This (along with many other settings) can be changed by running the Settings command. Premium. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. story points. So one mod I liked in the 9. 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. 95 - Guide to Fleet Composition. When you give them orders, you put them on. 1u/day. Since the start of the closed betas, I've received a number of questions about the possibility of modding support in the game. Do check if you have enough space, especially. The base tech-mining in Starsector 0. ago. Some defensive colony improvements use an industry slot. Win the game. 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. 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. Time between changelog and release for the last few patches: 0. ) The latest version change log and discussion thread can always be found on the official site in the Announcements subforum and is where all of the information below was obtained. Fly new ships, including 5 new capital-class hulls and numerous smaller vessels. these blueprints will be added as "learned". Allows for crafting of special items (like nanoforges) using Domain-era artifacts. If you haven't yet reached the max allowed number of regular officers, it's probably not worth it. Uniquifying the Factions, Part 1. 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. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. 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. 4, you find cryosleeper and kill. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. The most important feature though is that it allows you to put permanent mods on your ships. You get 5 A or B choices per line, with the ability to reverse your choice at the cost of a story point. k1llerk1ng. Starsector > Mods > [0. For the remaining ships I got a mid-sized tanker, 1 atlas cargo ship and 2 salvage rigs. But with the. Hypothetical fleet with 20 fully-integrated Alpha Cores says hello. Diplomacy events see faction relationships changing over time. _mortache • Ludd is Omega • 6 mo. Starsector version 0. By level 40, if you're not making more than a million a month, you're probably doing something. It can be as simple as "the. I equip it so I can take 'shortcuts'. That's how Starsector got started, too - nights and weekends, and all that. This will stop the event progress based on colony presence and stability but not from having any nearby pirate bases. Now you have two options! Keep that in mind that exp require for after level 40 is massive. Then start a new game with Easy difficulty. 96,. Story points are a player-exclusive quasi-resource used for various purposes in the game. These are meant for broader use within the. Change the damage modifier from 0. indeed, so many mods are so broken it feels like cheating (looking at you UAF) but others are so well made and balance it feels vanilla (looking at you nex)Having console command mod to spawn ship directly on your fleet can produce some truly spectacular results. This will require Alpha core, some fuel and machinery. If you want to change specific industries to buildings or vice versa you can edit the industries. There is no limit to colonies if you are brave enough not a luddite. 95. I can't support it, even with missions in the core worlds. The player can move the ship by clicking on a target or a destination. 95a: 162 days. The main reason i always use the Progressive S-Mods mod. 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. It doesn’t consume it. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. 1 Colonization 2 Choosing a Planet 2. Just a note though - while initial quests are fairly easy (and repeatable) the actual story driven ones later on require in some spots an actually strong fleet (as in - a capital ship or two would be very recommended). 95. If you can only save once or twice and this consistently happens after that, my best guess is a memory leak in either Nexerelin or one of the other mods. Not to mention the huge signature radius without MS/IEA. if you have only phase ships in your fleet your fleet become almost unspotable and can smuggle into even major worlds. also dont forgets put missiles like breachers and hullmods like ITU, BRF and integrated PD AI to make the build more efficient. Phase-class are strong at 1v1 fights, fewer deployment points gets more advantages. i don't know if this works for mods too, and what names to use. Several-Eagle4141 • 9 mo. How to escape without using story points. Since there's no thread about it, and since the next release (0. - class: This points to the script you wrote in Step 1 above. starsector-coredataconfigsettings. Want to go higher than 30 ships available in your fleet? This is how you do it. Reverted numerous weapon balance changes. jpg. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. 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. Main character points, or single player game points perhaps. 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. At least for me this is usually not an issue in the mid-game/late-game. However, note that some story/AI fleets can bypass this cap requirement. After all I had come heavily armed expecting a challenging encounter, and didn't want my efforts to be in vain. A Radiant with an Alpha Core is the Destroyer of. Alternate "Fast" version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. There's also Gacha S-mods, which blocks regular S-modding by default. Normal officers have "Make skills elite" button that costs story point. 9a) is poised to add more 4X-like elements to the game, it seemed like a great time to bring people up to speed. 3 supply units. json. Today, he rolled up pristine nanoforge. 51K subscribers in the starsector community. A Professional Critique Of Story Points. 1. If you go to settings. 9. 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. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. go to hybrasil buy 1500 units of drugs spread the love to the folk of the system. You can choose. 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. The developers also claim inspiration from other classic titles such as MechWarrior and Master of Orion II . 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. 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. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at. Huh. The Console Commands command is indeed “setmarketsize n”, where n is the desired colony size. Add a Comment. 3 Level of 1 industry skill reduces the negative impact of D-mods. 239. You can change battle size in option, ranging from 200 to 500, which can be edited in the game file settings. You've got to the end of the main quest. These will are only relevant to modified QC installations. 75 to whatever you want, like 1. First point: The S-mods have made combat ships able to become extremely strong. 1 will cause your fleet to suffer 10% more damage. However, note that some story/AI fleets can bypass this cap requirement. 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. And before anyone tries to comment that I need to capture the points that appear in an. 96a RC10. The thing to understand about the AI in this game is they are supposed to have a lot of autonomy. So for example, if story point option to disband inspection costs 20. Features. One, obviously, is the reworked skill tree and addition of story points, and a couple new ships added. Thank you. I searched but Didn't find any mod like this. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. Each ship as loaded out with a plethora of small hybrid turret slots, with varying missile hardpoints, or built in missile tubes designed to. You'd need a whole mod to change the price per hullmod and I don't know of one. Orbital bombardments are useful if you want to kill everyone fast once you reached the endgame with super fleets and colonies making nearly millions per month. (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. 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,. 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. 400 is total starting deployment for BOTH sides. 51K subscribers in the starsector community. Campaign mode was originally introduced in the 0. Download v1. How to escape without using story points. 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. Story option remains a cheap one in money as it is now but there also would be a purely money-based option to just buy it out with sheer volume of cash thrown. x50 ensures. Excellent improvements. 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. EVEN if skill has no elite version. Starts at 200 - 500 300 default. Green: Shielded. Nex turn Starsector into an actual 4x game and most faction mods need it to work. No change to the cost. 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. Improved and expanded fleet capture points on the battle map that might encourage smaller specialised ships over. So while setup is complex and requires a lot of skill points to work - it does work amazing. Recovered ships will gain one or more damage mods. Velroy_Denkins • 4 yr. 2 you go to tia exet, fight weird fight at the aurora. Plus you can use 2 smaller ships, they are strong too if you don't need a capital. reduced maneuver by 10%. 1. Larger colonies get more build slots, up to four slots at colony size 6. 1. Console commands mod: "addstablepoint". So if you are completely out-officered the enemy will get 240 DP, while you will only get 160 DP. Each such factory has a pool of 4 ships to choose from, 1 for each size. 9. "maxShipsInFleet":30, Increase the number of ships you can have before you get hit with the supply penalty. Agent can help you increase/decrease relationship between factions (yours or others). this is going to make them super tanky, at the cost of hunting them down a bit. My name is Reese Kitteridge, a former captain in the Hegemony Armed Forces aboard the HGS Mira's Wrath . Job_Precipitation • 3 yr. Bitbucket. Posted July 02, 2021 by Alex in Development. 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". 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. Locked post. You will read a lot about S-Mods on forums, this is what they are referring to. To meet the Transplutonics demand for the special item, you will need the Catalytic Core (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. 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. Alternate "Fast" version. 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. 2. Enjoy actual salvager gameplay! petergustav • 6 mo. 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. Yeah, I already begun playing and the writing on the story missions is quite good. 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. Story points are funny. This class can be a loose script or inside a jar, the console will work with both. Starsector is a hard game, especially when you have no idea what to do. Humanity was ruled by the Domain, which controlled multiple galaxies. I wouldn’t make a it a point to restart just for it, just keep it in mind for your next playthrough. json in Starsectorstarsector-coredataconfig. Make sure you’re doing it from the colony management screen. If it took longer to get to that point, it might be something like the number of entities in the game. Go to starsector r/starsector. 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. 95 that I'm less than thrilled with, but this is all in the context of how I personally enjoy the game. Capturing these can be useful to tip the ECM rating balance in the. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. Your second system is best -- several habitable worlds, barren world for Industry, etc. 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. ago. Re: [0. 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. Change the damage modifier from 0. 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). 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. In starsector, ballistic and energy pd have different rolls. ago. As the title implies, I've gotten tired of fighting. Skills are permanent bonuses or activated abilities acquired by the player and officers. Want to go higher than 30 ships available in your fleet? This is how you do it. (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. Get 1x autopulse and 2x antimatter blasters from tri-tachyon planets, get 2x sabots from anywhere for missile mount. Cuz that would put you at the limit. The story of Starsector is a bit complex and a bit vague. The design is already fairly data-driven. 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. ago. 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. Regardless, you can gain infinitely many, this only influences how fast. It prevents players from playing their character. Allow playing in easy mode to earn more points per level, for example, additional skill point every other level. A size 3 colony will allow one industry improvement. One Tesseract killing the other. It's easy to make up a reason why SO can't be built in. 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. 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. 0. It's literally in the console command mod. 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. The first one doesn't. This is installed just like any regular mod. Starsector! Join thousands of players in a massive online community. And I'm taking this information straight from Nex's code. ) things like limits on how many ships or fighter wings you. zeonlight78. 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. Some hulls even have special mods unique to them. After all I'm always free not to utilize them but not being able to hop into a phase ship caz I need to get a story point every single time for a respec is dumb. 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. Cruiser ship tier list - 0. Like a ridiculous amount, more than any other hull mod, and I can't stand zooming around at less than 20 burn sustained. If you are new, some pointers on colonial management: Get some skills. Accidents. Unlike the automated ship construction event that can pop up in research stations (and possibly other. Edit: Fuxed something that bothered me. The game is extremely tweakable with things like this. Zero. A perfectly disposable ship. 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. 2. Quest 1 id where you need a bar event. 5 Alpha preview. Before I begin, let me be a little transparent; I'm going to be very wordy, and very opinionated. I really can't see how it's "garbage". 96 was focused on adding stuff to the game, not modifying existing code, after all. – 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. Version 3. Non-existent Rule 5: You can approach the sun using emergency burn to add a stable location in star system of your choice. If i recall correctly, you don't even need to play the rest of the game. I have loved Starsector ever since I bought it (long before it changed it's name) and come back every year to play it. Some time later, I ended up with a total revamp of the ground-raid system. 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. After I promted him to talk about the guy he kidnapped, he confessed that he is tired of violence. json, because this game would be quite brutal and non-entertaining for me if I didn't. Swarming the remaining stage 1 Tesseract. However: total DPs in a fight are capped at. I've grown fond of this combat ring/star type of abomination. Hullmod scripts usually extend BaseHullMod (which itself extends HullModEffect). If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. 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). : The more DP your entire fleet has, the more you get to deploy. ago. Your first colony should be on a good planet. The next update will add strong narrative RPG elements to Starsector, among other things. 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. Battleships have it at 7-8 tho. Take Wednesday's night loss to the Miami. You can change the special modifications bonus (default is +1 mod) using the console command mod. You can find the menu you are looking for when you go into any colony. For me, story points should only be used in conversations, not job related stuff like that. Wouldn’t it be funny if there was a chance that some of your. but that's a story for another day. There's a chart floating around that shows you how to not pather cells on your worlds, you may find it useful. 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. Majority of the playtime of this game comes from replay-ability. shadenight123 • 2 yr. level 1. 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. ago. The game, in theory, is a good candidate for modding: It's a single-player open-universe space exploration game. •. 2/ costs upkeep credits. The 8 officer limit (10 with officer management) still applies -- however, it only applies to officers in command of a ship. There is a battle size limit, so in cases where the total size limit is exceeded by both fleets the game distributes more points to the larger fleet as to simulate the fleet size difference. These numbers should be the same value. the new limit is 5 instead of 6. 3/ provides *no* benefit to the colony. Player fleet able to interact with objects immediately after battle, i. Compared to regular officers, they do not count towards your maximum officer limit, which means you can theoretically have as many of them as you wish in addition to your regular officers. Now what I would expect vanilla to do (and it doesn't) is when I make a skill elite on a normal officer. 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. But without an official announcement of a release nobody can really say. Skill Changes, Part 1. though after brief search i cant seem to find it. Hullmods are modifications that can be made to a ship through the Refit Screen, at an Ordnance Point cost. Except the skill that unlocks 3 s-mods is permanent. ago. json with notebook++ and you'll find this around line. 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. 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). ago. 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. Pretty much. json" look for the "playerMaxLevel":40," value, you can change it to what you want your max level to be. 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. Sometimes you luck out, sometimes you get nothing. 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. DesperatePeter • 5 mo. Hope that helps! Just what I was looking for. How to escape without using story points. Changelog: 1. The notes here regarding methods are directly cribbed from code comments in HullModEffect (v0. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. First thing I do is edit the number of starting command points in the settings file, changing it to 10. Manage as many officers as you'd like. 3 level of 3 industry skill makes D-mods reduce maintenance cost. Things specifically like Persean Chronicles are in relatively short supply, though; the only other purely-adds-a-quest mod I can think of is Internal Affairs. 1m experience/sp at level 15. 1. you cant they are part of hyperspace, going around ie the black zones is best. 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. Posted November 27, 2019 by Alex in Development. It works the same as many of the other capped skills like Crew Training, Tactical Drills, or Carrier Group where the bonus scales past a certain limit. 95. 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. A memory leak in a mod is causing Starsector to crash. Removed soft fleet size limit. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. (edit: also, Starsector has an actual story now. I still use frigates a good amount since recovering ships takes story points like 50% of the time, and frigates are cheap to replace. I'd like to take a look at carriers and fighters because I think they have become too weak in this latest update. 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. Mine is currently set to 2000 deployment points. cores are you friends and you can be theirs. 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. Lybederium • 2 yr. Additionally I found in the settings that you can change the maximum and minimum size of the "Battle Size" slider.