Starsector story points limit. How to escape without using story points. Starsector story points limit

 
 How to escape without using story pointsStarsector story points limit Step8: go there and use a distress signal while inside of the system

Once combat really gets going, I hit the low 20's, and major engagements then slow to a crawl. aaronrizz • 4 mo. 51K subscribers in the starsector community. A Starsector mod that changes the way that built-in hullmods work. Nanoelite001 • 2 yr. Battle size depends on your fleet combination. 95a is basically the same as 0. Since the start of the closed betas, I've received a number of questions about the possibility of modding support in the game. 1. Your second system is best -- several habitable worlds, barren world for Industry, etc. Maku_GJ. Make expensive sure but not story point expensive. You will read a lot about S-Mods on forums, this is what they are referring to. Re: Maximum combat ship recovery cost bonus of skills and increased battle size. You manage them via the agent tab in the Intel section. The_TrashMaster • 4. . Besides that, Doom works great at killing aspects with mine strike. Do check if you have enough space, especially. Green: Shielded. ago. You can choose. The "Atlas of Pain" because I haven't thought of a proper name yet. 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. Start a new game and choose the quick start option with the "dev" label so you get in fast. Previously in 0. If you beat the final boss, any unused supers are worth 5000 points each. 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. I still use frigates a good amount since recovering ships takes story points like 50% of the time, and frigates are cheap to replace. Mark IX Autocannon: B. +1 burn at the cost of ~30% (reduced to ~15% with skills) increased fuel is bad. Pretty much. 12 Cycles a Prisoner (or how I captured 2 VIPs and forgot them for 12 years) Memoirs of a Hegemony Captain. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. 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). Larger colonies get more build slots, up to four slots at colony size 6. Skill points stop, and story points maintain their growth rate. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. Systems with yellow/orange stars, with moons orbiting a gas giant are ideal as it keeps the planets close together for common defence. 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. : The more DP your entire fleet has, the more you get to deploy. Go to settings and basically increase it so you can field more than before but the mechanics are the same, therefore, so will the enemy. The hull mod I most frequently build in is the drive field one because it takes so much OP. Combat endurance on AI core gives +15% readiness, 35% now. •. also dont forgets put missiles like breachers and hullmods like ITU, BRF and integrated PD AI to make the build more efficient. At the same time, there aren't many good things to spend them early on. Battle size, fleet size, number of officers (obviously, only if your computer can handle it) for epic battles. but assume that'd cost a lot of story points to utilize. I remember the scientist transport ones not even have a. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. Starsector colony / terraforming mod combinations Question: What, in your opinions, is the best mod combinations for the best Starsector colony / terraforming experience?. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. Here, you can afford to send a destroyer and some frigates to capture a point. Regardless, you can gain infinitely many, this only influences how fast. 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. Some hullmods are built into ship hulls and cannot be removed. Alliances offer mutual assistance in times of war. So while setup is complex and requires a lot of skill points to work - it does work amazing. Costs 1 story point and grants 100% bonus XP ; Works on level 7 cryopod officers . But yeah Idk. I'm often at the minimum 120/120 deploy points at the start of a battle. Is this now naturally possible within 9. From personal experience, it tends to be near the core worlds. 51K subscribers in the starsector community. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. Starsector is a hard game, especially when you have no idea what to do. Plus you can use 2 smaller ships, they are strong too if you don't need a capital. Check the forum. Now Fleet Points are just an internal metric to rate a ships “power” on the battlefield in auto-resolve and generate AI fleets. The next update will add strong narrative RPG elements to Starsector, among other things. 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). Personal tweak of two vanilla skills, Helmsmanship and Automated Ships, first one have Zero Flux Bonus from 091, and Automated Ships have removed limit, and they are now tweakable, like in Quality Captains, like its possible to enable and configure Automated Ship limit, or turn on vanilla 095a Zero Flux Bonus. You can change battle size in option, ranging from 200 to 500, which can be edited in the game file settings. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. (100~300) Since high-tech ships have shorter operating time. 95. so its probably in the core game files in the java files somewhere. commands. We're already talking about a "use story points to do something" mechanic, which is essentially "make up your own reason for why something special can be done". This page contains the version history of Starsector (formerly 'Starfarer'. Just understand that if your pushing. ago. 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. I need to heat my house and I like the massive brawls. Until recently, this wasn't a feature that was high on my radar. 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 ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. console. DP balance and arbitrary incentivization of certain playstyles are. To disengage at 300 battle size the limit is 120 total deployment points of the fleet as expected, but oddly at 500 battle size the limit is 150 total deployment points. reduced maneuver is rough, given how fast the tesseracts are. swarmy1 • 2 yr. Change the damage modifier from 0. 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. Once you right click on the Janus Device you'll be able to , but that's the end of the story for now. 240 AI ship points means 50% boost up to -50%. Want to go higher than 30 ships available in your fleet? This is how you do it. Mechared. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. First your mod is a fantastic idea. This class can be a loose script or inside a jar, the console will work with both. json file. Friendly-Hamster983. Those with d-mods should be recoverable, but story points reduce the number of d-mods (essentially giving you the option to recover in better shape or, immediately post recovery, spend a story point to reduce the d-mods). I was thinking that the fleet limit should be something between 300-500 DP. 6 Installable Modules. Gamma: -1 Demands Beta: -1 Demands & -25% Upkeep Alpha: -1 Demands, -25% Upkeep, and unique Improvements Improvements can also be done either by spending story points which is permanent which also. Deployment points are awarded based on fleet size, with the larger fleet getting more. 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. 2. Many different things can be salvaged for resources, from debris fields created after battles to ruins on surveyed planets. 95. Also an important bit of Story Points is you can recover it when you consume it. Change the damage modifier from 0. 0. Just a few revenants are enough for you to sneak past. My opinion: Ships with no d-mods should be recoverable without effort. Your first colony should be on a good planet. You can spend story points to increase the S-Mod limit for a ship. It's in the settings at Line 615. However the custom production should not exceed the limit, and if it does it can take multiple months to complete. 95 - Guide to Fleet Composition. Reverted numerous weapon balance changes. By measuring sprint velocity – the average number of completed points during previous sprints – and using that number as a limit for the next sprint,. 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. Point them at something and watch it disappear. 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. ago. Hullmods are modifications that can be made to a ship through the Refit Screen, at an Ordnance Point cost. Limit how many ship types can be in a fleet (player + AI) at any given time. After that. Story points can help prevent teams from burning out at work. 2D RPG/Trade/Fleet Combat Game. - Releases · qcwxezda/Starsector-Progressive-S-Mods. Sure, but from 100%, not the default of 70%. After max level, it costs twice this, or 10m experience, to get 4 story points, likely spaced at 1 per 2. CoqueiroLendario. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. You will deploy less and less of your fleet as the game goes on. - class: This points to the script you wrote in Step 1 above. if you have only phase ships in your fleet your fleet become almost unspotable and can smuggle into even major worlds. 1a-RC8) VERY IMPORTANT The game engine generates a single. The story of Starsector is a bit complex and a bit vague. Go into the game's config file and find the settings for "Easy" mode. System and hyperspace screens tend to be around 45-60. – Updated skills compatibility and default starting numbers for 0. 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. 0. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. 2 days ago · A speeding car crashed in flames on the bridge linking New York state and Ontario at Niagara Falls on Wednesday, killing two people in the vehicle and sparking a. 1. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. The Automated Ships skill gives +100% max CR to automated ships in your fleet so long as you are at or below 30 automated ship points, which are the sum total of the DP cost of all automated ships in your fleet. Starsector > Mods > Modding >. 1 Income 5. If you repair this Automated Shipyard, you will have access to that feature permanently, as it is reusable. You can (and should) set the AI's officer limit to match this. Author Topic: Starsector 0. One feature is in both categories – “pick one of two skills at every tier”. Starsector is already pretty on the easy side of games, you make everything cost money and it just becomes the easiest game ever. Colonies were added in version 0. 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. Late to the party but here are some QoL and visual mods. Just like Ironman mode, add another toggle to "sandbox mode" which completely removes character level cap. If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. Akin to a Cryosleeper or a Coronal Hypershunt, it is located in a fixed location somewhere in the system. By level 40, if you're not making more than a million a month, you're probably doing something. Mechanically, they're not terribly complicated (though I do like how you can use eg. Find a damaged frig, go to system, then get sierra. They can also be used to wreck market price for trading. In the same file you can also change the fleet size from the default 30. Been playing this game for quite awhile, wanted to try and do a run of sorts whereby I use only/ Majoirty redacted ships, however of course, there is that 120 point limit to the. If i recall correctly, you don't even need to play the rest of the game. Salvaging after battles is also a good way to get back some of the supplies/fuel spent. The most important feature though is that it allows you to put permanent mods on your ships. Comment removed by moderator · 11 mo. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when creating their commander. tbh I think the closest thing to passive SP generation might be to just use console commands to periodically cheat them in. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. The fleet limit is the real sucky thing, it kneecaps small ship focused strategies. Example (Class + Limit):. 9. 95a. Writing Starsector 2: Westernesse Boondoggle. Before I begin, let me be a little transparent; I'm going to be very wordy, and very opinionated. 95 that I'm less than thrilled with, but this is all in the context of how I personally enjoy the game. Win the game. It's awesome; I'm not bashing it at all, but I would like to talk about that last bit - the war bit. • 10 mo. 1. these blueprints will be added as "learned". It can be as simple as "the. ago. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. Once the bar gets full you'll have an invasion that the colony forces will be able to easily handle and then the bar resets back to 0. 1 will cause your fleet to suffer 10% more damage. – 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. Also applies to NPC fleets that exceed their limit. You can modify the minimum, default and max deployment points allowed in a battle. That is why you see in OPs screenshot a radiant with 3 built-in hullmod. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. If the activity says +X% experience bonus, that means using the story point will generate enough XP for free to generate X% of a new story point. 95. marines and/or story points to generate some extra alternative to some of them) and early levelling seems kind of shockingly quick - I got to level 5, a third of the new level cap, in. March 22nd, 2012 at 1:05 pm by Alex. 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 understand it's due the officers assigned to the fleet. Go to starsector r/starsector. 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. Take Wednesday's night loss to the Miami. As for the historian, they can randomly show up in the bars of any station, where they will sell you the location of blueprints in exchange for story points. Key word being was. 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. console. The. A memory leak in a mod is causing Starsector to crash. 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. A Beginners Guide on how Colonies Work. So one mod I liked in the 9. ; Ace Custom: The. 5m experience. 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. How to escape without using story. commands. One, obviously, is the reworked skill tree and addition of story points, and a couple new ships added. definitely the R4 puts a heavy limit on your frames. The first one doesn't. Costs 20 points. Each ship as loaded out with a plethora of small hybrid turret slots, with varying missile hardpoints, or built in missile tubes designed to. 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. ago. I recommend using a mod manager like SMOL or MOSS. AxtheCool • 2 yr. help addship. Removed extra crew bonus. ago. thewizord. Blue: Elite. So far I have not seen any particular pattern for where the. So an action that gives 50% bonus xp will give you 500k, and one that gives 100% will give you an. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. It's balanced to maintain the ratio of Story Points to bonus experience while still providing a faster levelling rate. This video showcases my fleet that I use for general purposes. open up setting. Humanity was ruled by the Domain, which controlled multiple galaxies. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. 4, you find cryosleeper and kill. k1llerk1ng. Ye, but you can just edit the mod_info. You can take inspiration from there. I have the maximum 10 lvl 5-7, but the enemy often has 20+ officers. 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. These points should be used to. This is my final guide in my How to Starsector playlist. Programming wise this should be relatively easy quick fix while making player "know" what they're up to. The built-in "Automated Ships" hullmod that all Remnant ships have reduces max CR by 100%, so now you're at -30%. Then you go to your colony management screen and find the list of ships and check the ones you want your colony to build. The intel page now uses limited slots for contacts and they need to be prepared with reputation before they give out the goodies. Collecting salvage is one way to make credits in Starsector, by cutting up unwilling or indifferent things into little pieces to be sold. A row of Tesla charging stations. You order something and you can pick it up on the 1st of next month. It doesn’t consume it. 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. High tech (outside of Ziggy) is cheaper than low tech actually. 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. With lvl 8 officer that doesn't count towards the limits?! Sign me up. Sometimes I get 120, sometimes 80, mostly it's 89. The people you sell will be able to use the Blueprints themselves. Too slow and too big a profile. It used to be called Starfarer. For real though, best way to deal with Hostile Activity is to just ignore it completely. json with notebook++ and you'll find this around line. Here's what I know: You can either find the skill/whatever/modify skills and add more colony limits or something else if it's just a problem about stats. Starsector is not exactly a game about risk-aversion, especially early. (300~500) 3. Holding fire, keeping shields down, and regrouping fighters will give you the 0 flux. When you give them orders, you put them on. 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. - Updated skills compatibility and default starting numbers for 0. Theyr allright alot like normal missions exept you pick up 2-3 of them at onec fly about do em and return, hopefully dev doesnt go overboard with these, i still got nightmares about starbound that. (500) 2. The way the salvage bonus works, is that if you have at least one salvage ship that's a destroyer, the bonus is much more than if all of your salvage ships are frigates. Posted March 21, 2012 by Alex in Development. I have learned something new. 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. Think of what good $300 million could do for humanity. The game, in theory, is a good candidate for modding: It's a single-player open-universe space exploration game. I usually run spacer starts by going to bars and picking up delivery contracts. For the pirates go and speak with Kanta at Kanta's den. I equip it so I can take 'shortcuts'. Story points are funny. For the remaining ships I got a mid-sized tanker, 1 atlas cargo ship and 2 salvage rigs. ) things like limits on how many ships or fighter wings you. It's safe to go ahead and get a little excited, but pace yourself and keep it at a simmer or you'll wear yourself out. 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. I wouldn’t make a it a point to restart just for it, just keep it in mind for your next playthrough. Story points are a player-exclusive quasi-resource used for various purposes in the game. Uniquifying the Factions, Part 1. 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. MlemandPurrs • 2 yr. 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. 5 Alpha preview. Arthur_The_Ok • All hail the [SPACE DORITOS] • 9 mo. So I would suggest frequent saving, especially before entering quest related star systems - there are no time limits so it's. Best. WimRorld. Features: Raises max player level to 20, 25, 30, or 40, while maintaining a vanilla-like levelling rate and Story Point gain, even at level cap. Soil nanites. 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. The product of multiple mentions. 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. 1. Except the skill that unlocks 3 s-mods is permanent. Increases colony accessibility by 30 percentage points. Or maybe 2. These will are only relevant to modified QC installations. 51K subscribers in the starsector community. 96,. Netting you 1 story point per story told. Images. 179 votes, 15 comments. 0, as there will not be a single affected ship that will need story points to. It's easy to make up a reason why SO can't be built in. afaik, bring more ships and have higher leveled officers. Basically, as soon there are more than 4-5 ships on the screen, my fps drops to about 30. 0. Pretty lightweight deployment-wise for an excellent boost in command, just fly yourself to a far off corner and watch the battle. 5 Alpha preview. That's how Starsector got started, too - nights and weekends, and all that. e. Click auto in combat. The limit on how many you can add is two IIRC. 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. If you haven't yet reached the max allowed number of regular officers, it's probably not worth it. 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. Another reason to spread is that the story point cost for improvement explode. 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". 2x Points. 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. Go to starsector r/starsector. Quote from: SCC on April 17, 2021, 06:18:27. Read the post, that's what it's implying. Get one Sunder and use story point to put safety overrides on it. Lets you have as many officers on the bench as you want. 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. Starsector! Join thousands of players in a massive online community. A Professional Critique Of Story Points. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. 7. 1 version was the max skill mod that allowed me to have all skills. Mechared. 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. I've tried pretty much all of the standard stuff (driver update/reinstall, vsync on/off, triple buffering. You don't need most of your fleet at this point. It involves using the Transverse Jump to. Location in my system, and erected the Comm Relay. Heavy Armor is not recommended. 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. Starts at 200 - 500 300 default. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. Of note, AI Cores do not count to your maximum Officers Limit so you can have 8 (10) Officers + AI Cores But. 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. The second stable point does cost SP though. Hi! I know I'm late to the party, just got Starsector for my self a while back, and was oogling about to learn about things when I came across the blog post for the new skill system, and wanted to throw my voice out into the choir. Apogee fit. Base max CR is 70%.