starsector story points limit. Basically, as soon there are more than 4-5 ships on the screen, my fps drops to about 30. starsector story points limit

 
Basically, as soon there are more than 4-5 ships on the screen, my fps drops to about 30starsector story points limit  Both of those are

Example (Class + Limit):. Key word being was. That's how Starsector got started, too - nights and weekends, and all that. You can spend story points to increase the S-Mod limit for a ship. Edit: the industry skill "Colony Management" is no longer in the game. • 2 yr. 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. It provides a good work flow as i feel like always chexking the bar each world. Blue: Elite. The rules are simple: Up to 5 concurrent contacts are “free”; deleting a contact is also free; Contacts beyond 5 require a story point to develop I liked armor tanking in 0. Colonies were added in version 0. For the remaining ships I got a mid-sized tanker, 1 atlas cargo ship and 2 salvage rigs. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. The "Atlas of Pain" because I haven't thought of a proper name yet. Several-Eagle4141 • 9 mo. 1. Starsector is already pretty on the easy side of games, you make everything cost money and it just becomes the easiest game ever. 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. After all I had come heavily armed expecting a challenging encounter, and didn't want my efforts to be in vain. The notes here regarding methods are directly cribbed from code comments in HullModEffect (v0. 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. 2 days ago · Share this story. azrehhelas • 5 mo. g. 239. I LOVE being able to build in hullmods. High tech (outside of Ziggy) is cheaper than low tech actually. Well in the base game you can add a new stable location, so long as you have fewer then 3. Atlas does. I didnt over do it, i never built in more than was necessary for my builds i used to have in 91. r/starsector. Starsector is a hard game, especially when you have no idea what to do. • 1 yr. Removed extra crew bonus. ago. I like to run with multiple ones. 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. For beginners, this is what I recommend:also, can i manipulate the game date ? like add 100 years ? ctrl+backspace to open the console, it will prompt the instructions open loading a save. 16 votes, 26 comments. 0. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. zekromNLR • 5 mo. Some hulls even have special mods unique to them. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. Open menu Open navigation Go to Reddit Home. It doesn’t consume it. Since radiant is 40 DP, it gets a CR penalty for being over the limit. Re: GC overhead limit exceeded crash. Anyway. 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. A row of Tesla charging stations. It can be as simple as "the. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. If your automated fleet relies on the computing power of the rest of the. 95 is the VIP transport mission. 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. Make the battle size the smallest so the majority of deployment points goes in your favor. 0 - 2022-01-02. ) It basically puts you to a higher "tier" of salvage bonus. Then start a new game with Easy difficulty. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. Many thanks. Low-tech ships need a certain number of gunboats to keep pushing. You can also use them in some quests to make things a little easier, but no. ago. For example, "-Xms6144m -Xmx6144m" allocates 6 GB of memory for the game. Ballistic is shorter ranged and inaccurate, but throws numbers at the target. You can find the menu you are looking for when you go into any colony. Custom production limits increased to 100 units, regardless of ship/weapon size- Fixed Armada Doctrine deployment point calculations not being treated as floats. Ye, but you can just edit the mod_info. Yeah, I already begun playing and the writing on the story missions is quite good. Which ship is best for boosting crew room + cargo space + fuel volume + ecm for fleet with use of 2 story points (build in) mods + 2 extra logistics = 4 logistics limit on self? Also some battle-support-capability like long range weaponry or multiple fighter decks would be better. at Monday, October 12, 2020. 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. but I think that was when using story points, which makes sense because u are spending a limited resource to recover extra ships, where just scavenging does not spend story points. 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. It used to be called Starfarer. 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. 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. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. 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. 8. However, note that some story/AI fleets can bypass this cap requirement. csv file. Having story points be more plentiful just lets you pick more interesting dialogue options or get that one extra S-mod. 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". Prism freeport is kinda overpriced, the agents are the new black market arms dealers, but they do not use 2x price modifier and using them is completely legal and does not require reputation or comissions, this is how I acquired one Paragon at lvl 1 fully equipped with hull mods and weapons for one million credits, used it to destroy an luddic. 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. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. It used to be called Starfarer. 3, you go to a new weird system and fight fleet, get sierra cruiser. It used to be called Starfarer. 51K subscribers in the starsector community. 0. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. Posted November 27, 2019 by Alex in Development. As things are, most ship packs and factions should at the very least be functionnal. Quote from: SCC on April 17, 2021, 06:18:27. - On that note Cola Powered Gamer/Indie Retro News would like to say thank you to Alexander Mosolov for taking the time to talk to us in this exclusive StarSector interview! Links :1) Game Reviews 2) StarSector Review. json of a given mod to make it compatible with the current version. These will are only relevant to modified QC installations. Author Topic: Starsector 0. You can change the base limit in the settings file. Click on the star. 95 for a while and I got decent colonies going, pop 6 and all that. I don't remember if Atlas can get enough points to install both ADF and efficiency overhaul, probably has to use militarized subsystems instead. (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. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. otherwise its a balancing issue (because no matter what the enemy does, the player will be unkillable and eventualy fights will become boring because you are pretty invulnerable at that point). 75 to whatever you want, like 1. Besides, you only need one colony with 10 transplutonics because of how supply works in Starsector. 96a upgrade! - Added milestones! These are perks that are unlocked as you progress through vanilla. Which is a moot point completely, because Nex invasions have a grace period of 90 days from the start of the game in which no invasions happen that aren;t started by the player, and alliances have 120 days before they can happen. Officers from a pod (both level 5 and 7) come with Elite skill (s), and can be retrained at will (instead of "Make skills elite" they have "Retrain" button in its place). (Starsector 0. 9. Mechared. Features. I've grown fond of this combat ring/star type of abomination. 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. Im talking ordnance point aka hull slot allocation cost. You can't just stack every mod on a ship because the mods require some sort of energy to power them like auxiliary thrusters or physical space on the ship like expanded cargo. starsector-coredataconfigsettings. 75 to whatever you want, like 1. jpg. 8a. Re: Deployment points. Too slow and too big a profile. You get to right-click on them in your inventory to learn them. 96,. Battle size depends on your fleet combination. I'm often at the minimum 120/120 deploy points at the start of a battle. Because the skill's pre-ship speed bonus also counts towards this limit, the benefit of this objective is generally very limited. Each d-mod should be straight up -20% to hull + their own major maluses. One Tesseract killing the other. « Reply #1 on: December 14, 2022, 03:06:12 PM ». The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. 100 fleet size, 99999999 battle size. 1. Posted December 17, 2020 by dgbaumgart in Development, Lore. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. And, based on the total amount of bonus XP spent when you hit level 15, you immediately get a bunch of story points back. Perhaps I am wrong, but there isn't a limit on the salvage bonus so they're multiplicative. Bounty hunting makes getting XP fast. r/starsector • 2 days ago. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. Logged Chairman Suryasari. 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. This is especially true for capital class ships with a lot of weapon slots. However I strongly advise you don’t bump it up too much, 700 is fine if you have a fairly good computer. 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. -Another point on the self preservation, the AI will stop shooting if there's another allied ship in the way. Just a few revenants are enough for you to sneak past. Writing Starsector. json file. Your first colony should be on a good planet. Also if anybody could tell me how to increase my DP limit i would appreciate it. 2D RPG/Trade/Fleet Combat Game. Handing over planets is really the big one, much faster than commissioning and invading for one faction. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. If i recall correctly, you don't even need to play the rest of the game. json; lines 53 and 63. Nex turn Starsector into an actual 4x game and most faction mods need it to work. But when I approach (and make contact with) the primary star, and the outlying one, neither give me the option. I've tried expanding my battle size but it's stuck at just 240-300 for deplpyments cap. ; Ace Custom: The. This video showcases my fleet that I use for general purposes. i was playing the academy missions, found em by accident. 108 votes, 45 comments. I salvaged instead of recovered one or two ships from the tutorial derelict ships. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. This is unlikely if 4096m+ of memory is allocated to Java; Starsector should never use that much memory, no matter how many mods are loaded. I know from forum diving that you can get a second by spending Story Points, of which I have 32. 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. The skill description explains that pretty well but don't be afraid to to break it. Pretty much. Story points are funny. Text under CC-BY-SA licenseAnd, based on the total amount of bonus XP spent when you hit level 15, you immediately get a bunch of story points back. In detail: I've been playing . Fleets belonging to factions will also patrol the cosmos. For instance buying s-mods and colony improvements directly (with appropriate costs obviously) would massively reduce the pressure to grind story points in late game. Reaperosha. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. If you repair this Automated Shipyard, you will have access to that feature permanently, as it is reusable. 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. 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. At max level (15), the player will also continue gaining story points at the same rate. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. ago. Humanity was ruled by the Domain, which controlled multiple galaxies. 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. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. Elite Dangerous is all about the one man show (unless you join some online group) and flying is vastly different in the two games. 95 that I'm less than thrilled with, but this is all in the context of how I personally enjoy the game. 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. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. Except the skill that unlocks 3 s-mods is permanent. 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. 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. 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. 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. Hire new officers regardless of how many are currently under your command. so its probably in the core game files in the java files somewhere. Make sure you’re doing it from the colony management screen. The_TrashMaster • 4. The more points you spend on Leadership, the better your skill of people management -the higher skill's limits. • 10 mo. If you are old enough to remember. That also includes the trash bricks you fight when poking old Domain stuff. Since the start of the closed betas, I've received a number of questions about the possibility of modding support in the game. It used to be called Starfarer. You don't actually get a performance hit until you drop below 50% (so conceivably you could use 60 automated ship points without penalty). 95a. 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. 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. Re: [0. Proof you can make it with this strategy. 25. Images. What if Story Points just gave you more OP? Fractal Softworks Forum November 03, 2023, 06:41:04 AM. This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. 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. Don't start using them unless your planet can defend itself long enough for you to arrive. These numbers should be the same value. Open menu Open navigation Go to Reddit Home. ago. Soil nanites. 1] Slightly Better Tech-Mining. The built-in "Automated Ships" hullmod that all Remnant ships have reduces max CR by 100%, so now you're at -30%. So one mod I liked in the 9. 1. 6. 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. The actual size of the ships you have counts towards this (ie. I. Maybe there's a system where you gradually build up to that as you level up plus some sort of scaling with enemies and combat size, but that feels very arbitrary and doesn't necessarily mesh well with exp gains from. This class can be a loose script or inside a jar, the console will work with both. You'd need a whole mod to change the price per hullmod and I don't know of one. Change XP costs to be based on default deployment point values rather than modified ones;. I use this fleet for nearly everything and is fairly inexpensive as it does not use story poin. battlecruisers contributing more than frigates) I think there’s a total of like 400 deployment points for every battle, allocated between both fleets. 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. Provided your computer can handle more ships at once, of course. Also that command must be from another mod, because base Console Commands mod doesn't have it. ago. 8 warships strapped together was too much, so combat versions will only get 4. Derelict ships and ships disabled or destroyed in battle can be recovered to gain a usable but damaged ship. Previously in 0. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. but energy weapons are fairly weak versus armor in the first place. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. Yes, search for: "maxIndustries": [1,1,1,2,3,3,4,4,4,4], in settings. Further nerfed Hurricane MIRV cooldown from 10 to 15 seconds (vanilla is 5)The Nexerelin mod is an excellent addition to Starsector, adding 4X mechanics to the game, asteroid mining, diplomacy events and total war between the factions. And there you have all you need to. The. ago. 3 Industry List. 1. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. Or used in a suicide run distraction to slow down a superior force. How to escape without using story points. Also an important bit of Story Points is you can recover it when you consume it. 1. Valor barely has any worldbuilding, sadly) Last edited by mahu;. 5m experience. 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. Logged. Many different things can be salvaged for resources, from debris fields created after battles to ruins on surveyed planets. Limit of 5 kills it. reduced maneuver is rough, given how fast the tesseracts are. In "starsector-coredataconfigsettings. 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. the new limit is 5 instead of 6. 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. Additionally I found in the settings that you can change the maximum and minimum size of the "Battle Size" slider. 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. Humanity was ruled by the Domain, which controlled multiple galaxies. I'd like to take a look at carriers and fighters because I think they have become too weak in this latest update. I don't like having to choose and miss out on things. Starsector (formerly . But 5 Shepherds alone offer much less bonus than 2 Salvage Rigs do, because the diminishing returns calculation puts things into terms of your largest single Salvage Gantry bonus. The difficulty depends on what mods you install with Nex. If you go into the settings. 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. 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. Modders: This is not a blanket feature. 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. Good for when you have a great system, but absolutely no stable locations. - d-mods should get complete overhaul. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. 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. 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. 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. Starsector! Join thousands of players in a massive online community. To hire them you need to spend 1 SP 100% XP, with the contract only lasting 720 days. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. Uniquifying the Factions, Part 1. I really can't see how it's "garbage". 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. Removed soft fleet size limit. 179 votes, 15 comments. Skills that affect the piloted ship. (I guess I should also chime in with the nitpick that the name "Story Points" also confused. Cruiser ship tier list - 0. Now what I would expect vanilla to do (and it doesn't) is when I make a skill elite on a normal officer. First point: The S-mods have made combat ships able to become extremely strong. json, because this game would be quite brutal and non-entertaining for me if I didn't. Hypothetical fleet with 20 fully-integrated Alpha Cores says hello. 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. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. 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. There should be "Manage built-in hull mods" alogside options like "open comms directory" and "Visit the dockside bar". x50 ensures. Swarming the remaining stage 1 Tesseract. You can take inspiration from there. You get a story point every 1/4 of a level up (and continue getting them even after you hit level cap). Thank you. json and set them to however you like. Go around them if you can't handle the damage. Basic maintenance (standard) is 70%, meaning up to 20%. How to escape without using story points. Some hullmods are built into ship hulls and cannot be removed. The player gains story points with XP, with four points gained over the course of reaching the next level. Also note that you can roll up to the academy without waiting for the invitation from some rando at a bar. The 8 officer limit (10 with officer management) still applies -- however, it only applies to officers in command of a ship. 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. i don't know if this works for mods too, and what names to use. You will deploy less and less of your fleet as the game goes on. ago. First thing I do is edit the number of starting command points in the settings file, changing it to 10. So I would suggest frequent saving, especially before entering quest related star systems - there are no time limits so it's. March 22nd, 2012 at 1:05 pm by Alex. json" look for the "playerMaxLevel":40," value, you can change it to what you want your max level to be. You've got to the end of the main quest. Under data/config there is a settings. Comment removed by moderator · 11 mo. The only comparable imo is avorion. 500 increased armor. 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. The enemy will have less deployment points than you which means they will have less ships to fight you at a time. if you have only phase ships in your fleet your fleet become almost unspotable and can smuggle into even major worlds. 1 will cause your fleet to suffer 10% more damage. 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. All you should need is a text editor like notepad. Costs 1 story point and grants 100% bonus XP ; Works on level 7 cryopod officers . So the experience for level 15 in RC9 is 5m, and you get 4 story points on the journey towards hitting it. help list. Hey, so i have an overabundance of Omega weapons, tons of story points, and an Onslaught XIV legion. 7. Vella from the Unofficial Starsector Chat discord for making the plasma flux catalyst cargo item icon; Thyrork, Phearlock, Ishman, Strb 103D for being a beta tester for the mod's update, which had undergone extensive changes and. e. 1.