Starsector story points limit. If you have 10k bonus exp and do something that gives you 2k (regular) exp, an identical amount of bonus exp will also be turned into regular exp. Starsector story points limit

 
 If you have 10k bonus exp and do something that gives you 2k (regular) exp, an identical amount of bonus exp will also be turned into regular expStarsector story points limit  0

This is my final guide in my How to Starsector playlist. System and hyperspace screens tend to be around 45-60. The main problem with the Radiant is it takes a level 5 skill that competes with another very good skill (triple built-in hullmods) You can use story points to rearrange your skills. 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. jpg. . 1. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. Remnant ships are simply super DP effective and punch way above their weight class. ; Ace Custom: The. tbh I think the closest thing to passive SP generation might be to just use console commands to periodically cheat them in. The thing to understand about the AI in this game is they are supposed to have a lot of autonomy. : The more DP your entire fleet has, the more you get to deploy. Story points are funny. shadenight123 • 2 yr. That is why you see in OPs screenshot a radiant with 3 built-in hullmod. Pretty much. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. 9. That would be for all fleets, not just the player's. 400 is total starting deployment for BOTH sides. Which ship is best for boosting crew room + cargo space + fuel volume + ecm for fleet with use of 2 story points (build in) mods + 2 extra logistics = 4 logistics limit on self? Also some battle-support-capability like long range weaponry or multiple fighter decks would be better. You'd need a whole mod to change the price per hullmod and I don't know of one. 9a. Or used in a suicide run distraction to slow down a superior force. 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. Larger colonies get more build slots, up to four slots at colony size 6. The new story points, while it's a good idea, it's very poorly implemented. 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 develop I liked armor tanking in 0. For me, that game is Starsector, an indie-developed role-playing, arcade-tactical, star-faring, 2D. A Professional Critique Of Story Points. 1 will cause your fleet to suffer 10% more damage. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. Uniquifying the Factions, Part 1. Limit of 5 kills it. cheating. Additionally I found in the settings that you can change the maximum and minimum size of the "Battle Size" slider. This video showcases my fleet that I use for general purposes. 4X game features in Starsector. "Story points" should be story-related, not job related. Enjoy endless possibilities for customization with Starsector mods, expansions, and more. You don't need most of your fleet at this point. Bounty hunting makes getting XP fast. 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. This is my final guide in my How to Starsector playlist. Accidents. r/starsector. Many thanks. 2 days ago · Share this story. Each d-mod should be straight up -20% to hull + their own major maluses. 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. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. 1. 1. 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. 2 Upkeep 6 Industries. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. 0 - 2021-10-12. Example). Some time later, I ended up with a total revamp of the ground-raid system. 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. You can take inspiration from there. Not in my settings file. Note that you shouldn't assign more than 8G otherwise the game engine will choke on trying to manage it and slow down. So far I have not seen any particular pattern for where the. ago. Too bad I already swiped one from Kazeron (and I plan to steal the. You can change the base limit in the settings file. Raiding for Fun and Profit. Provided your computer can handle more ships at once, of course. 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. Download v1. Ye, but you can just edit the mod_info. MlemandPurrs • 2 yr. This will stop the event progress based on colony presence and stability but not from having any nearby pirate bases. 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. Key word being was. High tech (outside of Ziggy) is cheaper than low tech actually. that what majority players wrong, you need to downgrade your weapons to make enforcer useful. Also using story points for officers is a bad idea in my mind. The second stable point does cost SP though. No change to the cost. 2. -Another point on the self preservation, the AI will stop shooting if there's another allied ship in the way. DP balance and arbitrary incentivization of certain playstyles are. 96a is now out! Take on new missions exploring the story of the Luddic Church and the Sindrian Diktat. 95a is basically the same as 0. Another reason to spread is that the story point cost for improvement explode. Currently in development, the game borrows many elements from nostalgic space sims such as Star Control I and II. 1. 1. I'd like to take a look at carriers and fighters because I think they have become too weak in this latest update. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. Atlas does. Read the post, that's what it's implying. 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. It used to be called Starfarer. ) It basically puts you to a higher "tier" of salvage bonus. If you beat the final boss, any unused supers are worth 5000 points each. Starsector is already pretty on the easy side of games, you make everything cost money and it just becomes the easiest game ever. 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. Since radiant is 40 DP, it gets a CR penalty for being over the limit. The current state of carriers. Starsector > Mods > [0. Also an important bit of Story Points is you can recover it when you consume it. I don't like having to choose and miss out on things. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. 500 increased armor. Join a faction to gain useful support and represent them in war and peace, or start your own. And there you have all you need to. Too slow and too big a profile. Fractal Softworks' Starsector is a game with a lot of potential. json. Admiral;. Low-tech ships need a certain number of gunboats to keep pushing. Allows for crafting of special items (like nanoforges) using Domain-era artifacts. Some hulls even have special mods unique to them. Elite Dangerous is all about the one man show (unless you join some online group) and flying is vastly different in the two games. Both of those are. 0 (May 6, 2017) Updated to support Starsector 0. So an action that gives 50% bonus xp will give you 500k, and one that gives 100% will give you an. 95 for a while and I got decent colonies going, pop 6 and all that. 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. 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. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. console. 3 Accessibility 3 Colony Size 4 Stability 5 Monthly Income & Upkeep 5. Recovered ships will gain one or more damage mods. Instead of officier with missiles specialization should get boost toward accuracy, tracking, less missfires etc. 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. Nex turn Starsector into an actual 4x game and most faction mods need it to work. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. Reverted ship changes. 2x Points. 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 manage them via the agent tab in the Intel section. It used to be called Starfarer. It provides a good work flow as i feel like always chexking the bar each world. There's also Gacha S-mods, which blocks regular S-modding by default. Period. 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. 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). If you want both choices, and have finished the tree you can then invest another skill point but void the option to withdraw your skill points and are locked into both. 51K subscribers in the starsector community. 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. 95 - Guide to Fleet Composition. One feature is in both categories – “pick one of two skills at every tier”. Enjoy actual salvager gameplay! petergustav • 6 mo. Increases colony accessibility by 30 percentage points. Change the damage modifier from 0. 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. Go to starsector r/starsector. The number used here is one without additional skills that give you more officers. Regardless, you can gain infinitely many, this only influences how fast. AxtheCool • 2 yr. They can also be used to wreck market price for trading. 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. aieght, so listen up, you can modify the settings in the game files to extend the max amount of battle points available, so you need notebook++ to open up the file, heres the folder hierarchy: starsector>starsector-core>data>config>settings. 21. In the same file you can also change the fleet size from the default 30. 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. 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. r/starsector. - Updated skills compatibility and default starting numbers for 0. Sometimes I get 120, sometimes 80, mostly it's 89. - tags: Used with the 'help' command to find specific commands easier. Two out of 5 planets in the system have decivilized subpopulations, so its. 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. 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. It's a solid shield shredder at a good price. 95. - d-mods should get complete overhaul. With these skills (and usual reduce of deployment cost appied by D-mods) it makes relaying on low-quality ships viable with. +1 burn at the cost of ~30% (reduced to ~15% with skills) increased fuel is bad. 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. Humanity was ruled by the Domain, which controlled multiple galaxies. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. 9. New hullmods can be obtained by using "modspecs" available in. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. 1. . If it was sufficiently Colonies are player-owned settlements on planets within the sector. Excellent improvements. Removed extra skill point scaling. Skills that affect the piloted ship. 2. Current WIP mod to bring the Expanse's free navy into starsector. ago. In detail: I've been playing . And, based on the total amount of bonus XP spent when you hit level 15, you immediately get a bunch of story points back. 16 votes, 26 comments. Starsector is using multiple methods to control fleet deployment some of which make it vastly unfair on the play when you have both. 1 / 2. It used to be called Starfarer. 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. 1a] Everything Recoverable (v1. i was playing the academy missions, found em by accident. if you have only phase ships in your fleet your fleet become almost unspotable and can smuggle into even major worlds. Comrade_Bobinski • 4 yr. Hmm, maybe I just need to try it. Systems with yellow/orange stars, with moons orbiting a gas giant are ideal as it keeps the planets close together for common defence. If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. 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. Non-existent Rule 5: You can approach the sun using emergency burn to add a stable location in star system of your choice. aaronrizz • 4 mo. there is a point Limit. Go into the game's config file and find the settings for "Easy" mode. 0 – 2021-10-12. Mechanically, they're not terribly complicated (though I do like how you can use eg. My point is- if the enemy can't do, the player shouldn't. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. So "structural damage" d-mod would be 20% base D-mod + extra 20% for whoping 40% hull damage. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. Hey, so i have an overabundance of Omega weapons, tons of story points, and an Onslaught XIV legion. Is this now naturally possible within 9. Modders: This is not a blanket feature. Go to starsector r/starsector. I wouldn’t make a it a point to restart just for it, just keep it in mind for your next playthrough. But without an official announcement of a release nobody can really say. Try to get the remaining stage 1 Tesseract to attack the smaller Tesseracts. Try flying into the center of a sun. 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%. ago. json of a given mod to make it compatible with the current version. (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. jpg. Late to the party but here are some QoL and visual mods. You just type in 'stormgod' with proper capitalisation. 95a. This mod intends to change the way AI officers assigned to automated ships affect the rest of your fleet. March 22nd, 2012 at 1:05 pm by Alex. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when creating their commander. For real though, best way to deal with Hostile Activity is to just ignore it completely. - Releases · qcwxezda/Starsector-Progressive-S-Mods. I searched but Didn't find any mod like this. Now you have two options! Keep that in mind that exp require for after level 40 is massive. 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. I'm gonna go back to my web app that does a full blocking gen 2 gc cuz we can't get story points allocated for me to unfuck it. 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. 2D RPG/Trade/Fleet Combat Game. zeonlight78. An in-progress blog post is available at dev blog post. First your mod is a fantastic idea. 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. I was thinking that the fleet limit should be something between 300-500 DP. x50 ensures. The player gains story points with XP, with four points gained over the course of reaching the next level. Name. This is especially true for capital class ships with a lot of weapon slots. It involves using the Transverse Jump to. Change the numbers at the end of the lines to what you want. From personal experience, it tends to be near the core worlds. 1. 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. Anyways, story points for scavenging is dumb and completly removes the scavenger career from your game. Im talking ordnance point aka hull slot allocation cost. Basic maintenance (standard) is 70%, meaning up to 20%. I have the maximum 10 lvl 5-7, but the enemy often has 20+ officers. Apogee fit. 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. You get 5 A or B choices per line, with the ability to reverse your choice at the cost of a story point. How to escape without using story points. Sure, but from 100%, not the default of 70%. A system with at least 2-3 <150% hazard worlds, preferably with ores, farmland and volatiles on separate worlds. Perhaps I am wrong, but there isn't a limit on the salvage bonus so they're multiplicative. Capturing these can be useful to tip the ECM rating balance in the. json, because this game would be quite brutal and non-entertaining for me if I didn't. Skills are permanent bonuses or activated abilities acquired by the player and officers. You can change the special modifications bonus (default is +1 mod) using the console command mod. story points. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. Iirc its max size refinery + story point upgrade + special item (no atmosphere requirement in vanilla) + Alpha core + Admin skill to reach 10 transplutonics. but an option could be to spend vast sums of story points to unlock a limited number of additional skill. ago. 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. Bounty hunting makes getting XP fast. Writing Starsector. ago. 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. 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. 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. Get accessibility as high as you can, it's worth spending story points to upgrade in my opinion. Missions refer to two different gameplay features in Starsector. You get to right-click on them in your inventory to learn them. r/starsector. 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. In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. Don't start using them unless your planet can defend itself long enough for you to arrive. 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). First, make sure you properly modified the file setting the allocated memory for the game. Check the forum. Battle size depends on your fleet combination. • 1. Main character points, or single player game points perhaps. ago. 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. What if Story Points just gave you more OP? Fractal Softworks Forum November 03, 2023, 06:41:04 AM. 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. It's in the settings at Line 615. Also an important bit of Story Points is you can recover it when you consume it. Zero. The 8 officer limit (10 with officer management) still applies -- however, it only applies to officers in command of a ship. Yeah, I already begun playing and the writing on the story missions is quite good. Bringing them back from mothballing only costs a tiny amount of supply. March 22nd, 2012 at 12:40 pm by Cenoh @Cenoh: That’s the plan. 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. 2D RPG/Trade/Fleet Combat Game. The easiest way to kill them is to get the new ship from alpha site, I won't spoil it if you haven't found it. these blueprints will be added as "learned". The base tech-mining in Starsector 0. list ships. Never sell Blueprints in any circumstance. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. The only Academy mission I know that has a time limit in 0. ATM don't wanna use Conquest, i already have a Paragon decked out with. 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. 1. WimRorld. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. 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. Here, you can afford to send a destroyer and some frigates to capture a point. Reply reply. If you haven't yet reached the max allowed number of regular officers, it's probably not worth it. For the remaining ships I got a mid-sized tanker, 1 atlas cargo ship and 2 salvage rigs. 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”. 95 - Guide to Fleet Composition. 96a RC10. reduced maneuver by 10%. at which point drivers will be hit with a $1 fee for each minute they continue to charge their vehicles. ago. I really can't see how it's "garbage". - Add support for enhancing existing built-ins Other: - "no_build_in" is no longer ignored by default in the. The design is already fairly data-driven. json with notebook++ and you'll find this around line. json, you can modify the colony stats there (assuming you play without mods that override these values), and set the maximum colony amount to something different (any. You can also use them in some quests to make things a little easier, but no. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. You can edit the settings or pay a story point for each contact you want to add over the maximum. • 10 mo. 95. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. In between scavenging and selling. This mod changes the game to set your max fleet size using the total deployment points of your fleet, rather than raw ship count. If you are old enough to remember. Go to starsector r/starsector.