Starsector colony / terraforming mod combinations Question: What, in your opinions, is the best mod combinations for the best Starsector colony / terraforming experience?. I. Yes. With lvl 8 officer that doesn't count towards the limits?! Sign me up. Valor barely has any worldbuilding, sadly) Last edited by mahu;. 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. Story point built in mods are great, and for RC10 onwards, building in logistics mods with story points means they do not count towards your 2 logistic mod limit. « Reply #1 on: December 14, 2022, 03:06:12 PM ». Some hulls even have special mods unique to them. What does this do? This mod changes the game to set your max fleet size using the total deployment points of your fleet, rather than raw ship count. (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. DP limits of skills should scale of your Leadership ability. 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. Programming wise this should be relatively easy quick fix while making player "know" what they're up to. Accidents. Both of those are. r/starsector. So if you want to tackle a super hard late-game fight, it's a nice little boost. Campaign mode was originally introduced in the 0. 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. Enjoy endless possibilities for customization with Starsector mods, expansions, and more. 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. First your mod is a fantastic idea. json of a given mod to make it compatible with the current version. 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. Just a few revenants are enough for you to sneak past. 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. Then start a new game with Easy difficulty. A row of Tesla charging stations. Go to starsector r/starsector. ago. If you are new, some pointers on colonial management: Get some skills. After raiding Kanta's Den to extract Zel at the end of the Gates's quest, I decided to wait for Kanta's fleets to show up instead of using the Magec Gate as the quest asked. Nex turn Starsector into an actual 4x game and most faction mods need it to work. "Battle size" in the in-game settings tab. My point is- if the enemy can't do, the player shouldn't. Yes, they are. Special mods, Colony upgrades, asking the Story Teller to give you coordinates to ceartain places with rare stuff, using them together with an Alpha core to make an orbital bombardment to a star to create another stable point are some of the best uses for them, imo. The OnlyCleanRecovery fraction will then limit your maximum number of recoverable ships to 24 if you set it to 1. 5. 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. The remaining military ships are 2 Sunders with integrated targeting cores, Tachyon lances and graviton beams. for example: <st>legion_xiv</st>. Or just get industrial evolution mod that lets you build com relays on planet, so you only need 2. After I promted him to talk about the guy he kidnapped, he confessed that he is tired of violence. 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. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. 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. 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. 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. Nanoelite001 • 2 yr. The. 40 skills are available. 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. At the end of the day, these are a resource which not intended to scale exponentially with stage of the game like credits or ships, but are more of a slow but steady gain (at least past the first 6 or 7 levels) for actually doing things which earn you XP. Writing Starsector 2: Westernesse Boondoggle. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. 8. 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. I'll try to add and see if that works. Current WIP mod to bring the Expanse's free navy into starsector. Features. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. 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. Best. Read the post, that's what it's implying. swarmy1 • 2 yr. 95a. r/starsector A chip A close button. 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. Time between changelog and release for the last few patches: 0. I wouldn’t make a it a point to restart just for it, just keep it in mind for your next playthrough. 2. Red: Powered. ago. Best use your story points on really expensive hullmods Reinforced bulkheads (30) Heavy armor (40) Hardened shields (25) Integrated targeting unit (25)1). A Radiant with an Alpha Core is the Destroyer of. Modders: This is not a blanket feature. This (along with many other settings) can be changed by running the Settings command. It prevents players from playing their character. i don't know if this works for mods too, and what names to use. 51K subscribers in the starsector community. 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 game is in no way similar to Elite Dangerous. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. A system with at least 2-3 <150% hazard worlds, preferably with ores, farmland and volatiles on separate worlds. ago. Removed extra crew bonus. [deleted] • 5 yr. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. Writing Starsector 2: Westernesse Boondoggle. these blueprints will be added as "learned". This maintains an almost identical rate of. ago. « Reply #1 on: April 27, 2016, 09:26:37 PM ». hopefully this is helpful for your colony. 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. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. An in-progress blog post is available at dev blog post. The skill description explains that pretty well but don't be afraid to to break it. Put it in the mods folder and make sure it's tagged in Starsector's launcher. • 1 yr. Just look at that number: $300,000,000. I still use frigates a good amount since recovering ships takes story points like 50% of the time, and frigates are cheap to replace. Or used in a suicide run distraction to slow down a superior force. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. Your second system is best -- several habitable worlds, barren world for Industry, etc. commands. Skills that affect the piloted ship. After getting most or all of the blueprints, he started offering colony items for four story points each. 240 AI ship points means 50% boost up to -50%. 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. What does this do? This mod changes the game to set your max fleet size using the total deployment points of your fleet, rather than raw ship count. 4 Structures. Until recently, this wasn't a feature that was high on my radar. 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 for a while and I got decent colonies going, pop 6 and all that. Skill points stop, and story points maintain their growth rate. At level 15 xp gain is locked in. Period. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. 1. Switching to Java 8 seems to solve the issue, Thank you kind sir. The number used here is one without additional skills that give you more officers. 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%. There's also Gacha S-mods, which blocks regular S-modding by default. This is installed just like any regular mod. So while setup is complex and requires a lot of skill points to work - it does work amazing. : The more DP your entire fleet has, the more you get to deploy. Deployment points are awarded based on fleet size, with the larger fleet getting more. 14. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. 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. Unlike the automated ship construction event that can pop up in research stations (and possibly other. "maxShipsInFleet":30, Increase the number of ships you can have before you get hit with the supply penalty. AxtheCool • 4 yr. Just understand that if your pushing. Except the skill that unlocks 3 s-mods is permanent. Collecting salvage is one way to make credits in Starsector, by cutting up unwilling or indifferent things into little pieces to be sold. You'd need a whole mod to change the price per hullmod and I don't know of one. EVEN if skill has no elite version. Don't start using them unless your planet can defend itself long enough for you to arrive. Go to starsector r/starsector. Just a list of all the bar missions (and my ratings) you can find. Removed soft fleet size limit. 2D RPG/Trade/Fleet Combat Game. Significantly increased XP required for officers to level up . Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. For me, that game is Starsector, an indie-developed role-playing, arcade-tactical, star-faring, 2D. Go into the game's config file and find the settings for "Easy" mode. Officer extension is what you're looking for. Larger colonies get more build slots, up to four slots at colony size 6. 9. As long as there are not too many fighters it runs at 20 fps+ at max deployment. "campaignSpeedupMult":2, Increasing the number to X will make the game move X times as fast when you press shift on the map screen. - Each ship has its own XP counter and gains XP during combat. I increased the lvl to 25 and officer lvl limit to 7. Hope that helps! Just what I was looking for. It's easy to make up a reason why SO can't be built in. azrehhelas • 5 mo. High tech (outside of Ziggy) is cheaper than low tech actually. ago. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. In the same file you can also change the fleet size from the default 30. Majority of the playtime of this game comes from replay-ability. Each ship as loaded out with a plethora of small hybrid turret slots, with varying missile hardpoints, or built in missile tubes designed to. But with the. So "structural damage" d-mod would be 20% base D-mod + extra 20% for whoping 40% hull damage. 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. Oh, and I added the mod that exposes the variables for the skills that. Tesseracts attacking each other. 125 votes, 45 comments. 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,. So it might say you can deploy 300 points of ships and they can deploy 200 points of ships if you have numerical superiority with a point. 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 skillpoints, you might not get any story points for reobtaining those levels. For a shitty looking space game that will almost certainly never come out or have any possibility of living up to its hype in the microscopic chance that it does. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. Make expensive sure but not story point expensive. Of note, AI Cores do not count to your maximum Officers Limit so you can have 8 (10) Officers + AI Cores But. If you are new, some pointers on colonial management: Get some skills. Try to get the remaining stage 1 Tesseract to attack the smaller Tesseracts. afaik, bring more ships and have higher leveled officers. No change to the cost. A perfectly disposable ship. 9. 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. If you vent only the center module holds fire, the others can keep shooting. So for 4 supply points I can deploy a mobile pd escort that can drive off phase ships, kill missiles and fighters at long range, and use damper to tank capital fire. And then the ai droneships since they have nice roles in a fleet. I can't support it, even with missions in the core worlds. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. json" look for the "playerMaxLevel":40," value, you can change it to what you want your max level to be. 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. Cruisers killing smaller Tesseracts. Modders: This is not a blanket feature. First thing I do is edit the number of starting command points in the settings file, changing it to 10. ago. Regardless, you can gain infinitely many, this only influences how fast. 25. 4/ has no "dramatically" higher chance of finding things on the first mining. Small bit of rep grinding and then you get straight into the story quests. most games have modifiable UIs. Go into the game's config file and find the settings for "Easy" mode. Bounty hunting makes getting XP fast. 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. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. though after brief search i cant seem to find it. but energy weapons are fairly weak versus armor in the first place. Starsector > Mods > Modding >. It doesn't matter if there's an overloaded capital ship that could be killed in the next volley, it will stop shooting if there's even the tiniest shuttle passing by. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. 75 to whatever you want, like 1. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. 5GitHub page. Pick them ALL up but immediately suspend repairs and mothball all but 2. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. 91, with a few key differences. - Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. 1. Though it gets memey after a certain point. 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. 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. As things are, most ship packs and factions should at the very least be functionnal. 0. Note that you shouldn't assign more than 8G otherwise the game engine will choke on trying to manage it and slow down. 0 (May 6, 2017) Updated to support Starsector 0. Is this now naturally possible within 9. 95. This is especially true for capital class ships with a lot of weapon slots. 86. Re: how to get story points. When you go into the Map tab, turn on the Exploration tab which will bring up the brackets next to all the stars on the map which are empty if the system is unexplored. Hullmods need an entry in hull_mods. Example). Costs 20 points. 10. Anyway. - tags: Used with the 'help' command to find specific commands easier. DesperatePeter • 5 mo. So yeah, your side at default will get 150 points shared between your fleet and any allied fleets + stations. Several-Eagle4141 • 9 mo. 0 - 2021-10-12. Anyways, story points for scavenging is dumb and completly removes the scavenger career from your game. For the remaining ships I got a mid-sized tanker, 1 atlas cargo ship and 2 salvage rigs. level 1. It is most effective when player controlled, or given an aggressive or reckless officer. Starsector version 0. 1. Remnant ships are simply super DP effective and punch way above their weight class. System and hyperspace screens tend to be around 45-60. 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. Hire new officers regardless of how many are currently under your command. All you should need is a text editor like notepad. Not to mention the huge signature radius without MS/IEA. Basic maintenance (standard) is 70%, meaning up to 20%. But without an official announcement of a release nobody can really say. 9 burn is the minimum I'll allow for my ships, so if I have to burn a story point to go zoom zoom, that's what I'll do. Use the fully-qualified name of your class (ex: data. Ms. For example, "-Xms6144m -Xmx6144m" allocates 6 GB of memory for the game. Plus you can use 2 smaller ships, they are strong too if you don't need a capital. 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. 6. Skill Changes, Part 1. -Another point on the self preservation, the AI will stop shooting if there's another allied ship in the way. 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. k1llerk1ng. Changelog: 1. 1. 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. Re: Increasing deployment points? « Reply #1 on: January 19, 2014, 12:09:49 PM ». Yep, really high accessibility and stability 10 is crucial (items, AI cores, story points, good planets/close planets, level 3 battlestation, waystation, megaport) plus commerce (with the +50% item) and free port on the most profitable of the two - e. ago. ago. json; lines 53 and 63. 95. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. the habitable planet. So for example, if story point option to disband inspection costs 20. 179 votes, 15 comments. Check the forum. 1. json, because this game would be quite brutal and non-entertaining for me if I didn't. 75 to whatever you want, like 1. You can find the menu you are looking for when you go into any colony. 000 and a story point, the money option without story point costs x50 more, so it becomes 1000000. Sure, but from 100%, not the default of 70%. The enemy will have less deployment points than you which means they will have less ships to fight you at a time. Huh. 2. Can only be installed on worlds that are not gas giants, do not have the "extreme weather" condition, and do not have the "extreme tectonic activity" condition. 51K subscribers in the starsector community. Add a Comment. The "Atlas of Pain" because I haven't thought of a proper name yet. A Beginners Guide on how Colonies Work. 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. I've done a lot of tinkering in settings. How does the math work for deployment point limits? I have read every single in-game label and menu, I have read through the entire starsector wiki, and I can't find the. 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. This will stop the event progress based on colony presence and stability but not from having any nearby pirate bases. When there are so many other good LB weapons, you are hurting yourself by using this, except on the conquest, where 2 of these on the "off side" allow it to min-max effectively. (Starsector 0. Wouldn’t it be funny if there was a chance that some of your. Im pretty sure it doesn't cost SP at all. 239. 3/ provides *no* benefit to the colony. Those stories happen once per ship that reaches legendary reputation, which requires about as much xp as it does to max out player level, so not quite passive. ) With that important note out of the way: some factions in the game have a stronger identity than others. But when I approach (and make contact with) the primary star, and the outlying one, neither give me the option. 0 - 2022-01-02. 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. No the limit is 15 and to my knowledge the max level. 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. Colonies were added in version 0. 66. 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. Improved and expanded fleet capture points on the battle map that might encourage smaller specialised ships over. The actual size of the ships you have counts towards this (ie. An alternative to buying story points, is to be able to buy some of the things you can use story points for. Previously in 0. It involves using the Transverse Jump to. 4, you find cryosleeper and kill. Besides, you only need one colony with 10 transplutonics because of how supply works in Starsector. ) things like limits on how many ships or fighter wings you. This. 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. 1. Want to go higher than 30 ships available in your fleet? This is how you do it. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. level 1. • 10 mo. Handing over planets is really the big one, much faster than commissioning and invading for one faction. 1 version was the max skill mod that allowed me to have all skills. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when creating their commander. And, based on the total amount of bonus XP spent when you hit level 15, you immediately get a bunch of story points back. Quote from: SCC on April 17, 2021, 06:18:27. Zero. Interesting side note; 1 Salvage Rig + 5 Shepherds offers the same salvage bonus as 3 Salvage Rigs, due to how the diminishing returns work. So if you are completely out-officered the enemy will get 240 DP, while you will only get 160 DP. In detail: I've been playing . This class can be a. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. You order something and you can pick it up on the 1st of next month. a lot, and I mean A LOT, of mechanics and information is obscured in this game, so I tried to shed light on a few things. You send them to worlds controlled by a faction and ask them to perform mission there. Swarming the remaining stage 1 Tesseract. At least for me this is usually not an issue in the mid-game/late-game. ago. When you give them orders, you put them on. – tags: Used with the ‘help’ command to find specific commands easier. 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. 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. Holding fire, keeping shields down, and regrouping fighters will give you the 0 flux. this is going to make them super tanky, at the cost of hunting them down a bit.