There's a chart floating around that shows you how to not pather cells on your worlds, you may find it useful. json of a given mod to make it compatible with the current version. Blog post/download links here. Starsector is not exactly a game about risk-aversion, especially early. Just a list of all the bar missions (and my ratings) you can find. commands. If you must raid neutral factions, turn off your transponder before entering a system and avoid detection before raiding your target. I consider Starsector to be either the best indie space game people don't know about or the best indie space game people here aren't talking about. You can spend story points to increase the S-Mod limit for a ship. Yes; I increased the cap to 20, doubled the skill points, and I've used someone's mod that allows you to pick all skills so I have all skills unlocked at max level. ago. The actual size of the ships you have counts towards this (ie. If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. Your second system is best -- several habitable worlds, barren world for Industry, etc. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. Premium. Instead of officier with missiles specialization should get boost toward accuracy, tracking, less missfires etc. 21. Removed extra skill point scaling. Now Fleet Points are just an internal metric to rate a ships “power” on the battlefield in auto-resolve and generate AI fleets. Yellow: Armored. New patch is the perfect time to drop in, welcome to the community. Wouldn’t it be funny if there was a chance that some of your. commands. ago. 95 - Guide to Fleet Composition. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. Thank you. It used to be called Starfarer. azrehhelas • 5 mo. (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. Writing Starsector 2: Westernesse Boondoggle. And also tells the player that. 95. What if Story Points just gave you more OP? Fractal Softworks Forum November 03, 2023, 06:41:04 AM. A row of Tesla charging stations. Key word being was. 2). The percentage of bonus xp that you gain from using a story point is a percentage of the xp cost of a point. -Another point on the self preservation, the AI will stop shooting if there's another allied ship in the way. The people you sell will be able to use the Blueprints themselves. Additionally I found in the settings that you can change the maximum and minimum size of the "Battle Size" slider. Re: Deployment points. 1. 95 that I'm less than thrilled with, but this is all in the context of how I personally enjoy the game. Starsector! Join thousands of players in a massive online community. Share Add a Comment. Many different things can be salvaged for resources, from debris fields created after battles to ruins on surveyed planets. 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. 240 AI ship points means 50% boost up to -50%. 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". help addship. 1. 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. Pick them ALL up but immediately suspend repairs and mothball all but 2. there is a point Limit. Some time later, I ended up with a total revamp of the ground-raid system. battlecruisers contributing more than frigates) I think there’s a total of like 400 deployment points for every battle, allocated between both fleets. You get 5 A or B choices per line, with the ability to reverse your choice at the cost of a story point. Uniquifying the Factions, Part 1. In a universe that had two devastating wars against AIs so dangerous, the Hegemony is trying to wipe out even mentions of them, you're asking for the Luddites to be a popcorn villain. •. The player gains story points with XP, with four points gained over the course of reaching the next level. Re: how to get story points. you can edit your save file and add blueprints. To hire them you need to spend 1 SP 100% XP, with the contract only lasting 720 days. 108 votes, 45 comments. commands. Main character points, or single player game points perhaps. Summary:Ship recovery dialog now shows normal and story point recovery in the same screen. 96 was focused on adding stuff to the game, not modifying existing code, after all. Oh, and I added the mod that exposes the variables for the skills that. Enjoy endless possibilities for customization with Starsector mods, expansions, and more. Hello! 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 amount of redacted ships you can field without CR penalties. Skills that affect the piloted ship. The main reason i always use the Progressive S-Mods mod. 2. This is my final guide in my How to Starsector playlist. 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. The only Academy mission I know that has a time limit in 0. 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. The next update will add strong narrative RPG elements to Starsector, among other things. Works when your fleet is over the disengage size limit, but not limited to this; Indicator in combat screen shows progress towards this; Currently set to 40% of enemy fleet or 100 deployment points, whichever is lower; When a fleet that's "too large to disengage" engages an enemy station supported by other fleets:Instructions. 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. Im pretty sure it doesn't cost SP at all. 242. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when. level 1. 9. 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. Reduce default base XP cost to increase S-mod limit by 20%, but increase the scaling by 25%;It's hard to give super specific advice on the combat because there are so many ships with different roles; so I guess to start with, is to find a ship that fits a niche you enjoy. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. Significantly increased XP required for officers to level up . zeonlight78. Then start a new game with Easy difficulty. In the vanilla game, AI officers increase the "automated ship points" of the ship they're attached to, and to me it doesn't make sense. Logged. A Radiant with an Alpha core would have a max CR of 60%, not 45%, which I don't get. It's balanced to maintain the ratio of Story Points to bonus experience while still providing a faster levelling rate. This class can be a loose script or inside a jar, the console will work with both. However, note that some story/AI fleets can bypass this cap requirement. The_TrashMaster • 4. 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. From personal experience, it tends to be near the core worlds. 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. Example). The fleet limit is the real sucky thing, it kneecaps small ship focused strategies. So far I have not seen any particular pattern for where the. Starsector > Mods > Modding >. Yes. After that. ago. 0 - 2022-01-02. Deployment points are awarded based on fleet size, with the larger fleet getting more. There's also Gacha S-mods, which blocks regular S-modding by default. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. Green: Shielded. Just look at that number: $300,000,000. 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). k1llerk1ng. ago. 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. s-mods with hull restoration are +5% each, so 10%, 15% it you take the leadership tree, 65%. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. ) things like limits on how many ships or fighter wings you. Ships not recovered may be salvaged instead. Deployment points are awarded based on fleet size, with the larger fleet getting more. 161. Main menu missions are short tactical battles between pre-defined fleets that are accessed from the Missions. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at. Apogee fit. Fly new ships, including 5 new capital-class hulls and numerous smaller vessels. 1. 50% more flux efficient than the GC, with the same DPS. Removed soft fleet size limit. I feel no small amount of trepidation because this is both a change and it is a particular story about particular characters in a way the pure sandbox certainly isn’t. so its probably in the core game files in the java files somewhere. 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. 5. At the same time, there aren't many good things to spend them early on. If it was sufficiently Colonies are player-owned settlements on planets within the sector. Early leveling is pretty fast so you're not penalised at all for taking a 100% return story check, as you're going to get it back from bonus xp after a fight or two. 86. So you'll also need to use a gamma core on planets you install the coronal tap in. 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. but an option could be to spend vast sums of story points to unlock a limited number of additional skill. Now go back out and do a CTRL + Z or whatever is the sensor cheat in dev mode. There is a mod that raises the level cap while also ensuring the grind isn't too bad, though. Logged Chairman Suryasari. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. shadenight123 • 2 yr. I. ago. 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. 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. The 8 officer limit (10 with officer management) still applies -- however, it only applies to officers in command of a ship. [deleted] • 5 yr. 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. 95a (Released) Patch Notes (Read 568449 times) Arcagnello. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. 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. Logged. Small bit of rep grinding and then you get straight into the story quests. you cant they are part of hyperspace, going around ie the black zones is best. Admiral;. Since the start of the closed betas, I've received a number of questions about the possibility of modding support in the game. A system with at least 2-3 <150% hazard worlds, preferably with ores, farmland and volatiles on separate worlds. The skill description explains that pretty well but don't be afraid to to break it. 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. The benefits of a Dram are well known. It involves using the Transverse Jump to. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. Two out of 5 planets in the system have decivilized subpopulations, so its. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. Now what I would expect vanilla to do (and it doesn't) is when I make a skill elite on a normal officer. Note that you shouldn't assign more than 8G otherwise the game engine will choke on trying to manage it and slow down. Late to the party but here are some QoL and visual mods. 1. And I'm taking this information straight from Nex's code. I'd like to take a look at carriers and fighters because I think they have become too weak in this latest update. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. 1. First, make sure you properly modified the file setting the allocated memory for the game. Custom production limits increased to 100 units, regardless of ship/weapon size- Fixed Armada Doctrine deployment point calculations not being treated as floats. Hullmods are modifications that can be made to a ship through the Refit Screen, at an Ordnance Point cost. So far I started tech mining on tier 3 ruins, got an alpha core assigned to it and improved it with story points, so far I get mostly low tier weapons around 10 ordnance points some supplies fuel and metal regularly and once a gamma core. json, because this game would be quite brutal and non-entertaining for me if I didn't. Starsector colony / terraforming mod combinations Question: What, in your opinions, is the best mod combinations for the best Starsector colony / terraforming experience?. 95 threats do not appear till the colony reaches size 4. A size 3 colony will allow one industry improvement. Under data/config there is a settings. By level 15 you will have gotten the maximum amount of skill points to use but will have gotten 50 story points and any further level ups will just grant you more story points, so you will never run out of them permanently as. (100~300) Since high-tech ships have shorter operating time. 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). But yeah Idk. 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. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. A Radiant with an Alpha Core is the Destroyer of. reduced maneuver by 10%. The "Atlas of Pain" because I haven't thought of a proper name yet. Anyway. 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. Handing over planets is really the big one, much faster than commissioning and invading for one faction. Red: Powered. You just type in 'stormgod' with proper capitalisation. bonus points if you ditch the drugs in a nearby asteroid belt on occasion so you dont get scanned by the space police. The developers also claim inspiration from other classic titles such as MechWarrior and Master of Orion II . I have loved Starsector ever since I bought it (long before it changed it's name) and come back every year to play it. Point being, you get more of them than you get skill points, so they keep things flowing between level-ups. Add a Comment. By contrast, the carriers don't really get much benefit from having extra mods since the bulk of their power comes from. Consider doing scavenger run. 2D RPG/Trade/Fleet Combat Game. Pathers have no such time pressure (at least to any appreciable degree) and are free to watch and wait for opportune times. 3 Accessibility 3 Colony Size 4 Stability 5 Monthly Income & Upkeep 5. 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. Hope that helps! Just what I was looking for. Re: [0. 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. There are diminishing returns with having multiple. Reaperosha. Yes, search for: "maxIndustries": [1,1,1,2,3,3,4,4,4,4], in settings. A perfectly disposable ship. 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. 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). By default, it costs 2000 Domain-era artifacts and 2 story points to craft a special item, and the player must do so at a colony they control with size 5 or greater and an Orbital Works industry with a Pristine Nanoforge installed. New hullmods can be obtained by using "modspecs" available in. Cleveland is giving away 18. 75 to whatever you want, like 1. If you vent only the center module holds fire, the others can keep shooting. Swarming the remaining stage 1 Tesseract. It's a solid shield shredder at a good price. i don't know if this works for mods too, and what names to use. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. I salvaged instead of recovered one or two ships from the tutorial derelict ships. 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. r/starsector. 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. Posted December 17, 2020 by dgbaumgart in Development, Lore. Try flying into the center of a sun. The design is already fairly data-driven. ago. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. The notes here regarding methods are directly cribbed from code comments in HullModEffect (v0. 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. EVEN if skill has no elite version. maxShipsInFleet: similar idea to above. list ships. 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. Images. I need to heat my house and I like the massive brawls. 0. I think the fleet point limit should increase as you level up. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. Hire new officers regardless of how many are currently under your command. 9 burn is the minimum I'll allow for my ships, so if I have to burn a story point to go zoom zoom, that's what I'll do. Story points are basically the ability to make your captain a gigachad temporarily or to obtain certain rare things / do special mods. 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. As things are, most ship packs and factions should at the very least be functionnal. And speaking of salvage, everything needs a story point. The Console Commands command is indeed “setmarketsize n”, where n is the desired colony size. ) With that important note out of the way: some factions in the game have a stronger identity than others. - Civilian ships gain a set percentage of all XP gained at the end of a battle. This (along with many other settings) can be changed by running the Settings command. Installed in farming. Except the skill that unlocks 3 s-mods is permanent. Go around them if you can't handle the damage. There should be "Manage built-in hull mods" alogside options like "open comms directory" and "Visit the dockside bar". 1. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. I've tried expanding my battle size but it's stuck at just 240-300 for deplpyments cap. Once the bugs with Pather Interest get fixed, this will more or less be your only planet that. Starsector is already pretty on the easy side of games, you make everything cost money and it just becomes the easiest game ever. By level 40, if you're not making more than a million a month, you're probably doing something. Missions refer to two different gameplay features in Starsector. Limit of 5 kills it. Not to mention the huge signature radius without MS/IEA. 0. Netting you 1 story point per story told. 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. The only comparable imo is avorion. . Reply reply. Version 3. 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". 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. 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. I don't like having to choose and miss out on things. You need an alpha core. And then the ai droneships since they have nice roles in a fleet. It's in the settings at Line 615. Enjoy actual salvager gameplay! petergustav • 6 mo. Join a faction to gain useful support and represent them in war and peace, or start your own. 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. Besides that, Doom works great at killing aspects with mine strike. Another reason to spread is that the story point cost for improvement explode. 5 Improvement & Alpha Core Effects. Mods to. 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%. most games have modifiable UIs. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. You get a story point every 1/4 of a level up (and continue getting them even after you hit level cap). 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. 1m experience/sp at level 15. 95a. 400 is total starting deployment for BOTH sides. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. 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. Features. 95a – has some things about it that I like, and some things that I don’t think worked out particularly well. 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. You get to right-click on them in your inventory to learn them. Consume a total of 0. An alternative to buying story points, is to be able to buy some of the things you can use story points for. Limit how many ship types can be in a fleet (player + AI) at any given time. 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. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. Go to starsector r/starsector. If you beat the final boss, any unused supers are worth 5000 points each. But without an official announcement of a release nobody can really say. Check the forum. For the remaining ships I got a mid-sized tanker, 1 atlas cargo ship and 2 salvage rigs. 51K subscribers in the starsector community. Arthur_The_Ok • All hail the [SPACE DORITOS] • 9 mo. "Story points" should be story-related, not job related. Win the game. (That was a bug in -RC3; should be fixed. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. Proof you can make it with this strategy. . 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. If you repair this Automated Shipyard, you will have access to that feature permanently, as it is reusable. 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. You can keep all of them and imho you need to. Sometimes I get 120, sometimes 80, mostly it's 89. Akin to a Cryosleeper or a Coronal Hypershunt, it is located in a fixed location somewhere in the system. FYI Solar shielding mod also limits damage from storms. Current WIP mod to bring the Expanse's free navy into starsector. Story points are a player-exclusive quasi-resource used for various purposes in the game. DP base on ships size : make DP base ships will make any other class obsolete, it will defeat the reason to keep cruiser destroyer or frigates on the fleet The number used here is one without additional skills that give you more officers. After raiding Kanta's Den to extract Zel at the end of the Gates's quest, I decided to wait for Kanta's fleets to show up instead of using the Magec Gate as the quest asked. Captain; Posts: 378. 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. A Starsector mod that officers additional functionality for managing officers. 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. But I feel that and officer elite skills (and your own elite skills) leaves any other usage of SP to be relatively wasteful in comparison. •. So an action that gives 50% bonus xp will give you 500k, and one that gives 100% will give you an. 95 is the VIP transport mission. 5. Get accessibility as high as you can, it's worth spending story points to upgrade in my opinion. 1 / 2. 51K subscribers in the starsector community. It used to be called Starfarer. Yeah, I already begun playing and the writing on the story missions is quite good. These points should be used to. 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. 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. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits.