Starsector story points limit. - d-mods should get complete overhaul. Starsector story points limit

 
 - d-mods should get complete overhaulStarsector story points limit  Is this now naturally possible within 9

With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. Use the fully-qualified name of your class (ex: data. The number used here is one without additional skills that give you more officers. 9. 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. It can be as simple as "the. The 8 officer limit (10 with officer management) still applies -- however, it only applies to officers in command of a ship. If it was sufficiently Colonies are player-owned settlements on planets within the sector. This will require Alpha core, some fuel and machinery. – tags: Used with the ‘help’ command to find specific commands easier. 12 Cycles a Prisoner (or how I captured 2 VIPs and forgot them for 12 years) Memoirs of a Hegemony Captain. ATM don't wanna use Conquest, i already have a Paragon decked out with. 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. 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). Go to starsector r/starsector. though after brief search i cant seem to find it. DesperatePeter • 5 mo. 66. 95. One Tesseract killing the other. 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. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. But without an official announcement of a release nobody can really say. 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. The actual size of the ships you have counts towards this (ie. But I'm finding that I don't use AI cores on industries anymore. Some of these also affect NPC colonies. Humanity was ruled by the Domain, which controlled multiple galaxies. With lvl 8 officer that doesn't count towards the limits?! Sign me up. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. 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. 9. • 10 mo. Technically yes, but only after you go beyond the usual limit of 15. This class can be a. 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. Mechanically, they're not terribly complicated (though I do like how you can use eg. Posted December 17, 2020 by dgbaumgart in Development, Lore. I didnt over do it, i never built in more than was necessary for my builds i used to have in 91. 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. Default is 8% of base DP per additional S-mod. 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. The most important feature though is that it allows you to put permanent mods on your ships. 3 Level of 1 industry skill reduces the negative impact of D-mods. I have the maximum 10 lvl 5-7, but the enemy often has 20+ officers. You've got to the end of the main quest. json. 51K subscribers in the starsector community. These are meant for broader use within the. if you have only phase ships in your fleet your fleet become almost unspotable and can smuggle into even major worlds. - On that note Cola Powered Gamer/Indie Retro News would like to say thank you to Alexander Mosolov for taking the time to talk to us in this exclusive StarSector interview! Links :1) Game Reviews 2) StarSector Review. Bitbucket. Tesseracts attacking each other. Hey, so i have an overabundance of Omega weapons, tons of story points, and an Onslaught XIV legion. Some time later, I ended up with a total revamp of the ground-raid system. ago. 5. Main menu missions are short tactical battles between pre-defined fleets that are accessed from the Missions. EG. 2 autocannon, 2 assault gun and flax cannon are enough for dealing with fighter, frigate and destroyers. Some hulls even have special mods unique to them. Remnant ships are simply super DP effective and punch way above their weight class. 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. At level 15 it takes 550k to get a story point, at level 40 it's 1m. 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. Swarming the remaining stage 1 Tesseract. It used to be called Starfarer. Also applies to NPC fleets that exceed their limit. most games have modifiable UIs. A Starsector mod that officers additional functionality for managing officers. A Professional Critique Of Story Points. ago. A. You can keep all of them and imho you need to. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. Get accessibility as high as you can, it's worth spending story points to upgrade in my opinion. 1. Proof you can make it with this strategy. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. You can spend story points to increase the S-Mod limit for a ship. FYI Solar shielding mod also limits damage from storms. The automated shipyard is a structure that can be discovered around a . And there you have all you need to. jpg. 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). Features: Raises max player level to 20, 25, 30, or 40, while maintaining a vanilla-like levelling rate and Story Point gain, even at level cap. csv file. You can change the base limit in the settings file. Starsector is a hard game, especially when you have no idea what to do. Writing Starsector. I personally recommend the "standard" 25 version. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. ) things like limits on how many ships or fighter wings you. Quote from: SCC on April 17, 2021, 06:18:27. If you want to change specific industries to buildings or vice versa you can edit the industries. In Starsector 0. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at. 500 increased armor. Go to starsector r/starsector. A size 3 colony will allow one industry improvement. s-mods with hull restoration are +5% each, so 10%, 15% it you take the leadership tree, 65%. New patch is the perfect time to drop in, welcome to the community. 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. Combat endurance on AI core gives +15% readiness, 35% now. 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. You need an alpha core. Which is a moot point completely, because Nex invasions have a grace period of 90 days from the start of the game in which no invasions happen that aren;t started by the player, and alliances have 120 days before they can happen. They grant bonuses such as increased range and armor. The remaining military ships are 2 Sunders with integrated targeting cores, Tachyon lances and graviton beams. Except the skill that unlocks 3 s-mods is permanent. 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. Zero. Battle size depends on your fleet combination. As things are, most ship packs and factions should at the very least be functionnal. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. But 5 Shepherds alone offer much less bonus than 2 Salvage Rigs do, because the diminishing returns calculation puts things into terms of your largest single Salvage Gantry bonus. Finally, ships with too many d-mods (6+) can be made. 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. 9a. It prevents players from playing their character. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. 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. 9a) is poised to add more 4X-like elements to the game, it seemed like a great time to bring people up to speed. The notes here regarding methods are directly cribbed from code comments in HullModEffect (v0. Salvaging after battles is also a good way to get back some of the supplies/fuel spent. So one mod I liked in the 9. I don't like having to choose and miss out on things. ago. Of note, AI Cores do not count to your maximum Officers Limit so you can have 8 (10) Officers + AI Cores But. this is going to make them super tanky, at the cost of hunting them down a bit. « Reply #1 on: April 27, 2016, 09:26:37 PM ». Alternate "Fast" version. level 1. 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,. help list. ago. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. Edit: or as venivedivici says, simply increase skills per level (doubling for 30/40 skills, for example). 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. Now go back out and do a CTRL + Z or whatever is the sensor cheat in dev mode. I've done a lot of tinkering in settings. Alliances offer mutual assistance in times of war. Prism freeport is kinda overpriced, the agents are the new black market arms dealers, but they do not use 2x price modifier and using them is completely legal and does not require reputation or comissions, this is how I acquired one Paragon at lvl 1 fully equipped with hull mods and weapons for one million credits, used it to destroy an luddic. Key word being was. CoqueiroLendario. The OnlyCleanRecovery fraction will then limit your maximum number of recoverable ships to 24 if you set it to 1. Until recently, this wasn't a feature that was high on my radar. ago. In starsector, ballistic and energy pd have different rolls. For the pirates go and speak with Kanta at Kanta's den. 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. Posted November 27, 2019 by Alex in Development. Open menu Open navigation Go to Reddit Home. The player can build industries on their colonies for credits. 9. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. You can change the special modifications bonus (default is +1 mod) using the console command mod. 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. If you repair this Automated Shipyard, you will have access to that feature permanently, as it is reusable. Job_Precipitation • 3 yr. Go into the game's config file and find the settings for "Easy" mode. Bounty hunting makes getting XP fast. _mortache • Ludd is Omega • 6 mo. I equip it so I can take 'shortcuts'. 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. 2 Upkeep 6 Industries. Significantly increased XP required for officers to level up . Thank you. 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. Each ship as loaded out with a plethora of small hybrid turret slots, with varying missile hardpoints, or built in missile tubes designed to. You can also give them donations of credits, which improves the rarity and number of blueprints for sale when you visit. ago. So while setup is complex and requires a lot of skill points to work - it does work amazing. Then start a new game with Easy difficulty. Fly new ships, including 5 new capital-class hulls and numerous smaller vessels. 179 votes, 15 comments. 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. 1a] Everything Recoverable (v1. This video showcases my fleet that I use for general purposes. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. 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. 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. The current state of carriers. Each d-mod should be straight up -20% to hull + their own major maluses. The inner. Today, he rolled up pristine nanoforge. 1. Story points are funny. I'll try to add and see if that works. Starsector (formerly . Another reason to spread is that the story point cost for improvement explode. However I strongly advise you don’t bump it up too much, 700 is fine if you have a fairly good computer. shadenight123 • 2 yr. for example: <st>legion_xiv</st>. I like to run with multiple ones. 3 Industry List. The next update will add strong narrative RPG elements to Starsector, among other things. Example (Class + Limit):. (300~500) 3. You order something and you can pick it up on the 1st of next month. 1. 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. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. For the remaining ships I got a mid-sized tanker, 1 atlas cargo ship and 2 salvage rigs. starsector-coredataconfigsettings. Writing Starsector 2: Westernesse Boondoggle. You manage them via the agent tab in the Intel section. 7 points off turnovers per night, which ranks bottom-10 in the NBA in that department. Your deployment points you get for a fight are a part of what your fleet in total has (scaling logarithmically I think, so at the beginning its almost your whole fleet). reduced maneuver is rough, given how fast the tesseracts are. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. 0. 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. No change to the cost. 8. 1. 9. 95 for a while and I got decent colonies going, pop 6 and all that. Carriers require more deployment points to get space supremacy. Unlike the automated ship construction event that can pop up in research stations (and possibly other. 0 - 2022-01-02. 1 Colonization 2 Choosing a Planet 2. 96 was focused on adding stuff to the game, not modifying existing code, after all. The story of Starsector is a bit complex and a bit vague. 0 – 2021-10-12. the new limit is 5 instead of 6. There should be "Manage built-in hull mods" alogside options like "open comms directory" and "Visit the dockside bar". Improved and expanded fleet capture points on the battle map that might encourage smaller specialised ships over. I increased the lvl to 25 and officer lvl limit to 7. 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. (That was a bug in -RC3; should be fixed. Best use your story points on really expensive hullmods Reinforced bulkheads (30) Heavy armor (40) Hardened shields (25) Integrated targeting unit (25)1). 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). Hmm, maybe I just need to try it. 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. And I'm taking this information straight from Nex's code. 95. Some defensive colony improvements use an industry slot. ago. Period. Increases colony accessibility by 30 percentage points. 0. An alternative to buying story points, is to be able to buy some of the things you can use story points for. json, because this game would be quite brutal and non-entertaining for me if I didn't. The player gains story points with XP, with four points gained over the course of reaching the next level. The_TrashMaster • 4. Location in my system, and erected the Comm Relay. 1m experience/sp at level 15. 96a-RC10). 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. you cant they are part of hyperspace, going around ie the black zones is best. March 22nd, 2012 at 12:40 pm by Cenoh @Cenoh: That’s the plan. help. It used to be called Starfarer. Go to starsector r/starsector. My name is Reese Kitteridge, a former captain in the Hegemony Armed Forces aboard the HGS Mira's Wrath . Hullmod scripts usually extend BaseHullMod (which itself extends HullModEffect). If you must raid neutral factions, turn off your transponder before entering a system and avoid detection before raiding your target. aaronrizz • 4 mo. battlecruisers contributing more than frigates) I think there’s a total of like 400 deployment points for every battle, allocated between both fleets. these blueprints will be added as "learned". Current WIP mod to bring the Expanse's free navy into starsector. 3 level of 3 industry skill makes D-mods reduce maintenance cost. r/starsector. Change the damage modifier from 0. go to hybrasil buy 1500 units of drugs spread the love to the folk of the system. Edit: the industry skill "Colony Management" is no longer in the game. console. Costs 20 points. Just like Ironman mode, add another toggle to "sandbox mode" which completely removes character level cap. Yes, search for: "maxIndustries": [1,1,1,2,3,3,4,4,4,4], in settings. 95 that I'm less than thrilled with, but this is all in the context of how I personally enjoy the game. Vanilla performance in battle was generally silky, but with this setup I do get particularly dense battle lines chugging down to 20 or 15 fps with all the drone and projectile spam going full tilt. Mine is currently set to 2000 deployment points. 1. 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. Ship recovery dialog now shows normal and story point recovery in the same screen. I'm running with 60 ships fleet limit, 800 DP max battle size limit, a mod to throttle engine graphics and running Starsector on Java 8. the habitable planet. Reverted numerous weapon balance changes. 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. Previously in 0. Fractal Softworks' Starsector is a game with a lot of potential. (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. 2. . You get 4 story points per level. 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. 400 is total starting deployment for BOTH sides. 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've tried expanding my battle size but it's stuck at just 240-300 for deplpyments cap. Regarding skills, the way it works is instead of putting points into a "capacity" to increase the max level of skills in a tree, and then investing points into each perk, you. Step8: go there and use a distress signal while inside of the system. If you vent only the center module holds fire, the others can keep shooting. Green: Shielded. It used to be called Starfarer. 0. MlemandPurrs • 2 yr. Never sell Blueprints in any circumstance. Switching to Java 8 seems to solve the issue, Thank you kind sir. Version 3. help addship. 0. If you have 10k bonus exp and do. (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. 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. Tried that. you can edit your save file and add blueprints. 2. Example). Non-existent Rule 5: You can approach the sun using emergency burn to add a stable location in star system of your choice. 0. 0, as there will not be a single affected ship that will need story points to. There's a chart floating around that shows you how to not pather cells on your worlds, you may find it useful. The new story points, while it's a good idea, it's very poorly implemented. Sometimes you luck out, sometimes you get nothing. json of a given mod to make it compatible with the current version. legion_xiv is not too hard, but other. Reverted ship changes. I need to heat my house and I like the massive brawls. Anyways, story points for scavenging is dumb and completly removes the scavenger career from your game. This is installed just like any regular mod. Also note that you can roll up to the academy without waiting for the invitation from some rando at a bar. jpg. DP limits of skills should scale of your Leadership ability. Derelict ships and ships disabled or destroyed in battle can be recovered to gain a usable but damaged ship. AxtheCool • 2 yr. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. However. You will read a lot about S-Mods on forums, this is what they are referring to. 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. That's how Starsector got started, too - nights and weekends, and all that. By measuring sprint velocity – the average number of completed points during previous sprints – and using that number as a limit for the next sprint,. A Starsector mod that changes the way that built-in hullmods work. I've grown fond of this combat ring/star type of abomination. Go to starsector r/starsector. You get a story point every 1/4 of a level up (and continue getting them even after you hit level cap). 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. Check the forum. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. Mark IX Autocannon: B. Tired of the AI getting more DP than me for no reason. 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. Time between changelog and release for the last few patches: 0. Locked post. 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. For beginners, this is what I recommend:also, can i manipulate the game date ? like add 100 years ? ctrl+backspace to open the console, it will prompt the instructions open loading a save. More than 1000 and. Since the start of the closed betas, I've received a number of questions about the possibility of modding support in the game. ago. Starsector (formerly . Changelog: 1. 1. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. g. I use this fleet for nearly everything and is fairly inexpensive as it does not use story poin. For example, "-Xms6144m -Xmx6144m" allocates 6 GB of memory for the game. ; Ace Custom: The. Think of what good $300 million could do for humanity. 2 Resources 2. 1u/day. For example I would never normally use an atlas. Story points can help prevent teams from burning out at work. For instance buying s-mods and colony improvements directly (with appropriate costs obviously) would massively reduce the pressure to grind story points in late game. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. - class: This points to the script you wrote in Step 1 above. You also keep gaining story points after reaching. Make the battle size the smallest so the majority of deployment points goes in your favor. Heh, you have enough experience. 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. Many different things can be salvaged for resources, from debris fields created after battles to ruins on surveyed planets. 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. Normal officers have "Make skills elite" button that costs story point. At the same time, there aren't many good things to spend them early on. Valor barely has any worldbuilding, sadly) Last edited by mahu;. 2D RPG/Trade/Fleet Combat Game. If you are new, some pointers on colonial management: Get some skills. 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. 4, you find cryosleeper and kill. 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. Allow playing in easy mode to earn more points per level, for example, additional skill point every other level. 161. 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. 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.