Starsector story points limit. They grant bonuses such as increased range and armor. Starsector story points limit

 
 They grant bonuses such as increased range and armorStarsector story points limit  Blog post/download links here

A lot of mods add a quest for some ship or another; Sunrider for example is basically about doing the involved quest to get the titular ship. In starsector, ballistic and energy pd have different rolls. json and set them to however you like. 400 is total starting deployment for BOTH sides. I'll try to add and see if that works. RemnantCommandTransfer might be useful also. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. ) things like limits on how many ships or fighter wings you. The deduction. - class: This points to the script you wrote in Step 1 above. 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. So if you are completely out-officered the enemy will get 240 DP, while you will only get 160 DP. You send them to worlds controlled by a faction and ask them to perform mission there. The player gains story points with XP, with four points gained over the course of reaching the next level. ago. Some hulls even have special mods unique to them. They can also be used to wreck market price for trading. The next update will add strong narrative RPG elements to Starsector, among other things. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. 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. Technically yes, but only after you go beyond the usual limit of 15. 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. For the pirates go and speak with Kanta at Kanta's den. - Updated skills compatibility and default starting numbers for 0. (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. 51K subscribers in the starsector community. In between scavenging and selling. More than 1000 and. Regardless, you can gain infinitely many, this only influences how fast. Velroy_Denkins • 4 yr. Start a new game and choose the quick start option with the "dev" label so you get in fast. 5 Improvement & Alpha Core Effects. Starsector > General Discussion >. 25. 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. How does the math work for deployment point limits? I have read every single in-game label and menu, I have read through the entire starsector wiki, and I can't find the. 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. The thing to understand about the AI in this game is they are supposed to have a lot of autonomy. If your automated fleet relies on the computing power of the rest of the. Deployment points are awarded based on fleet size, with the larger fleet getting more. Low-tech ships need a certain number of gunboats to keep pushing. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits. but an option could be to spend vast sums of story points to unlock a limited number of additional skill. 2x Points. 1u/day. Green: Shielded. 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. Just a few revenants are enough for you to sneak past. 5. ago. 1. Zero. Hullmods need an entry in hull_mods. Many different things can be salvaged for resources, from debris fields created after battles to ruins on surveyed planets. 95 threats do not appear till the colony reaches size 4. That is why you see in OPs screenshot a radiant with 3 built-in hullmod. This maintains an almost identical rate of. The story of Starsector is a bit complex and a bit vague. but energy weapons are fairly weak versus armor in the first place. (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. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. Reverted ship changes. It's in the settings at Line 615. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. Go to starsector r/starsector. It used to be called Starfarer. A Starsector mod that changes the way that built-in hullmods work. It used to be called Starfarer. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. If you beat the final boss, any unused supers are worth 5000 points each. Of note, AI Cores do not count to your maximum Officers Limit so you can have 8 (10) Officers + AI Cores But. 2 Upkeep 6 Industries. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. Base max CR is 70%. 51K subscribers in the starsector community. Writing Starsector 2: Westernesse Boondoggle. ago. But I think that probably does not affect the "Standard recovery", also you gain more credits when just scavenging, but I was just. Once the bugs with Pather Interest get fixed, this will more or less be your only planet that. Until recently, this wasn't a feature that was high on my radar. Capturing these can be useful to tip the ECM rating balance in the. Deployment points are awarded based on fleet size, with the larger fleet getting more. 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. The benefits of a Dram are well known. In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. Removed skills changes. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. It genuinely feels like there is no point in trying to get better, more powerful ships because the AI will forever get more DP than you. This mod intends to change the way AI officers assigned to automated ships affect the rest of your fleet. I've grown fond of this combat ring/star type of abomination. Since radiant is 40 DP, it gets a CR penalty for being over the limit. Posted March 21, 2012 by Alex in Development. Reaperosha. With lvl 8 officer that doesn't count towards the limits?! Sign me up. Change the damage modifier from 0. You can edit the settings or pay a story point for each contact you want to add over the maximum. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. An alternative to buying story points, is to be able to buy some of the things you can use story points for. 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. If you go to settings. 6. A comparison of cargo/fuel tankers and efficiency pre and post 0. I've messed with it myself and it seems to support numbers at least up to 6 (which is probably as many as you'll ever need on one colony anyway) but I dunno if there's any problems going higher than that. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. 95. For me, story points should only be used in conversations, not job related stuff like that. Win the game. story points. 95 - Guide to Fleet Composition. If you go into the settings. I can't support it, even with missions in the core worlds. Read the post, that's what it's implying. 3, you go to a new weird system and fight fleet, get sierra cruiser. I don't like having to choose and miss out on things. Now what I would expect vanilla to do (and it doesn't) is when I make a skill elite on a normal officer. 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. json, because this game would be quite brutal and non-entertaining for me if I didn't. help list. 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. 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. Story points are funny. Think of what good $300 million could do for humanity. Max deployment points can be changed in the settings up to 500 so if you have the bigger fleet you get 300 deployment points to play with. 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. Starsector is using multiple methods to control fleet deployment some of which make it vastly unfair on the play when you have both. I have loved Starsector ever since I bought it (long before it changed it's name) and come back every year to play it. Currently that planet makes 544k a month, with access rating of 234% My total income is past a million a month. Starsector > Mods > [0. 50K subscribers in the starsector community. Except the skill that unlocks 3 s-mods is permanent. New patch is the perfect time to drop in, welcome to the community. 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. So if your maximum ship number is 9 (max officers + you), you will have higher number of deployment points to field your ships in battle. So you'll also need to use a gamma core on planets you install the coronal tap in. 0 - 2021-10-12. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. I use this fleet for nearly everything and is fairly inexpensive as it does not use story poin. Alliances offer mutual assistance in times of war. zekromNLR • 5 mo. 1 / 2. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. Many thanks. What if Story Points just gave you more OP? Fractal Softworks Forum November 03, 2023, 06:41:04 AM. I usually run spacer starts by going to bars and picking up delivery contracts. Wouldn’t it be funny if there was a chance that some of your. Go to starsector r/starsector. 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. Currently in development, the game borrows many elements from nostalgic space sims such as Star Control I and II. How to escape without using story points. 7. Netting you 1 story point per story told. It involves using the Transverse Jump to. console. ago. (500) 2. Re: [0. The. Story points are basically the ability to make your captain a gigachad temporarily or to obtain certain rare things / do special mods. 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. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. Blue: Elite. High tech (outside of Ziggy) is cheaper than low tech actually. 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. 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. 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. Combat endurance on AI core gives +15% readiness, 35% now. Sure, but from 100%, not the default of 70%. hey, I didn't see a lot of guides explaining how colonies work in conjunction, so I tried to make a straightforward guide that explains it. Change the numbers at the end of the lines to what you want. I actually feel bad 4 the 4+ Heg fleets that try to run away. There's also another quest, that I think you can do independently of the main story (although I can't quite remember). 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. But yeah Idk. Default is 8% of base DP per additional S-mod. So you'll also need to use a gamma core on planets you install the coronal tap in. However, note that some story/AI fleets can bypass this cap requirement. Max deployment points can be changed in the settings up to 500 so if you have the bigger fleet you get 300 deployment points to play with. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. Swarming the remaining stage 1 Tesseract. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. Skills are permanent bonuses or activated abilities acquired by the player and officers. 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. 96a is now out! Take on new missions exploring the story of the Luddic Church and the Sindrian Diktat. 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. The player can move the ship by clicking on a target or a destination. Custom production limits increased to 100 units, regardless of ship/weapon size- Fixed Armada Doctrine deployment point calculations not being treated as floats. 2D RPG/Trade/Fleet Combat Game. [deleted] • 5 yr. Should have stable points for stability bonus. Accidents. The. And there you have all you need to. 9. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. Basically, as soon there are more than 4-5 ships on the screen, my fps drops to about 30. Writing Starsector. tbh I think the closest thing to passive SP generation might be to just use console commands to periodically cheat them in. 0. Battle size depends on your fleet combination. This game is in no way similar to Elite Dangerous. 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. Also that command must be from another mod, because base Console Commands mod doesn't have it. Already possessing a massive amount of armor, the addition is hampered by the Ablative Armor hullmod, adding only a tenth of its. Raiding for Fun and Profit. 16 votes, 26 comments. 5GitHub page. · 11 mo. (That was a bug in -RC3; should be fixed. The design is already fairly data-driven. Nex turn Starsector into an actual 4x game and most faction mods need it to work. Alternate "Fast" version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. Ship recovery dialog now shows normal and story point recovery in the same screen. 6 Installable Modules. • 10 mo. Pretty lightweight deployment-wise for an excellent boost in command, just fly yourself to a far off corner and watch the battle. - Reformatted backcompatibility settings and added them to modSettings. I remember the scientist transport ones not even have a. shadenight123 • 2 yr. Nanoelite001 • 2 yr. They can be scuttled for the same resources as a more expensive frigate. If you have 10k bonus exp and do. You order something and you can pick it up on the 1st of next month. An in-progress blog post is available at dev blog post. 9. You can change the base limit in the settings file. Previously in 0. 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,. 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. Well in the base game you can add a new stable location, so long as you have fewer then 3. Yes. Story points can help prevent teams from burning out at work. 3 Level of 1 industry skill reduces the negative impact of D-mods. 5 or do I still have to mod this? I find story points are amazing to give non-combat ships 4 or 5 logistics mods. Apogee fit. Captain; Posts: 378. This mod changes the game to set your max fleet size using the total deployment points of your fleet, rather than raw ship count. However, note that some story/AI fleets can bypass this cap requirement. the story point are kinda op for this current update, I hope they make the story point related like recovery for certain ship or adding permanent hull mod more expensive so you need more think and planing before using themIntroduction. 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. So for 4 supply points I can deploy a mobile pd escort that can drive off phase ships, kill missiles and fighters at long range, and use damper to tank capital fire. 95a. this is going to make them super tanky, at the cost of hunting them down a bit. Skills that affect the piloted ship. Starsector > Mods > Modding >. Comrade_Bobinski • 4 yr. After all I'm always free not to utilize them but not being able to hop into a phase ship caz I need to get a story point every single time for a respec is dumb. 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. 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). 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. Tired of the AI getting more DP than me for no reason. From my experience running the game on a 3600x it doesn't get too bad until endgame, where it drops off to 30, maybe 20 if there's a lot of fighters, which tbh on the combat side I find good enough, but if you want smooth 1k battle sizes in starsector no pc is gonna work lol, that's just java being java. You can take inspiration from there. The new story points, while it's a good idea, it's very poorly implemented. though after brief search i cant seem to find it. 51K subscribers in the starsector community. 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. Collecting salvage is one way to make credits in Starsector, by cutting up unwilling or indifferent things into little pieces to be sold. Posted November 27, 2019 by Alex in Development. ; Ace Custom: The. Displays up to 24 ships of each type, gets wider instead of taller "Ship repairs completed" messages will now stack when many repairs finish at around the same time; Custom production limits increased to 100 units, regardless of ship/weapon sizePlay around a bit in the Refit screen with the Simulation and test several loadouts and pay attention how the autopilot behaves. Point them at something and watch it disappear. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. Share Add a Comment. 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). Akin to a Cryosleeper or a Coronal Hypershunt, it is located in a fixed location somewhere in the system. e. ago. 2. jpg. 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. 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. 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. The skill system – the one in the currently released version, 0. there is a point Limit. Pretty much. You can change battle size in option, ranging from 200 to 500, which can be edited in the game file settings. DP limits of skills should scale of your Leadership ability. These points should be used to. 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. Mechared. Cuz that would put you at the limit. System and hyperspace screens tend to be around 45-60. 14. Re: Deployment points. I hope we can expect an optimization pass at some point in the future. Just look at that number: $300,000,000. r/starsector A chip A close button. Still not easy. Main character points, or single player game points perhaps. 400 is total starting deployment for BOTH sides. 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. ago. Skill Changes, Part 1. While the commands themselves aren't case sensitive, arguments are. 2D RPG/Trade/Fleet Combat Game. 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. It doesn’t consume it. most games have modifiable UIs. . ago. Point being, you get more of them than you get skill points, so they keep things flowing between level-ups. Open menu Open navigation Go to Reddit Home. Period. My opinion: Ships with no d-mods should be recoverable without effort. the new limit is 5 instead of 6. So yeah, your side at default will get 150 points shared between your fleet and any allied fleets + stations. 96a upgrade! - Added milestones! These are perks that are unlocked as you progress through vanilla. Arthur_The_Ok • All hail the [SPACE DORITOS] • 9 mo. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. also dont forgets put missiles like breachers and hullmods like ITU, BRF and integrated PD AI to make the build more efficient. Go into the game's config file and find the settings for "Easy" mode. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. Each ship as loaded out with a plethora of small hybrid turret slots, with varying missile hardpoints, or built in missile tubes designed to. Now Fleet Points are just an internal metric to rate a ships “power” on the battlefield in auto-resolve and generate AI fleets. Make the battle size the smallest so the majority of deployment points goes in your favor. . If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. My thought was that there would be a method (salvage ships, story point, skills, whichever) as the game went on of reducing the fetch quest stuff - really tie it into player progress, so that early game it's really part of your powering up process, and then late game you have the option to skip past it if you want to. Change the damage modifier from 0. 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. Also an important bit of Story Points is you can recover it when you consume it. They grant bonuses such as increased range and armor. 100 fleet size, 99999999 battle size. 95a is basically the same as 0. 1. Excellent improvements. The notes here regarding methods are directly cribbed from code comments in HullModEffect (v0. Besides that, Doom works great at killing aspects with mine strike. Colonies were added in version 0. For example I would never normally use an atlas. You can find the menu you are looking for when you go into any colony. If it was sufficiently Colonies are player-owned settlements on planets within the sector. Mechanically, they're not terribly complicated (though I do like how you can use eg. The automated shipyard is a structure that can be discovered around a . Example). Small bit of rep grinding and then you get straight into the story quests. You've got to the end of the main quest. I have learned something new. Tesseracts attacking each other. Positioning inbetween. 75 to whatever you want, like 1. Fractal Softworks' Starsector is a game with a lot of potential. Key word being was. 8a. ) 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. 9. After that, it collapses, making it single-use. Best use your story points on really expensive hullmods Reinforced bulkheads (30) Heavy armor (40) Hardened shields (25) Integrated targeting unit (25)1). but that's a story for another day. 1 Income 5. Allow playing in easy mode to earn more points per level, for example, additional skill point every other level. Orbital bombardments are useful if you want to kill everyone fast once you reached the endgame with super fleets and colonies making nearly millions per month. 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. Elite Dangerous is all about the one man show (unless you join some online group) and flying is vastly different in the two games. 108 votes, 45 comments. Maku_GJ. - Each ship has its own XP counter and gains XP during combat. A perfectly disposable ship. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. Example). It's balanced to maintain the ratio of Story Points to bonus experience while still providing a faster levelling rate. 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. There is a mod that raises the level cap while also ensuring the grind isn't too bad, though. Example). MlemandPurrs • 2 yr. 4. Another reason to spread is that the story point cost for improvement explode. I salvaged instead of recovered one or two ships from the tutorial derelict ships. The most valuable applications for story points are eliting your skills (you should elite every combat skill you plan on using, which means you should be eliting every combat skill you take, which will be somewhere between 4-7 depending on your build) building hull mods into your ships (1 point per hull mod, can't be recovered, 2 -3 per ship. GC overhead limit exceeded is a generic java out of memory type exception (more specifically the garbage collector didn't have enough memory to do it's job, because the rest of the application was using too much). Atlas does. 1a] Everything Recoverable (v1. 9. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when creating their commander. A Starsector mod that officers additional functionality for managing officers. Then you go to your colony management screen and find the list of ships and check the ones you want your colony to build. In Starsector 0. Improved and expanded fleet capture points on the battle map that might encourage smaller specialised ships over. everything else is still accurate. i don't know if this works for mods too, and what names to use. 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. AKA- do things that give you a lot of XP to get story points quickly (fight hard battles).