Starsector story points limit. There are 3 things you can do regarding Deployment points. Starsector story points limit

 
 There are 3 things you can do regarding Deployment pointsStarsector story points limit  +1 burn at the cost of ~30% (reduced to ~15% with skills) increased fuel is bad

Sometimes I get 120, sometimes 80, mostly it's 89. Story points are funny. I think the fleet point limit should increase as you level up. 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. json of a given mod to make it compatible with the current version. automated fleet points are counted separately to combat fleet points, so they don't count to the 240 softcap where the boosts dip So, if you want one autoship that's at 100%, get a Radiant, stick a gamma core in it, then treat as usual That said, I'd like to win you over to sticking an alpha core in it and integrating it for 8 elite skills. AxtheCool • 2 yr. Ms. help addship. I didnt over do it, i never built in more than was necessary for my builds i used to have in 91. Plus you can use 2 smaller ships, they are strong too if you don't need a capital. I've done a lot of tinkering in settings. Diplomacy events see faction relationships changing over time. ago. Hence, i decided to write this little guide to show any new players the basic guidelines to get started with the game. Want to go higher than 30 ships available in your fleet? This is how you do it. 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. That's how Starsector got started, too - nights and weekends, and all that. 242. Click on the star. story points. 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). 1. 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. My name is Reese Kitteridge, a former captain in the Hegemony Armed Forces aboard the HGS Mira's Wrath . ago. Name. Ships not recovered may be salvaged instead. However the custom production should not exceed the limit, and if it does it can take multiple months to complete. 95 - Guide to Fleet Composition. If you must raid neutral factions, turn off your transponder before entering a system and avoid detection before raiding your target. 1u/day. 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. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. Besides, you only need one colony with 10 transplutonics because of how supply works in Starsector. It's easy to make up a reason why SO can't be built in. heavy armor. if you have only phase ships in your fleet your fleet become almost unspotable and can smuggle into even major worlds. 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. g. 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. 96 was focused on adding stuff to the game, not modifying existing code, after all. The OnlyCleanRecovery fraction will then limit your maximum number of recoverable ships to 24 if you set it to 1. Once you right click on the Janus Device you'll be able to , but that's the end of the story for now. So while setup is complex and requires a lot of skill points to work - it does work amazing. 46. : The more DP your entire fleet has, the more you get to deploy. Then immediately go back to a planet to buy supplies /crew. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. 12 Cycles a Prisoner (or how I captured 2 VIPs and forgot them for 12 years) Memoirs of a Hegemony Captain. The. Many different things can be salvaged for resources, from debris fields created after battles to ruins on surveyed planets. It is better to only use 1 or 2 on each colony, so it is better to only have a single industry you really want to "push" on a. New comments cannot be posted. Been playing this game for quite awhile, wanted to try and do a run of sorts whereby I use only/ Majoirty redacted ships, however of course, there is that 120 point limit to the. If you are new, some pointers on colonial management: Get some skills. You can only add stable locations if the system has less than two already there iirc. Alliances offer mutual assistance in times of war. From personal experience, it tends to be near the core worlds. 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. As the title implies, I've gotten tired of fighting. New patch is the perfect time to drop in, welcome to the community. 1a: 35 days. 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 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. And there you have all you need to. Get accessibility as high as you can, it's worth spending story points to upgrade in my opinion. 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. there is a point Limit. Can just add skill points or reset things, even with the level cap. How to escape without using story points. commands. jpg. Starsector (formerly . The percentage of bonus xp that you gain from using a story point is a percentage of the xp cost of a point. It's literally in the console command mod. Also an important bit of Story Points is you can recover it when you consume it. Just a few revenants are enough for you to sneak past. 5 Alpha preview. json you can change the max number of officers, I don't think there is a way to swap them around whilst flying about from any mod. 25. Base max CR is 70%. 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. Lets you have as many officers on the bench as you want. Or maybe 2. Not in my settings file. Since radiant is 40 DP, it gets a CR penalty for being over the limit. • 10 mo. Low-tech ships need a certain number of gunboats to keep pushing. For example, "-Xms6144m -Xmx6144m" allocates 6 GB of memory for the game. I have learned something new. 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. Technically yes, but only after you go beyond the usual limit of 15. (First off: “uniquifying” is a real word! It doesn’t quite fit how I’m using it here, perhaps – more strictly, it’s about removing duplicates – but it’s close enough. 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,. Images. Admiral;. Some time later, I ended up with a total revamp of the ground-raid system. Costs 1 story point and grants 100% bonus XP ; Works on level 7 cryopod officers . Apogee fit. How to escape without using story. That is why you see in OPs screenshot a radiant with 3 built-in hullmod. 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. Late to the party but here are some QoL and visual mods. I have had that mod once but it gave me so much rare stuff it was insane. Mechanically, they're not terribly complicated (though I do like how you can use eg. 2. It used to be called Starfarer. The. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. Starsector is already pretty on the easy side of games, you make everything cost money and it just becomes the easiest game ever. Re: GC overhead limit exceeded crash. 3 level of 3 industry skill makes D-mods reduce maintenance cost. The developers also claim inspiration from other classic titles such as MechWarrior and Master of Orion II . I increased the lvl to 25 and officer lvl limit to 7. After max level, it costs twice this, or 10m experience, to get 4 story points, likely spaced at 1 per 2. AKA- do things that give you a lot of XP to get story points quickly (fight hard battles). 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. 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. Some hulls even have special mods unique to them. Majority of the playtime of this game comes from replay-ability. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. You can also give them donations of credits, which improves the rarity and number of blueprints for sale when you visit. Also applies to NPC fleets that exceed their limit. Factions will wage war against each other and try to conquer their enemies. I still use frigates a good amount since recovering ships takes story points like 50% of the time, and frigates are cheap to replace. 7 points off turnovers per night, which ranks bottom-10 in the NBA in that department. Crew training grants 15% unless you start spamming capitals, 50%. FYI Solar shielding mod also limits damage from storms. – Updated skills compatibility and default starting numbers for 0. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. Summary:Ship recovery dialog now shows normal and story point recovery in the same screen. Instead of officier with missiles specialization should get boost toward accuracy, tracking, less missfires etc. Perhaps I am wrong, but there isn't a limit on the salvage bonus so they're multiplicative. Hey, so i have an overabundance of Omega weapons, tons of story points, and an Onslaught XIV legion. Sometimes you luck out, sometimes you get nothing. r/starsector • 2 days ago. "maxShipsInFleet":30, Increase the number of ships you can have before you get hit with the supply penalty. Make expensive sure but not story point expensive. console. The new story points, while it's a good idea, it's very poorly implemented. As long as there are not too many fighters it runs at 20 fps+ at max deployment. 9. A comparison of cargo/fuel tankers and efficiency pre and post 0. I used to stick an Alpha core on everything. Starsector > Mods > Modding >. I have loved Starsector ever since I bought it (long before it changed it's name) and come back every year to play it. These are meant for broader use within the. 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. Normal officers have "Make skills elite" button that costs story point. Sort by: best. 75 to whatever you want, like 1. 2D RPG/Trade/Fleet Combat Game. ago. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. MlemandPurrs • 2 yr. I like to run with multiple ones. Get one Sunder and use story point to put safety overrides on it. the new limit is 5 instead of 6. Try to get the remaining stage 1 Tesseract to attack the smaller Tesseracts. In detail: I've been playing . So at 2000 max cargo or less you get a 50% cargo bonus, but at 4000 cargo, which is double the limit, you'll only get half that bonus, so it'll give you 25%. "Battle size" in the in-game settings tab. 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. I don't like having to choose and miss out on things. reduced maneuver by 10%. Just like Ironman mode, add another toggle to "sandbox mode" which completely removes character level cap. [deleted] • 5 yr. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. . Point being, you get more of them than you get skill points, so they keep things flowing between level-ups. 1. A system with at least 2-3 <150% hazard worlds, preferably with ores, farmland and volatiles on separate worlds. 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 skillpoints, you might not get any story points for reobtaining those levels. Once the bar gets full you'll have an invasion that the colony forces will be able to easily handle and then the bar resets back to 0. 2x Points. One, obviously, is the reworked skill tree and addition of story points, and a couple new ships added. Of note, AI Cores do not count to your maximum Officers Limit so you can have 8 (10) Officers + AI Cores But. 3 supply units. commands. Battleships have it at 7-8 tho. 5m experience. 400 is total starting deployment for BOTH sides. json. 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. Currently in development, the game borrows many elements from nostalgic space sims such as Star Control I and II. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits. 51K subscribers in the starsector community. Logged. aaronrizz • 4 mo. - Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. The "Atlas of Pain" because I haven't thought of a proper name yet. 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. The second stable point does cost SP though. Cruiser ship tier list - 0. 1 Hazard Rating 2. ago. • 1. Remnant ships are simply super DP effective and punch way above their weight class. 0 - 2021-10-12. Go into the game's config file and find the settings for "Easy" mode. If you go into the settings. EVEN if skill has no elite version. 2x Points. "Story points" should be story-related, not job related. Limit of 5 kills it. Installed in farming. Colonies were added in version 0. I rather use a mod that balances it somehwhat by making you pay more for each subsequent point until it's unfeasible to pay. 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. 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. Battle size depends on your fleet combination. « Reply #1 on: April 27, 2016, 09:26:37 PM ». •. 400 is total starting deployment for BOTH sides. So while setup is complex and requires a lot of skill points to work - it does work amazing. 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". This mod intends to change the way AI officers assigned to automated ships affect the rest of your fleet. An in-progress blog post is available at dev blog post. Tesseracts attacking each other. They can also be used to wreck market price for trading. The Automated Ships skill gives +100% max CR to automated ships in your fleet so long as you are at or below 30 automated ship points, which are the sum total of the DP cost of all automated ships in your fleet. This maintains an almost identical rate of. Some things about story points are not that well balanced though, like finding unrecoverable paragon on day 10, spending only 1 story point to recover it with magic, and somehow getting it in mint condition without a single d-mod. Excellent improvements. 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. Locked post. 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 hope we can expect an optimization pass at some point in the future. indeed, so many mods are so broken it feels like cheating (looking at you UAF) but others are so well made and balance it feels vanilla (looking at you nex)Having console command mod to spawn ship directly on your fleet can produce some truly spectacular results. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. Key word being was. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. (Generally speaking, anyway. 8. 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. You don't need most of your fleet at this point. After all I had come heavily armed expecting a challenging encounter, and didn't want my efforts to be in vain. It used to be called Starfarer. 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. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. Images. ago. ago. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at. In between scavenging and selling. 96a is now out! Take on new missions exploring the story of the Luddic Church and the Sindrian Diktat. 431 votes, 33 comments. Try flying into the center of a sun. For real though, best way to deal with Hostile Activity is to just ignore it completely. azrehhelas • 5 mo. Akin to a Cryosleeper or a Coronal Hypershunt, it is located in a fixed location somewhere in the system. 95a. But when I approach (and make contact with) the primary star, and the outlying one, neither give me the option. Manage as many officers as you'd like. 14. Edit: Fuxed something that bothered me. 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. 7. Many thanks. Tried that. Regardless, you can gain infinitely many, this only influences how fast. So for example, if story point option to disband inspection costs 20. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. 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. ATM don't wanna use Conquest, i already have a Paragon decked out with. Ye, but you can just edit the mod_info. go to hybrasil buy 1500 units of drugs spread the love to the folk of the system. At the same time, there aren't many good things to spend them early on. ) With that important note out of the way: some factions in the game have a stronger identity than others. Recovered ships will gain one or more damage mods. Some of these also affect NPC colonies. (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. Use the fully-qualified name of your class (ex: data. delivery mission (based on your cargo space) - this is the golden mission; with a few colossuses or an atlas or two you can get it to a 500k delivery mission that you can use 1 story point (100% refunded) to boost to around 700-800k. Interesting side note; 1 Salvage Rig + 5 Shepherds offers the same salvage bonus as 3 Salvage Rigs, due to how the diminishing returns work. The code is: )if you are able to locate GUI/UI file, you should be able to change it. Though it gets memey after a certain point. 4. 100 fleet size, 99999999 battle size. – tags: Used with the ‘help’ command to find specific commands easier. Get app. Mods to. Until recently, this wasn't a feature that was high on my radar. This (along with many other settings) can be changed by running the Settings command. Already possessing a massive amount of armor, the addition is hampered by the Ablative Armor hullmod, adding only a tenth of its. A comparison of cargo/fuel tankers and efficiency pre and post 0. 95. 1. 95a. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. Handing over planets is really the big one, much faster than commissioning and invading for one faction. What if Story Points just gave you more OP? Fractal Softworks Forum November 03, 2023, 06:41:04 AM. The player gains story points with XP, with four points gained over the course of reaching the next level. You can edit the settings or pay a story point for each contact you want to add over the maximum. I've tried expanding my battle size but it's stuck at just 240-300 for deplpyments cap. 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. 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. 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. ago. Imo, it should give 5% per mod, but with no limits, and also have ability like "there is a chance for each D-mod to be ignored in current battle". So yeah, your side at default will get 150 points shared between your fleet and any allied fleets + stations. Mechared. Main menu missions are short tactical battles between pre-defined fleets that are accessed from the Missions. WimRorld. Add a Comment. . Re: Deployment points. 2. 86. 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. EG. 66. At level 15 xp gain is locked in. Huh. 95. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. 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. 75 to whatever you want, like 1. There's also Gacha S-mods, which blocks regular S-modding by default. maxShipsInFleet: similar idea to above. And, considering that I run pretty big fighter fleet with 2 Ventures and 2 Sunders, DPs are pretty vital to me in my war of attrition. DP balance and arbitrary incentivization of certain playstyles are. - Add support for enhancing existing built-ins Other: - "no_build_in" is no longer ignored by default in the. Posted November 27, 2019 by Alex in Development. I searched but Didn't find any mod like this. Premium. 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. I wanna build a brawler that has tons of frontal firepower and is capable of handling the high flux costs of the weapons in question. I LOVE being able to build in hullmods. Try “Slightly better tech mining” mod, you can remove decay with story points and it no longer gives useless resources, but the value of excavated stuff is the same. 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. ) 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. 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. DP limits of skills should scale of your Leadership ability. Point them at something and watch it disappear. 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”. 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 yr. Velroy_Denkins • 4 yr. 96a-RC10, May 20, 2023 Ships: Pegasus: Back. "campaignSpeedupMult":2, Increasing the number to X will make the game move X times as fast when you press shift on the map screen. 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. These points should be used to. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. – class: This points to the script you wrote in Step 1 above. 108 votes, 45 comments. 5 Improvement & Alpha Core Effects. Manage more officers. Consider doing scavenger run. 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. It's not setmsrketsize as I'm still getting the industry limit and the option is still greyed out and telling me "maximum number of industries reached. You can change the base limit in the settings file. Nanoelite001 • 2 yr. Like a ridiculous amount, more than any other hull mod, and I can't stand zooming around at less than 20 burn sustained. A Radiant with an Alpha core would have a max CR of 60%, not 45%, which I don't get. jpg. Costs 20 points. A perfectly disposable ship. So at max level, where each level is 4 million xp and you get a total of 4 story points over that period, the % is of 1 million bonus xp. Zero. Skills that affect the piloted ship. You earn points by destroying ships and bosses. You will read a lot about S-Mods on forums, this is what they are referring to. Location in my system, and erected the Comm Relay. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc.