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. ago. I've grown fond of this combat ring/star type of abomination. Already possessing a massive amount of armor, the addition is hampered by the Ablative Armor hullmod, adding only a tenth of its. 5 Alpha preview. Hullmods are modifications that can be made to a ship through the Refit Screen, at an Ordnance Point cost. 1. 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. On paper, it's supposed to be something you can use for some unique interactions and building in hullmods to be permanent hullmods to make specializing ships even better. This video showcases my fleet that I use for general purposes. Enjoy actual salvager gameplay! petergustav • 6 mo. story points. Pretty lightweight deployment-wise for an excellent boost in command, just fly yourself to a far off corner and watch the battle. Reverted numerous weapon balance changes. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at. ago. Alternate "Fast" version. A row of Tesla charging stations. So one mod I liked in the 9. but an option could be to spend vast sums of story points to unlock a limited number of additional skill. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. console. 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. 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. Not to mention the huge signature radius without MS/IEA. A size 3 colony will allow one industry improvement. (500) 2. r/starsector • 2 days ago. "maxShipsInFleet":30, Increase the number of ships you can have before you get hit with the supply penalty. One Tesseract killing the other. Just look at that number: $300,000,000. ago. However, note that some story/AI fleets can bypass this cap requirement. Derelict ships and ships disabled or destroyed in battle can be recovered to gain a usable but damaged ship. The automated shipyard is a structure that can be discovered around a . It used to be called Starfarer. 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. Starsector > Mods > [0. 2D RPG/Trade/Fleet Combat Game. 2. x50 ensures. ago. . You also cant repeat the stable location generation. Starsector (formerly . I like to run with multiple ones. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. Once combat really gets going, I hit the low 20's, and major engagements then slow to a crawl. everything else is still accurate. 2D RPG/Trade/Fleet Combat Game. « Reply #1 on: December 14, 2022, 03:06:12 PM ». Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. Skill Changes, Part 1. Locked post. You need an alpha core. Alternatively, sure - you can edit the save file directly, but you would have to find your ship by its name, and then trace the location where its hull mods are stored (they arent listed right under the ship, I checked). The OnlyCleanRecovery fraction will then limit your maximum number of recoverable ships to 24 if you set it to 1. 50% more flux efficient than the GC, with the same DPS. It's in the settings at Line 615. The most important feature though is that it allows you to put permanent mods on your ships. These numbers should be the same value. Starsector > Mods > Modding >. 7 points off turnovers per night, which ranks bottom-10 in the NBA in that department. So I would suggest frequent saving, especially before entering quest related star systems - there are no time limits so it's. 1. Period. ) With that important note out of the way: some factions in the game have a stronger identity than others. at which point drivers will be hit with a $1 fee for each minute they continue to charge their vehicles. 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. They can be scuttled for the same resources as a more expensive frigate. Accidents. Add a Comment. If you are old enough to remember. 3 supply units. 1 version was the max skill mod that allowed me to have all skills. +1 burn at the cost of ~30% (reduced to ~15% with skills) increased fuel is bad. Here, you can afford to send a destroyer and some frigates to capture a point. How to escape without using story. That's how Starsector got started, too - nights and weekends, and all that. If you repair this Automated Shipyard, you will have access to that feature permanently, as it is reusable. The second stable point does cost SP though. The story of Starsector is a bit complex and a bit vague. Two out of 5 planets in the system have decivilized subpopulations, so its. You order something and you can pick it up on the 1st of next month. Also if anybody could tell me how to increase my DP limit i would appreciate it. Finally, ships with too many d-mods (6+) can be made. I also changed the player level cap to 40 so all the skills are tecnically available, but by the time you hit around level 30, the xp per level gets so high you kinda forget there are 10 more levels. 2D RPG/Trade/Fleet Combat Game. ago. Red: Powered. At least for me this is usually not an issue in the mid-game/late-game. 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. Key word being was. This mod adds a developer's console to Starsector that can be summoned with control+backspace. After max level, it costs twice this, or 10m experience, to get 4 story points, likely spaced at 1 per 2. Mechanically, they're not terribly complicated (though I do like how you can use eg. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. 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. help list. This (along with many other settings) can be changed by running the Settings command. 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. I've tried pretty much all of the standard stuff (driver update/reinstall, vsync on/off, triple buffering. Fill rest with PD. tbh I think the closest thing to passive SP generation might be to just use console commands to periodically cheat them in. 75 to whatever you want, like 1. Fleets belonging to factions will also patrol the cosmos. The thing to understand about the AI in this game is they are supposed to have a lot of autonomy. 9. though after brief search i cant seem to find it. AdvancedGunneryControl - Allows you to customize how your weapon groups behave on auto-fire, with various modes. Download v1. Factions will wage war against each other and try to conquer their enemies. New hullmods can be obtained by using "modspecs" available in. - Add support for enhancing existing built-ins Other: - "no_build_in" is no longer ignored by default in the. It's literally in the console command mod. DesperatePeter • 5 mo. 46. 000 and a story point, the money option without story point costs x50 more, so it becomes 1000000. This is especially true for capital class ships with a lot of weapon slots. With default battle size doing anything other than smashing a blob into their ships is a quick recipe for a loss. Key word being was. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. Crashes are also sometimes caused by degrading performance over time, switching to java 8 fixes this problem (there are apparently some risks but i haven't had any problems with it), the performance increase is well worth it anyhow. This game is in no way similar to Elite Dangerous. The skill system – the one in the currently released version, 0. Name. 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. 96a-RC10, May 20, 2023 Ships: Pegasus: Back. 1 / 2. jpg. 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. 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. Just a few revenants are enough for you to sneak past. Posted November 27, 2019 by Alex in Development. If you have 10k bonus exp and do. Instead of officier with missiles specialization should get boost toward accuracy, tracking, less missfires etc. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. You will deploy less and less of your fleet as the game goes on. 0 – 2022-01-02. Modders: This is not a blanket feature. 125 votes, 45 comments. Images. (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. 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”. (I guess I should also chime in with the nitpick that the name "Story Points" also confused. Make sure you’re doing it from the colony management screen. You can (and should) set the AI's officer limit to match this. Pick them ALL up but immediately suspend repairs and mothball all but 2. If your automated fleet relies on the computing power of the rest of the. Story points are funny. In starsector all ships have mod points that are used up by everything from the hull mods i mentioned, to what weapons you have on, to how much you want to increase your flux limit and venting speed. 2D RPG/Trade/Fleet Combat GameIf the slot is unnecessary or ineffective, a lot of the times it is better to leave it empty and use the points for more useful things. The English Premier League has deducted 10 standings points from Everton over a breach of league rules regarding profitability and sustainability. Larger colonies get more build slots, up to four slots at colony size 6. maxShipsInFleet: similar idea to above. Some hullmods are built into ship hulls and cannot be removed. So "structural damage" d-mod would be 20% base D-mod + extra 20% for whoping 40% hull damage. So yeah, your side at default will get 150 points shared between your fleet and any allied fleets + stations. Change the damage modifier from 0. 95a. And also tells the player that. The bars have some nice easy quests. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. It's a solid shield shredder at a good price. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. Lybederium • 2 yr. I think the fleet point limit should increase as you level up. Pretty much. 4/ has no "dramatically" higher chance of finding things on the first mining. ) It basically puts you to a higher "tier" of salvage bonus. Until recently, this wasn't a feature that was high on my radar. While Heavy Ballistic Integration helps keep the cost low, this consequently limits how many hullmods it can equip, unless a Story point is used, or its weapon loadout is compromised. 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. 1. As things are, most ship packs and factions should at the very least be functionnal. Some defensive colony improvements use an industry slot. If you beat the final boss, any unused supers are worth 5000 points each. Captain; Posts: 378. json of a given mod to make it compatible with the current version. r/starsector. It used to be called Starfarer. 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. Just a note though - while initial quests are fairly easy (and repeatable) the actual story driven ones later on require in some spots an actually strong fleet (as in - a capital ship or two would be very recommended). Not in my settings file. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. 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. But yeah Idk. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. definitely the R4 puts a heavy limit on your frames. My opinion: Ships with no d-mods should be recoverable without effort. 96a upgrade! - Added milestones! These are perks that are unlocked as you progress through vanilla. Swarming the remaining stage 1 Tesseract. you could use the AdjustableSkillTresholds mod to remove the tiny limit on AI ships and set it to like, 9999DP or something. 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. 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. Salvaging after battles is also a good way to get back some of the supplies/fuel spent. Allows for crafting of special items (like nanoforges) using Domain-era artifacts. If you want them to keep their distance, make sure to also equip them with extreme range weaponry, or go with missile boats or carrier hybrids and assign rally points for them. - Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. Starsector is using multiple methods to control fleet deployment some of which make it vastly unfair on the play when you have both. - Updated skills compatibility and default starting numbers for 0. 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. 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. aaronrizz • 4 mo. Increases colony accessibility by 30 percentage points. Anyway. And, based on the total amount of bonus XP spent when you hit level 15, you immediately get a bunch of story points back. 96,. A max level of 30 is much closer to being overpowered, and a max level of 40 is just straight up broken and I do not recommend using it. - Releases · qcwxezda/Starsector-Progressive-S-Mods. Valor barely has any worldbuilding, sadly) Last edited by mahu;. ago. 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. Skills are permanent bonuses or activated abilities acquired by the player and officers. 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. Story points are a player-exclusive quasi-resource used for various purposes in the game. 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. – 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. 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. It used to be called Starfarer. It's easy to make up a reason why SO can't be built in. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. Is this now naturally possible within 9. the new limit is 5 instead of 6. at Monday, October 12, 2020. The remaining military ships are 2 Sunders with integrated targeting cores, Tachyon lances and graviton beams. 0 – 2021-10-12. Currently in development, the game borrows many elements from nostalgic space sims such as Star Control I and II. 1. Get 1x autopulse and 2x antimatter blasters from tri-tachyon planets, get 2x sabots from anywhere for missile mount. The first one doesn't. Bounty hunting makes getting XP fast. 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. Admiral;. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. 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. 0. most games have modifiable UIs. The developers also claim inspiration from other classic titles such as MechWarrior and Master of Orion II . Logged. 242. Fractal Softworks' Starsector is a game with a lot of potential. Perhaps I am wrong, but there isn't a limit on the salvage bonus so they're multiplicative. ago. Get one Sunder and use story point to put safety overrides on it. The "Atlas of Pain" because I haven't thought of a proper name yet. 2 Resources 2. March 22nd, 2012 at 1:05 pm by Alex. The intel page now uses limited slots for contacts and they need to be prepared with reputation before they give out the goodies. 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. Limit how many ship types can be in a fleet (player + AI) at any given time. Maku_GJ. It is most effective when player controlled, or given an aggressive or reckless officer. You can find the menu you are looking for when you go into any colony. Ms. At first, it was junk I did not care about like Orbital Lamp, Soil Nanites, and Cryo CPU. starsector-coredataconfigsettings. You can take inspiration from there. 5 Improvement & Alpha Core Effects. There are diminishing returns with having multiple. 2. cores are you friends and you can be theirs. 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. Like a ridiculous amount, more than any other hull mod, and I can't stand zooming around at less than 20 burn sustained. Make expensive sure but not story point expensive. Missions refer to two different gameplay features in Starsector. now possible to escape through a jump-point after retreating from battle w/o always being re-engaged by enemy fleet Improved fleet AI performance by ~50%, should be something like a 10-15% overall performance improvement in campaignIf you do raise the max level to 20, I would suggest setting # story points per level to 5-6 since the amount of them you get at max level depends on the xp needed for max level (and never grows afterwards), which means that the base of max15 you get 4 story points per ~4,000,000 xp, and at max20 you get (6 is what I set) per ~6,500,000 xp. A comparison of cargo/fuel tankers and efficiency pre and post 0. With games launching every day, both triple-A full releases and early access concepts, with Kickstarters to keep track of and various news flooding RSS feeds, it takes a lot for a game nowadays to lodge itself into our minds for more than a few months. Another reason to spread is that the story point cost for improvement explode. There are a lot of things about 0. Don't start using them unless your planet can defend itself long enough for you to arrive. Technically yes, but only after you go beyond the usual limit of 15. swarmy1 • 2 yr. With these skills (and usual reduce of deployment cost appied by D-mods) it makes relaying on low-quality ships viable with. 21. Hey, so i have an overabundance of Omega weapons, tons of story points, and an Onslaught XIV legion. The actual size of the ships you have counts towards this (ie. Enjoy endless possibilities for customization with Starsector mods, expansions, and more. Several-Eagle4141 • 9 mo. 7. "Story points" should be story-related, not job related. Tried that. If you haven't yet reached the max allowed number of regular officers, it's probably not worth it. 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. Hire new officers regardless of how many are currently under your command. 86. 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. 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. You can also use them in some quests to make things a little easier, but no. 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. 95. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. There's also another quest, that I think you can do independently of the main story (although I can't quite remember). 8. You earn points by destroying ships and bosses. maxShipsInFleet: similar idea to above. : The more DP your entire fleet has, the more you get to deploy. The player can move the ship by clicking on a target or a destination. • 1 yr. 1a: 35 days. You don't actually get a performance hit until you drop below 50% (so conceivably you could use 60 automated ship points without penalty). Do check if you have enough space, especially. 51K subscribers in the starsector community. You can only add stable locations if the system has less than two already there iirc. 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. 16 votes, 26 comments. And then the ai droneships since they have nice roles in a fleet. Apogee fit. You can edit the settings or pay a story point for each contact you want to add over the maximum. An alternative to buying story points, is to be able to buy some of the things you can use story points for. 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. . The only Academy mission I know that has a time limit in 0. 2). Go to starsector r/starsector. EG. Just a list of all the bar missions (and my ratings) you can find. I have the maximum 10 lvl 5-7, but the enemy often has 20+ officers. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. Hope that helps! Just what I was looking for. In starsector, ballistic and energy pd have different rolls. Deployment points are awarded based on fleet size, with the larger fleet getting more. Comrade_Bobinski • 4 yr. Nex turn Starsector into an actual 4x game and most faction mods need it to work. 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. 1. Mods to. 1u/day. json and set them to however you like. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. help addship. Read the post, that's what it's implying. 2D RPG/Trade/Fleet Combat Game. Mark IX Autocannon: B. You can keep all of them and imho you need to. A Radiant with an Alpha core would have a max CR of 60%, not 45%, which I don't get. Edit: the industry skill "Colony Management" is no longer in the game. 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. I use this fleet for nearly everything and is fairly inexpensive as it does not use story poin. 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. However, note that some story/AI fleets can bypass this cap requirement. 2 days ago · Share this story. You can modify the minimum, default and max deployment points allowed in a battle. - tags: Used with the 'help' command to find specific commands easier. So the experience for level 15 in RC9 is 5m, and you get 4 story points on the journey towards hitting it. AxtheCool • 2 yr. (That was a bug in -RC3; should be fixed. The hull mod I most frequently build in is the drive field one because it takes so much OP. You will read a lot about S-Mods on forums, this is what they are referring to. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. This will require Alpha core, some fuel and machinery. the habitable planet. i don't know if this works for mods too, and what names to use. Netting you 1 story point per story told.