer. 95 that I'm less than thrilled with, but this is all in the context of how I personally enjoy the game. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. Also applies to NPC fleets that exceed their limit. Your second system is best -- several habitable worlds, barren world for Industry, etc. 95 - Guide to Fleet Composition. 3 supply units. My standard explore fleet at end of ironman game was 4 tempests 2 Shrike 1 medusa 1 Fury ! aurora 1 apogee 1 odyssey 2 colossus 1 Phaeton tempests has hardsubs and shields s mods Most things had hard shields smods All the extended racks were built into the. 14. ago. Posted December 17, 2020 by dgbaumgart in Development, Lore. Images. Starpocalypse is basically a hardmode filter, makes the early game harder and boring tbh, if the jump/progression between civilian grade and military grade in vanilla was any good, it would be better. Blue: Elite. Increases colony accessibility by 30 percentage points. 2D RPG/Trade/Fleet Combat Game. These are meant for broader use within the. 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. 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. 0. I've messed with it myself and it seems to support numbers at least up to 6 (which is probably as many as you'll ever need on one colony anyway) but I dunno if there's any problems going higher than that. 95. Hotfix: 0. 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. ago.