Starsector story points limit. Some of these also affect NPC colonies. Starsector story points limit

 
 Some of these also affect NPC coloniesStarsector story points limit  By contrast, the carriers don't really get much benefit from having extra mods since the bulk of their power comes from

This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. Then immediately go back to a planet to buy supplies /crew. Cuz that would put you at the limit. Starsector is using multiple methods to control fleet deployment some of which make it vastly unfair on the play when you have both. The actual size of the ships you have counts towards this (ie. Go to starsector r/starsector. if you have only phase ships in your fleet your fleet become almost unspotable and can smuggle into even major worlds. If you can only save once or twice and this consistently happens after that, my best guess is a memory leak in either Nexerelin or one of the other mods. 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. Maybe there's a system where you gradually build up to that as you level up plus some sort of scaling with enemies and combat size, but that feels very arbitrary and doesn't necessarily mesh well with exp gains from. Take Wednesday's night loss to the Miami. (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. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. 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. • 2 yr. 2. Removed extra skill point scaling. Plus you can use 2 smaller ships, they are strong too if you don't need a capital. Yellow: Armored. Additionally I found in the settings that you can change the maximum and minimum size of the "Battle Size" slider. A memory leak in a mod is causing Starsector to crash. Just understand that if your pushing. 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. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. 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. « Reply #1 on: April 27, 2016, 09:26:37 PM ». 96 was focused on adding stuff to the game, not modifying existing code, after all. 5 Improvement & Alpha Core Effects. 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. Reverted numerous weapon balance changes. Starsector is a hard game, especially when you have no idea what to do. 0, as there will not be a single affected ship that will need story points to. 95 threats do not appear till the colony reaches size 4. Re: [0. Edit: the industry skill "Colony Management" is no longer in the game. The skill description explains that pretty well but don't be afraid to to break it. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. I didnt over do it, i never built in more than was necessary for my builds i used to have in 91. maxShipsInFleet: similar idea to above. 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. Today, he rolled up pristine nanoforge. Your first colony should be on a good planet. 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. 1. 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. WimRorld. 51K subscribers in the starsector community. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. It involves using the Transverse Jump to. This. cheating. 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. Changelog: 1. Starsector > General Discussion >. 1. A Radiant with an Alpha Core is the Destroyer of. ago. Removed extra crew bonus. Reply reply. 4 Structures. (100~300) Since high-tech ships have shorter operating time. Alternate "Fast" version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. The 8 officer limit (10 with officer management) still applies -- however, it only applies to officers in command of a ship. 9. Installed in farming. 95 that I'm less than thrilled with, but this is all in the context of how I personally enjoy the game. Quest 1 id where you need a bar event. Try flying into the center of a sun. legion_xiv is not too hard, but other. If you beat the final boss, any unused supers are worth 5000 points each. A row of Tesla charging stations. 1m experience/sp at level 15. 1 Colonization 2 Choosing a Planet 2. I salvaged instead of recovered one or two ships from the tutorial derelict ships. 1 will cause your fleet to suffer 10% more damage. Until recently, this wasn't a feature that was high on my radar. Ballistic is shorter ranged and inaccurate, but throws numbers at the target. How to escape without using story points. 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. 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. 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. Best. 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. json in Starsectorstarsector-coredataconfig. I've done a lot of tinkering in settings. 1. First thing I do is edit the number of starting command points in the settings file, changing it to 10. If you are old enough to remember. 75 to whatever you want, like 1. •. 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 get 5 A or B choices per line, with the ability to reverse your choice at the cost of a story point. This class can be a loose script or inside a jar, the console will work with both. You get 4 story points per level. swarmy1 • 2 yr. The "Atlas of Pain" because I haven't thought of a proper name yet. 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. Velroy_Denkins • 4 yr. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. A Radiant with an Alpha core would have a max CR of 60%, not 45%, which I don't get. Maku_GJ. Your second system is best -- several habitable worlds, barren world for Industry, etc. Remnant ships are simply super DP effective and punch way above their weight class. You don't need most of your fleet at this point. However, note that some story/AI fleets can bypass this cap requirement. This page contains the version history of Starsector (formerly 'Starfarer'. ATM don't wanna use Conquest, i already have a Paragon decked out with. Skills are permanent bonuses or activated abilities acquired by the player and officers. Those with d-mods should be recoverable, but story points reduce the number of d-mods (essentially giving you the option to recover in better shape or, immediately post recovery, spend a story point to reduce the d-mods). I was a pretty celebrated captain in my day, earned myself a Silver Eagle for my services as a Falcon captain, back before I was. Since the start of the closed betas, I've received a number of questions about the possibility of modding support in the game. 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. A Starsector mod that changes the way that built-in hullmods work. Fill rest with PD. Provided your computer can handle more ships at once, of course. At some point I figured "oh i have to hire mercenary officers" but they cost 1 SP to hire and when their contract is up. Pick them ALL up but immediately suspend repairs and mothball all but 2. The player gains story points with XP, with four points gained over the course of reaching the next level. The only Academy mission I know that has a time limit in 0. 25. Switching to Java 8 seems to solve the issue, Thank you kind sir. The OnlyCleanRecovery fraction will then limit your maximum number of recoverable ships to 24 if you set it to 1. Doesn't affect maintenance or recovery costs. ago. 95a. Example). Consider the extra story points used in this method as the cost, since you s mods are sort of supposed to be final. For a shitty looking space game that will almost certainly never come out or have any possibility of living up to its hype in the microscopic chance that it does. 12 Cycles a Prisoner (or how I captured 2 VIPs and forgot them for 12 years) Memoirs of a Hegemony Captain. 2 Resources 2. json. Capturing these can be useful to tip the ECM rating balance in the. Accidents. 9. However. March 22nd, 2012 at 1:05 pm by Alex. this is going to make them super tanky, at the cost of hunting them down a bit. The limit on how many you can add is two IIRC. Go around them if you can't handle the damage. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when creating their commander. ) It basically puts you to a higher "tier" of salvage bonus. This game is in no way similar to Elite Dangerous. These are meant for broader use within the. You can change the special modifications bonus (default is +1 mod) using the console command mod. We're already talking about a "use story points to do something" mechanic, which is essentially "make up your own reason for why something special can be done". Regardless, you can gain infinitely many, this only influences how fast. By level 40, if you're not making more than a million a month, you're probably doing something. 5. So if you want to tackle a super hard late-game fight, it's a nice little boost. 0 - Full Starsector 0. Lybederium • 2 yr. Green: Shielded. Posted December 17, 2020 by dgbaumgart in Development, Lore. help addship. there is a point Limit. Diplomacy events see faction relationships changing over time. Starsector is already pretty on the easy side of games, you make everything cost money and it just becomes the easiest game ever. So if you are completely out-officered the enemy will get 240 DP, while you will only get 160 DP. 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. 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. There are ancient tombs with puzzles, jail survival simulator, election campaign, business tycoon quest, spy missions, sabotage quests and so much more! All in text format. maxShipsInFleet: similar idea to above. sketchydeutscher. json and set them to however you like. 500 increased armor. Red: Powered. The developers also claim inspiration from other classic titles such as MechWarrior and Master of Orion II . Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. 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. AxtheCool • 4 yr. 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). Unlike the automated ship construction event that can pop up in research stations (and possibly other. And speaking of salvage, everything needs a story point. Except the skill that unlocks 3 s-mods is permanent. 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. Uniquifying the Factions, Part 1. -Another point on the self preservation, the AI will stop shooting if there's another allied ship in the way. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. Starsector (formerly . The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. Humanity was ruled by the Domain, which controlled multiple galaxies. json of a given mod to make it compatible with the current version. Each ship as loaded out with a plethora of small hybrid turret slots, with varying missile hardpoints, or built in missile tubes designed to. The new story points, while it's a good idea, it's very poorly implemented. Before I begin, let me be a little transparent; I'm going to be very wordy, and very opinionated. 95 for a while and I got decent colonies going, pop 6 and all that. 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. 431 votes, 33 comments. The built-in "Automated Ships" hullmod that all Remnant ships have reduces max CR by 100%, so now you're at -30%. Download v1. json, because this game would be quite brutal and non-entertaining for me if I didn't. 1. Admiral;. Apogee fit. 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. 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. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. The skill system – the one in the currently released version, 0. 1. • 1 yr. Your second system is best -- several habitable worlds, barren world for Industry, etc. 1. Starsector > Mods > Modding >. 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. By measuring sprint velocity – the average number of completed points during previous sprints – and using that number as a limit for the next sprint,. AKA- do things that give you a lot of XP to get story points quickly (fight hard battles). Sometimes I get 120, sometimes 80, mostly it's 89. 31. 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. Zero. I think the fleet point limit should increase as you level up. However, note that some story/AI fleets can bypass this cap requirement. 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. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. One feature is in both categories – “pick one of two skills at every tier”. - tags: Used with the 'help' command to find specific commands easier. Some hullmods are built into ship hulls and cannot be removed. Are you getting any story points when leveling? Story point experience is tracked strangely so if you lowered your character's level to get more. I use this fleet for nearly everything and is fairly inexpensive as it does not use story poin. 5GitHub page. 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. Another reason to spread is that the story point cost for improvement explode. Change the damage modifier from 0. 1 version was the max skill mod that allowed me to have all skills. The enemy will have less deployment points than you which means they will have less ships to fight you at a time. Premium. 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. 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. 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. 1. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. 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. 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. - Releases · qcwxezda/Starsector-Progressive-S-Mods. 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. In your screenshot you can see that the station has all 3 "bays" attached and active on it, which makes it much harder than if you had attacked it as soon as it spawned/the pather in your colony bar popped up (in where it would only have 1 bay out of 3 aka 33% of the firing. most games have modifiable UIs. After all I had come heavily armed expecting a challenging encounter, and didn't want my efforts to be in vain. There's also Gacha S-mods, which blocks regular S-modding by default. Get app. How to escape without using story points. Also that command must be from another mod, because base Console Commands mod doesn't have it. - d-mods should get complete overhaul. I have had that mod once but it gave me so much rare stuff it was insane. It prevents players from playing their character. This is installed just like any regular mod. 2D RPG/Trade/Fleet Combat Game. If you want to change specific industries to buildings or vice versa you can edit the industries. Want to go higher than 30 ships available in your fleet? This is how you do it. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. 51K subscribers in the starsector community. Enjoy actual salvager gameplay! petergustav • 6 mo. 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. at which point drivers will be hit with a $1 fee for each minute they continue to charge their vehicles. High tech (outside of Ziggy) is cheaper than low tech actually. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. It used to be called Starfarer. Larger colonies get more build slots, up to four slots at colony size 6. There's also another quest, that I think you can do independently of the main story (although I can't quite remember). Manage more officers. 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). 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. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. « Reply #1 on: December 14, 2022, 03:06:12 PM ». 2x Points. As the title implies, I've gotten tired of fighting. Hope that helps! Just what I was looking for. 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. 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. 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. It works the same as many of the other capped skills like Crew Training, Tactical Drills, or Carrier Group where the bonus scales past a certain limit. Also if anybody could tell me how to increase my DP limit i would appreciate it. ago. 2x Points. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. 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. Reaperosha. Nex turn Starsector into an actual 4x game and most faction mods need it to work. ago. Get one Sunder and use story point to put safety overrides on it. But I'm finding that I don't use AI cores on industries anymore. Or used in a suicide run distraction to slow down a superior force. Custom production limits increased to 100 units, regardless of ship/weapon size- Fixed Armada Doctrine deployment point calculations not being treated as floats. Hotfix: 0. 0 - 2021-10-12. Tempest can be ridiculous with the right skills, SO Hammerhead is still strong, but not as strong as before. - Updated skills compatibility and default starting numbers for 0. The hull mod I most frequently build in is the drive field one because it takes so much OP. 21. 5m experience. 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. 1u/day. Tried that. You can change battle size in option, ranging from 200 to 500, which can be edited in the game file settings. Step8: go there and use a distress signal while inside of the system. I usually run spacer starts by going to bars and picking up delivery contracts. so its probably in the core game files in the java files somewhere. 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. 45K subscribers in the starsector community. 1 / 2. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. The second stable point does cost SP though. Can just add skill points or reset things, even with the level cap. Too slow and too big a profile. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. 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. 179 votes, 15 comments. Programming wise this should be relatively easy quick fix while making player "know" what they're up to. . 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. Battle won proof. The deduction. 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. Campaign mode was originally introduced in the 0. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. You can find the menu you are looking for when you go into any colony. The other point is that besides the security level there's a time issue- war is time-sensitive, and the use of a planet-killer is (likely) indicative of running out of options and being forced into taking an option. Example (Class + Limit):. 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 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. New comments cannot be posted. 2 days ago · Share this story. So while setup is complex and requires a lot of skill points to work - it does work amazing. These numbers should be the same value. In starsector, ballistic and energy pd have different rolls. This is a Starsector mod that changes the way built-in hull mods work: - You can no longer build in hull mods using story points. 16 votes, 26 comments. r/starsector. thewizord. This video showcases my fleet that I use for general purposes. but an option could be to spend vast sums of story points to unlock a limited number of additional skill. I've tried pretty much all of the standard stuff (driver update/reinstall, vsync on/off, triple buffering. 2 days ago · A speeding car crashed in flames on the bridge linking New York state and Ontario at Niagara Falls on Wednesday, killing two people in the vehicle and sparking a. I salvaged instead of recovered one or two ships from the tutorial derelict ships. I understand it's due the officers assigned to the fleet. ago. 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. The easiest way to kill them is to get the new ship from alpha site, I won't spoil it if you haven't found it. Costs 1 story point and grants 100% bonus XP ; Works on level 7 cryopod officers . There is also a limit on the total deployment points worth of ships you can deploy simultaneously, which is normally half the battle size chosen in the settings menu, with some variation based on objectives captured and officers present skewing it as far as 60/40 in the favor of the side with more officers (in theory, by taking objectives, a. If it took longer to get to that point, it might be something like the number of entities in the game. 1. It's awesome; I'm not bashing it at all, but I would like to talk about that last bit - the war bit. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. Destroyed some fleets, was satisfied, walked out by the. 96a-RC10). 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. Fleet upkeep of 3. . Never sell Blueprints in any circumstance. Nanoelite001 • 2 yr. Technically yes, but only after you go beyond the usual limit of 15. Writing Starsector. Make sure you’re doing it from the colony management screen. 95a (Released) Patch Notes (Read 568449 times) Arcagnello. Cleveland is giving away 18. This class can be a loose script or inside a jar, the console will work with both. It used to be called Starfarer. Hullmod scripts usually extend BaseHullMod (which itself extends HullModEffect). 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. You can also use them in some quests to make things a little easier, but no. TallGiraffe117 • 2 yr. Click on the star. Posted November 27, 2019 by Alex in Development. 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. For example I would never normally use an atlas. Then start a new game with Easy difficulty. 2). Significantly increased XP required for officers to level up . There are a lot of things about 0. – 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. 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. In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. r/starsector. You can only add stable locations if the system has less than two already there iirc. 95.