starsector story points limit. Deployment points are awarded based on fleet size, with the larger fleet getting more. starsector story points limit

 
 Deployment points are awarded based on fleet size, with the larger fleet getting morestarsector story points limit  At some point I figured "oh i have to hire mercenary officers" but they cost 1 SP to hire and when their contract is up

But with the. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. Mechanically, they're not terribly complicated (though I do like how you can use eg. 2. Skill points stop, and story points maintain their growth rate. 2 Upkeep 6 Industries. Too bad I already swiped one from Kazeron (and I plan to steal the. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. Mine is currently set to 2000 deployment points. json of a given mod to make it compatible with the current version. Each such factory has a pool of 4 ships to choose from, 1 for each size. And I'm taking this information straight from Nex's code. First thing I do is edit the number of starting command points in the settings file, changing it to 10. Make expensive sure but not story point expensive. 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. Anyway. 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. You can afford to have seven or. (About 20 hours in) I have a decently sized fleet, with a capital ship from the Scythian faction mod, a few heg support/assault cruisers, some sunders and hammerheads, and half a dozen brawlers, plus a legion battle carrier because it’s one of my favorite. Starsector is not exactly a game about risk-aversion, especially early. 1 version was the max skill mod that allowed me to have all skills. - Reformatted backcompatibility settings and added them to modSettings. 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. The next update will add strong narrative RPG elements to Starsector, among other things. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. Phase-class are strong at 1v1 fights, fewer deployment points gets more advantages. How to escape without using story points. One Tesseract killing the other. How to escape without using story points. You don't actually get a performance hit until you drop below 50% (so conceivably you could use 60 automated ship points without penalty). Bitbucket. battlecruisers contributing more than frigates) I think there’s a total of like 400 deployment points for every battle, allocated between both fleets. The number used here is one without additional skills that give you more officers. r/starsector A chip A close button. Here, you can afford to send a destroyer and some frigates to capture a point. 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. I have loved Starsector ever since I bought it (long before it changed it's name) and come back every year to play it. I'm running with 60 ships fleet limit, 800 DP max battle size limit, a mod to throttle engine graphics and running Starsector on Java 8. You can only add stable locations if the system has less than two already there iirc. go to hybrasil buy 1500 units of drugs spread the love to the folk of the system. 108 votes, 45 comments. – class: This points to the script you wrote in Step 1 above. I know from forum diving that you can get a second by spending Story Points, of which I have 32. At level 15 it takes 550k to get a story point, at level 40 it's 1m. Make the battle size the smallest so the majority of deployment points goes in your favor. My name is Reese Kitteridge, a former captain in the Hegemony Armed Forces aboard the HGS Mira's Wrath . 1 will cause your fleet to suffer 10% more damage. You also cant repeat the stable location generation. However: total DPs in a fight are capped at. 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. Re: Deployment points. Then start a new game with Easy difficulty. Story points can help prevent teams from burning out at work. The official subreddit for discussing Idle Champions of the Forgotten Realms, a Dungeons & Dragons strategy video game that brings together D&D characters from novels, adventures, and multiple live streams into a single grand adventure. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. – tags: Used with the ‘help’ command to find specific commands easier. Sometimes I get 120, sometimes 80, mostly it's 89. The difficulty depends on what mods you install with Nex. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. Location in my system, and erected the Comm Relay. Removed extra crew bonus. I. Already possessing a massive amount of armor, the addition is hampered by the Ablative Armor hullmod, adding only a tenth of its. Ms. 7. 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. I equip it so I can take 'shortcuts'. This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. How to escape without using story. A Beginners Guide on how Colonies Work. Wouldn’t it be funny if there was a chance that some of your. Posted July 02, 2021 by Alex in Development. 1 Income 5. 2D RPG/Trade/Fleet Combat Game. Go to starsector r/starsector. Best. The automated shipyard is a structure that can be discovered around a . It used to be called Starfarer. 95a – has some things about it that I like, and some things that I don’t think worked out particularly well. The enemy will have less deployment points than you which means they will have less ships to fight you at a time. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. Costs 20 points. It's awesome; I'm not bashing it at all, but I would like to talk about that last bit - the war bit. Green: Shielded. That also includes the trash bricks you fight when poking old Domain stuff. I have had that mod once but it gave me so much rare stuff it was insane. There are ancient tombs with puzzles, jail survival simulator, election campaign, business tycoon quest, spy missions, sabotage quests and so much more! All in text format. 95. This will stop the event progress based on colony presence and stability but not from having any nearby pirate bases. So while setup is complex and requires a lot of skill points to work - it does work amazing. And, considering that I run pretty big fighter fleet with 2 Ventures and 2 Sunders, DPs are pretty vital to me in my war of attrition. 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. Want to go higher than 30 ships available in your fleet? This is how you do it. Hullmods are modifications that can be made to a ship through the Refit Screen, at an Ordnance Point cost. 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. i don't know if this works for mods too, and what names to use. level 1. level 1. AdvancedGunneryControl - Allows you to customize how your weapon groups behave on auto-fire, with various modes. Like a ridiculous amount, more than any other hull mod, and I can't stand zooming around at less than 20 burn sustained. By measuring sprint velocity – the average number of completed points during previous sprints – and using that number as a limit for the next sprint,. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. And speaking of salvage, everything needs a story point. 6. But I think that probably does not affect the "Standard recovery", also you gain more credits when just scavenging, but I was just. Collecting salvage is one way to make credits in Starsector, by cutting up unwilling or indifferent things into little pieces to be sold. That would be for all fleets, not just the player's. Increases colony accessibility by 30 percentage points. Use the fully-qualified name of your class (ex: data. You can choose. 95. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. To hire them you need to spend 1 SP 100% XP, with the contract only lasting 720 days. Alternate "Fast" version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. I salvaged instead of recovered one or two ships from the tutorial derelict ships. aaronrizz • 4 mo. 1. Hypothetical fleet with 20 fully-integrated Alpha Cores says hello. This is my final guide in my How to Starsector playlist. 2). Story point problem: unless you rarely do combat SP are not an issue, you can farm SP with ease just by fighting a late games bounty. Mechared. The code is: )if you are able to locate GUI/UI file, you should be able to change it. Another reason to spread is that the story point cost for improvement explode. 100 fleet size, 99999999 battle size. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at. Many different things can be salvaged for resources, from debris fields created after battles to ruins on surveyed planets. Valor barely has any worldbuilding, sadly) Last edited by mahu;. This class can be a. 2. Starts at 200 - 500 300 default. Zero. Battle size, fleet size, number of officers (obviously, only if your computer can handle it) for epic battles. at Monday, October 12, 2020. 0 - 2021-10-12. 2x Points. Iirc its max size refinery + story point upgrade + special item (no atmosphere requirement in vanilla) + Alpha core + Admin skill to reach 10 transplutonics. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. If you are old enough to remember. ago. These are meant for broader use within the. Capturing these can be useful to tip the ECM rating balance in the. The only thing Starsector would benefit from releasing on steam would be even bigger mods. 1 will cause your fleet to suffer 10% more damage. Posted December 17, 2020 by dgbaumgart in Development, Lore. You can modify the minimum, default and max deployment points allowed in a battle. just edit pt or sp to the amount you want, no need to ever add. Currently that planet makes 544k a month, with access rating of 234% My total income is past a million a month. That's how Starsector got started, too - nights and weekends, and all that. 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. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. With lvl 8 officer that doesn't count towards the limits?! Sign me up. Re: how to get story points. Quest 1 id where you need a bar event. If it was sufficiently Colonies are player-owned settlements on planets within the sector. After max level, it costs twice this, or 10m experience, to get 4 story points, likely spaced at 1 per 2. 0. Just a list of all the bar missions (and my ratings) you can find. 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%. 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. Heh, you have enough experience. ago. While I do agree, it would also make Leadership a need-to-have. And then the ai droneships since they have nice roles in a fleet. After that, it collapses, making it single-use. Re: Increasing deployment points? « Reply #1 on: January 19, 2014, 12:09:49 PM ». Many thanks. There is no limit to colonies if you are brave enough not a luddite. Destroyed some fleets, was satisfied, walked out by the. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. 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. ATM don't wanna use Conquest, i already have a Paragon decked out with. If you beat the final boss, any unused supers are worth 5000 points each. ago. So far I have not seen any particular pattern for where the. 1. 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. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. 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. 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 must raid neutral factions, turn off your transponder before entering a system and avoid detection before raiding your target. (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. If you repair this Automated Shipyard, you will have access to that feature permanently, as it is reusable. This is installed just like any regular mod. cheating. • 1. 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. This class can be a loose script or inside a jar, the console will work with both. DesperatePeter • 5 mo. csv file. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. System and hyperspace screens tend to be around 45-60. Try to get the remaining stage 1 Tesseract to attack the smaller Tesseracts. You can spend story points to increase the S-Mod limit for a ship. You order something and you can pick it up on the 1st of next month. Campaign mode was originally introduced in the 0. ago. The main reason i always use the Progressive S-Mods mod. Carriers require more deployment points to get space supremacy. k1llerk1ng. Premium. This mod adds a developer's console to Starsector that can be summoned with control+backspace. "Story points" should be story-related, not job related. Deployment points are awarded based on fleet size, with the larger fleet getting more. It's balanced to maintain the ratio of Story Points to bonus experience while still providing a faster levelling rate. ago. 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. 9. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. Modders: This is not a blanket feature. Tempest can be ridiculous with the right skills, SO Hammerhead is still strong, but not as strong as before. 96a RC10. 431 votes, 33 comments. Until recently, this wasn't a feature that was high on my radar. tbh I think the closest thing to passive SP generation might be to just use console commands to periodically cheat them in. Improved and expanded fleet capture points on the battle map that might encourage smaller specialised ships over. Uniquifying the Factions, Part 1. . Find a damaged frig, go to system, then get sierra. You can find the menu you are looking for when you go into any colony. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. Arthur_The_Ok • All hail the [SPACE DORITOS] • 9 mo. 50% more flux efficient than the GC, with the same DPS. json with notebook++ and you'll find this around line. One feature is in both categories – “pick one of two skills at every tier”. Once you right click on the Janus Device you'll be able to , but that's the end of the story for now. you could use the AdjustableSkillTresholds mod to remove the tiny limit on AI ships and set it to like, 9999DP or something. 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. 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. It provides a good work flow as i feel like always chexking the bar each world. So one mod I liked in the 9. You send them to worlds controlled by a faction and ask them to perform mission there. This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. (100~300) Since high-tech ships have shorter operating time. Removed extra skill point scaling. Check the forum. 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. 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,. 161. Try flying into the center of a sun. a_user_name - Inspired by their SSE mod! Tartiflette - Hullmod blocker script! Timid/techpriest - Script helping, advice, and intermittent mental anguish!!!!! barrackollama - Writing, proofreading, adding Hubert's portrait, and testing! Nia Tahl - Balancing suggestions, afterimage vfx, and for the critical hit script! rubi - For allowing me. Cleveland is giving away 18. My standard explore fleet at end of ironman game was 4 tempests 2 Shrike 1 medusa 1 Fury ! aurora 1 apogee 1 odyssey 2 colossus 1 Phaeton tempests has hardsubs and shields s mods Most things had hard shields smods All the extended racks were built into the. Not in my settings file. AxtheCool • 2 yr. s-mods with hull restoration are +5% each, so 10%, 15% it you take the leadership tree, 65%. 95 that I'm less than thrilled with, but this is all in the context of how I personally enjoy the game. Author Topic: Starsector 0. I need to heat my house and I like the massive brawls. json. Reply reply. You earn points by destroying ships and bosses. One, obviously, is the reworked skill tree and addition of story points, and a couple new ships added. In starsector, ballistic and energy pd have different rolls. More than 1000 and. ; Ace Custom: The. 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). For me, that game is Starsector, an indie-developed role-playing, arcade-tactical, star-faring, 2D. json. azrehhelas • 5 mo. 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. So you'll also need to use a gamma core on planets you install the coronal tap in. 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. The fleet limit is the real sucky thing, it kneecaps small ship focused strategies. – Updated skills compatibility and default starting numbers for 0. ago. You need an alpha core. 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. 51K subscribers in the starsector community. 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. - Updated skills compatibility and default starting numbers for 0. I salvaged instead of recovered one or two ships from the tutorial derelict ships. 1u/day. I searched but Didn't find any mod like this. Colonies were added in version 0. 3/ provides *no* benefit to the colony. Plus you can use 2 smaller ships, they are strong too if you don't need a capital. Since there's no thread about it, and since the next release (0. 12 Cycles a Prisoner (or how I captured 2 VIPs and forgot them for 12 years) Memoirs of a Hegemony Captain. 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. Can just add skill points or reset things, even with the level cap. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. 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. 9a. Friendly-Hamster983. For the remaining ships I got a mid-sized tanker, 1 atlas cargo ship and 2 salvage rigs. Now Fleet Points are just an internal metric to rate a ships “power” on the battlefield in auto-resolve and generate AI fleets. Images. 95 - Guide to Fleet Composition. Go to starsector r/starsector. maxShipsInFleet: similar idea to above. 500 increased armor. 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. ago. Limit of 5 kills 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. 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. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. open up setting. 95a: 162 days. 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). At max level (15), the player will also continue gaining story points at the same rate. Mods to. The skill system – the one in the currently released version, 0. 5GitHub page. Thank you. 2D RPG/Trade/Fleet Combat Game. TallGiraffe117 • 2 yr. console. zeonlight78. Just like Ironman mode, add another toggle to "sandbox mode" which completely removes character level cap. Key word being was. but assume that'd cost a lot of story points to utilize. With these skills (and usual reduce of deployment cost appied by D-mods) it makes relaying on low-quality ships viable with. Once the bugs with Pather Interest get fixed, this will more or less be your only planet that. The English Premier League has deducted 10 standings points from Everton over a breach of league rules regarding profitability and sustainability. 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 Radiant with an Alpha Core is the Destroyer of. The other point is that besides the security level there's a time issue- war is time-sensitive, and the use of a planet-killer is (likely) indicative of running out of options and being forced into taking an option. Positioning inbetween. that what majority players wrong, you need to downgrade your weapons to make enforcer useful. 0 – 2021-10-12. heavy armor. Click on the star. Period. Starsector! Join thousands of players in a massive online community. Limit how many ship types can be in a fleet (player + AI) at any given time. Yes, they are. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. 3 Accessibility 3 Colony Size 4 Stability 5 Monthly Income & Upkeep 5. Battle won proof. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. Quote from: SCC on April 17, 2021, 06:18:27. Currently in development, the game borrows many elements from nostalgic space sims such as Star Control I and II. Also applies to NPC fleets that exceed their limit. FYI Solar shielding mod also limits damage from storms. A Professional Critique Of Story Points. A system with at least 2-3 <150% hazard worlds, preferably with ores, farmland and volatiles on separate worlds. json in Starsectorstarsector-coredataconfig. Alternate "Fast" version. 5/ has miniscule returns (you can literally get more from. 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. 3 Level of 1 industry skill reduces the negative impact of D-mods. Proof you can make it with this strategy. Ye, but you can just edit the mod_info. These numbers should be the same value. Yeah, I already begun playing and the writing on the story missions is quite good. Ships not recovered may be salvaged instead. 2. You just type in 'stormgod' with proper capitalisation. 2 you go to tia exet, fight weird fight at the aurora. 95. The people you sell will be able to use the Blueprints themselves. 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. So an action that gives 50% bonus xp will give you 500k, and one that gives 100% will give you an. Blue: Elite. Hey, so i have an overabundance of Omega weapons, tons of story points, and an Onslaught XIV legion. New comments cannot be posted. 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. Uniquifying the Factions, Part 1. 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. 1a] Everything Recoverable (v1. Instead of officier with missiles specialization should get boost toward accuracy, tracking, less missfires etc. Point being, you get more of them than you get skill points, so they keep things flowing between level-ups. 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. Regardless, you can gain infinitely many, this only influences how fast. Handing over planets is really the big one, much faster than commissioning and invading for one faction. Having story points be more plentiful just lets you pick more interesting dialogue options or get that one extra S-mod. Think of what good $300 million could do for humanity. So yeah, your side at default will get 150 points shared between your fleet and any allied fleets + stations. My point is- if the enemy can't do, the player shouldn't. hopefully this is helpful for your colony. I was thinking that the fleet limit should be something between 300-500 DP. Consume a total of 0. The first one doesn't. Keep in mind the longer you wait for a Luddic Path/Pirate station, the stronger they get. How to escape without using story points. However. Writing Starsector. A Radiant with an Alpha core would have a max CR of 60%, not 45%, which I don't get.