starsector story points limit. Just look at that number: $300,000,000. starsector story points limit

 
 Just look at that number: $300,000,000starsector story points limit  If you are new, some pointers on colonial management: Get some skills

Re: Maximum combat ship recovery cost bonus of skills and increased battle size. 1a, and added support for configuring Derelict Operations DP discount % (pull req by cmp831) 1. 1u/day. 1. You can (and should) set the AI's officer limit to match this. How to escape without using story. 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. Main article: Hostile Activity The Hostile Activity intel item is the major colony threat system in version 0. Flux from the shield, spawning mines, and using fighters only affect the center modules flux. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. Agent can help you increase/decrease relationship between factions (yours or others). It used to be called Starfarer. Find a damaged frig, go to system, then get sierra. 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. - Reformatted backcompatibility settings and added them to modSettings. A Radiant with an Alpha core would have a max CR of 60%, not 45%, which I don't get. open up setting. Factions will wage war against each other and try to conquer their enemies. 96 was focused on adding stuff to the game, not modifying existing code, after all. There should be "Manage built-in hull mods" alogside options like "open comms directory" and "Visit the dockside bar". Story points can help prevent teams from burning out at work. The automated shipyard is a structure that can be discovered around a . Huh. This video showcases my fleet that I use for general purposes. If you are new, some pointers on colonial management: Get some skills. 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. The "Atlas of Pain" because I haven't thought of a proper name yet. 0. And i only use this L A R G E fleet only in the core worlds and in close proximity to them, for exploration i use a 9/18 burn (18 fuel/ly) setup, and again, the Ox tug seems pointless. Ballistic is shorter ranged and inaccurate, but throws numbers at the target. Alternate "Fast" version. 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. x50 ensures. Want to go higher than 30 ships available in your fleet? This is how you do it. bonus points if you ditch the drugs in a nearby asteroid belt on occasion so you dont get scanned by the space police. 1 Income 5. They grant bonuses such as increased range and armor. Heh, you have enough experience. 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. The sensor jammer increases its side's ECM rating by 5%, also +20 DP. 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. 45K subscribers in the starsector community. Hello! Been playing this game for quite awhile, wanted to try and do a run of sorts whereby I use only/ Majoirty redacted ships, however of course, there is that 120 point limit to the amount of redacted ships you can field without CR penalties. And there you have all you need to. The actual size of the ships you have counts towards this (ie. 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 more points you spend on Leadership, the better your skill of people management -the higher skill's limits. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. Cleveland is giving away 18. 1a-RC8) VERY IMPORTANT The game engine generates a single. 40 skills are available. Quote from: SCC on April 17, 2021, 06:18:27. 1. You send them to worlds controlled by a faction and ask them to perform mission there. You don't need most of your fleet at this point. After I promted him to talk about the guy he kidnapped, he confessed that he is tired of violence. 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. So while setup is complex and requires a lot of skill points to work - it does work amazing. 8. It is most effective when player controlled, or given an aggressive or reckless officer. And that is the reason story points exist. This class can be a. The notes here regarding methods are directly cribbed from code comments in HullModEffect (v0. Time between changelog and release for the last few patches: 0. jpg. Starsector > Mods > Modding >. The bars have some nice easy quests. Majority of the playtime of this game comes from replay-ability. ) It basically puts you to a higher "tier" of salvage bonus. Collecting salvage is one way to make credits in Starsector, by cutting up unwilling or indifferent things into little pieces to be sold. This will require Alpha core, some fuel and machinery. Reverted numerous weapon balance changes. Yellow: Armored. Yes, search for: "maxIndustries": [1,1,1,2,3,3,4,4,4,4], in settings. Sometimes you luck out, sometimes you get nothing. • 10 mo. Your first colony should be on a good planet. 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. That is why you see in OPs screenshot a radiant with 3 built-in hullmod. It's a solid shield shredder at a good price. csv which defines it's basic information as well as where it's script is. For example I would never normally use an atlas. The only comparable imo is avorion. for example: <st>legion_xiv</st>. 9. Manage more officers. Some of these also affect NPC colonies. 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. 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. 96a is now out! Take on new missions exploring the story of the Luddic Church and the Sindrian Diktat. It's easy to make up a reason why SO can't be built in. Deployment points are awarded based on fleet size, with the larger fleet getting more. console. 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. (Generally speaking, anyway. Skills are permanent bonuses or activated abilities acquired by the player and officers. • 3 yr. But without an official announcement of a release nobody can really say. You will read a lot about S-Mods on forums, this is what they are referring to. Many different things can be salvaged for resources, from debris fields created after battles to ruins on surveyed planets. I salvaged instead of recovered one or two ships from the tutorial derelict ships. Im talking ordnance point aka hull slot allocation cost. Skills are permanent bonuses or activated abilities acquired by the player and officers. Between abundant (in my opinion) story points and the industry items, I just don't need AI cores anymore. 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. Max deployment points can be changed in the settings up to 500 so if you have the bigger fleet you get 300 deployment points to play with. I don't like having to choose and miss out on 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. That would be for all fleets, not just the player's. For real though, best way to deal with Hostile Activity is to just ignore it completely. The enemy will have less deployment points than you which means they will have less ships to fight you at a time. Quest 1 id where you need a bar event. Alliances offer mutual assistance in times of war. I like to run with multiple ones. In between scavenging and selling. 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. So if you are completely out-officered the enemy will get 240 DP, while you will only get 160 DP. Captain; Posts: 378. Friendly-Hamster983. This is especially true for capital class ships with a lot of weapon slots. 6. 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. Interesting side note; 1 Salvage Rig + 5 Shepherds offers the same salvage bonus as 3 Salvage Rigs, due to how the diminishing returns work. i was playing the academy missions, found em by accident. - Civilian ships gain a set percentage of all XP gained at the end of a battle. Console commands mod: "addstablepoint". json of a given mod to make it compatible with the current version. 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). ago. Tired of the AI getting more DP than me for no reason. Hypothetical fleet with 20 fully-integrated Alpha Cores says hello. 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. Sure, but from 100%, not the default of 70%. Tempest can be ridiculous with the right skills, SO Hammerhead is still strong, but not as strong as before. 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. Not in my settings file. Displays up to 24 ships of each type, gets wider instead of taller "Ship repairs completed" messages will now stack when many repairs finish at around the same time; Custom production limits increased to 100 units, regardless of ship/weapon sizePlay around a bit in the Refit screen with the Simulation and test several loadouts and pay attention how the autopilot behaves. 1a] Everything Recoverable (v1. The built-in "Automated Ships" hullmod that all Remnant ships have reduces max CR by 100%, so now you're at -30%. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. Starsector is a hard game, especially when you have no idea what to do. Fly new ships, including 5 new capital-class hulls and numerous smaller vessels. 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. ago. 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%. Until recently, this wasn't a feature that was high on my radar. ago. 5 or do I still have to mod this? I find story points are amazing to give non-combat ships 4 or 5 logistics mods. 95a is basically the same as 0. The Console Commands command is indeed “setmarketsize n”, where n is the desired colony size. 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. Starsector is using multiple methods to control fleet deployment some of which make it vastly unfair on the play when you have both. Elite Dangerous is all about the one man show (unless you join some online group) and flying is vastly different in the two games. It used to be called Starfarer. 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. 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. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. If you want to change specific industries to buildings or vice versa you can edit the industries. Provided your computer can handle more ships at once, of course. However: total DPs in a fight are capped at. 2D RPG/Trade/Fleet Combat Game. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. 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. This is installed just like any regular mod. 95a: 162 days. 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. At level 15 xp gain is locked in. Ships not recovered may be salvaged instead. 0 – 2021-10-12. The goal of this Mod Pack is to put all of my private modifications to Starsector into one easy-to-install package. 1, there were considerations for and against using the capital freighters/tankers such as the Atlas and Prometheus compared to their 2nd tier counterparts the Colossus and Phaeton notably for when fleets would approach their max size limits or if the player. Make sure you’re doing it from the colony management screen. Pretty lightweight deployment-wise for an excellent boost in command, just fly yourself to a far off corner and watch the battle. ago. 1. hey, I didn't see a lot of guides explaining how colonies work in conjunction, so I tried to make a straightforward guide that explains it. 95 that I'm less than thrilled with, but this is all in the context of how I personally enjoy the game. New patch is the perfect time to drop in, welcome to the community. So if you learn a Paragon Blueprint and sell a spare you can't use on the Black Market, you'll eventually get Pirate patrols. : The more DP your entire fleet has, the more you get to deploy. Instead of officier with missiles specialization should get boost toward accuracy, tracking, less missfires etc. Just look at that number: $300,000,000. FYI Solar shielding mod also limits damage from storms. Also using story points for officers is a bad idea in my mind. Combat endurance on AI core gives +15% readiness, 35% now. After all I had come heavily armed expecting a challenging encounter, and didn't want my efforts to be in vain. 2. This mod changes the game to set your max fleet size using the total deployment points of your fleet, rather than raw ship count. Logged Chairman Suryasari. 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. 4X game features in Starsector. Missions refer to two different gameplay features in Starsector. Fleets belonging to factions will also patrol the cosmos. You can also use them in some quests to make things a little easier, but no. 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. For example, "-Xms6144m -Xmx6144m" allocates 6 GB of memory for the game. « Reply #1 on: April 27, 2016, 09:26:37 PM ». -Another point on the self preservation, the AI will stop shooting if there's another allied ship in the way. The difficulty depends on what mods you install with Nex. You should adjust exp gain bonus for. 1] Slightly Better Tech-Mining. 95 - Guide to Fleet Composition. – Updated skills compatibility and default starting numbers for 0. EVEN if skill has no elite version. 2D RPG/Trade/Fleet Combat Game. at Monday, October 12, 2020. though after brief search i cant seem to find it. There are diminishing returns with having multiple. 9. Get one Sunder and use story point to put safety overrides on it. 95a. 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. I can't support it, even with missions in the core worlds. Besides, you only need one colony with 10 transplutonics because of how supply works in Starsector. 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). 500 increased armor. Sort by: best. A Starsector mod that officers additional functionality for managing officers. Unlike the automated ship construction event that can pop up in research stations (and possibly other. I. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. Comrade_Bobinski • 4 yr. - 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. I consider Starsector to be either the best indie space game people don't know about or the best indie space game people here aren't talking about. 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. After max level, it costs twice this, or 10m experience, to get 4 story points, likely spaced at 1 per 2. While the commands themselves aren't case sensitive, arguments are. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. I don't remember if Atlas can get enough points to install both ADF and efficiency overhaul, probably has to use militarized subsystems instead. AxtheCool • 2 yr. 2 Resources 2. 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. ) things like limits on how many ships or fighter wings you. Also note that you can roll up to the academy without waiting for the invitation from some rando at a bar. console. You order something and you can pick it up on the 1st of next month. All you should need is a text editor like notepad. The limit on how many you can add is two IIRC. Then immediately go back to a planet to buy supplies /crew. Or used in a suicide run distraction to slow down a superior force. I'd like to take a look at carriers and fighters because I think they have become too weak in this latest update. The first one doesn't. legion_xiv is not too hard, but other. You need an alpha core. The skill system – the one in the currently released version, 0. ago. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. First thing I do is edit the number of starting command points in the settings file, changing it to 10. 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). However I strongly advise you don’t bump it up too much, 700 is fine if you have a fairly good computer. Battleships have it at 7-8 tho. [deleted] • 5 yr. And I'm taking this information straight from Nex's code. Soil nanites. swarmy1 • 2 yr. Reply reply. s-mods with hull restoration are +5% each, so 10%, 15% it you take the leadership tree, 65%. 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. If you must raid neutral factions, turn off your transponder before entering a system and avoid detection before raiding your target. Once the bugs with Pather Interest get fixed, this will more or less be your only planet that. Once the bar gets full you'll have an invasion that the colony forces will be able to easily handle and then the bar resets back to 0. A Radiant with an Alpha Core is the Destroyer of. 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. The_TrashMaster • 4. 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. Hey, so i have an overabundance of Omega weapons, tons of story points, and an Onslaught XIV legion. Comment removed by moderator · 11 mo. Anyway. How to escape without using story points. You get to right-click on them in your inventory to learn them. thewizord. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. 1. list ships. If you go to settings. Ye, but you can just edit the mod_info. So if you are completely out-officered the enemy will get 240 DP, while you will only get 160 DP. tbh I think the closest thing to passive SP generation might be to just use console commands to periodically cheat them in. Each d-mod should be straight up -20% to hull + their own major maluses. Additionally I found in the settings that you can change the maximum and minimum size of the "Battle Size" slider. So the experience for level 15 in RC9 is 5m, and you get 4 story points on the journey towards hitting it. r/starsector. Colonies were added in version 0. 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. Step8: go there and use a distress signal while inside of the system. 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. Location in my system, and erected the Comm Relay. So far I have not seen any particular pattern for where the. cheating. 5GitHub page. 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. 51K subscribers in the starsector community. Fleet upkeep of 3. Larger colonies get more build slots, up to four slots at colony size 6. If i recall correctly, you don't even need to play the rest of the game. Premium. Re: Deployment points. 10. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. 1 / 2. Several-Eagle4141 • 9 mo. Then start a new game with Easy difficulty. e. Remnant ships are simply super DP effective and punch way above their weight class. Win the game. The second stable point does cost SP though. Cut deals Warlord Kanta’s pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price. 16 votes, 26 comments. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. 60-100+ enemy ships, even if you have a very good personal ship, the skills to abuse it, and a high enough deployment limit to field your. New patch is the perfect time to drop in, welcome to the community. everything else is still accurate. - class: This points to the script you wrote in Step 1 above. With default battle size doing anything other than smashing a blob into their ships is a quick recipe for a loss. ago. First point: The S-mods have made combat ships able to become extremely strong. Take Wednesday's night loss to the Miami. Hullmods are modifications that can be made to a ship through the Refit Screen, at an Ordnance Point cost. 96 was focused on adding stuff to the game, not modifying existing code, after all. 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. Still not easy. Open menu Open navigation Go to Reddit Home. the new limit is 5 instead of 6. You manage them via the agent tab in the Intel section. 2. If you have 10k bonus exp and do. 0. Remnant ships are simply super DP effective and punch way above their weight class. Excellent improvements. – class: This points to the script you wrote in Step 1 above. You can edit the settings or pay a story point for each contact you want to add over the maximum. That also includes the trash bricks you fight when poking old Domain stuff. 2. Programming wise this should be relatively easy quick fix while making player "know" what they're up to. Best use your story points on really expensive hullmods Reinforced bulkheads (30) Heavy armor (40) Hardened shields (25) Integrated targeting unit (25)1). 95. If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. Summary:Ship recovery dialog now shows normal and story point recovery in the same screen. At level 15 it takes 550k to get a story point, at level 40 it's 1m. 9. In detail: I've been playing . Capturing these can be useful to tip the ECM rating balance in the. I used to stick an Alpha core on everything. (100~300) Since high-tech ships have shorter operating time. 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. Just a few revenants are enough for you to sneak past. Edit: Fuxed something that bothered me. 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. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. However the custom production should not exceed the limit, and if it does it can take multiple months to complete. maxShipsInFleet: similar idea to above. Consume a total of 0. 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. 1. Here, you can afford to send a destroyer and some frigates to capture a point. ago. 96,. Of note, AI Cores do not count to your maximum Officers Limit so you can have 8 (10) Officers + AI Cores But. Basic maintenance (standard) is 70%, meaning up to 20%. 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. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. The. 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. 96a RC10. You earn points by destroying ships and bosses. This is my final guide in my How to Starsector playlist. 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. Installed in farming. « Reply #1 on: December 14, 2022, 03:06:12 PM ». Name. 91, with a few key differences. Velroy_Denkins • 4 yr. WimRorld. It used to be called Starfarer. 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. There is also a limit on the total deployment points worth of ships you can deploy simultaneously, which is normally half the battle size chosen in the settings menu, with some variation based on objectives captured and officers present skewing it as far as 60/40 in the favor of the side with more officers (in theory, by taking objectives, a. Pretty much. Battle size depends on your fleet combination. (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. Enjoy endless possibilities for customization with Starsector mods, expansions, and more. As long as there are not too many fighters it runs at 20 fps+ at max deployment. Like a ridiculous amount, more than any other hull mod, and I can't stand zooming around at less than 20 burn sustained. New comments cannot be posted. The current state of carriers. Edit: or as venivedivici says, simply increase skills per level (doubling for 30/40 skills, for example). The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. 9a. 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. By that i mean relaying on scavenged low-quality ships. I searched but Didn't find any mod like this. Mechared. Start a new game and choose the quick start option with the "dev" label so you get in fast. Gamma: -1 Demands Beta: -1 Demands & -25% Upkeep Alpha: -1 Demands, -25% Upkeep, and unique Improvements Improvements can also be done either by spending story points which is permanent which also. If you want them to keep their distance, make sure to also equip them with extreme range weaponry, or go with missile boats or carrier hybrids and assign rally points for them. How to escape without using story points. 0. 1. Big planets (size 7) can give you 40 points of relationships with any either, even if you disrupted some industries for a whole year. But I think that probably does not affect the "Standard recovery", also you gain more credits when just scavenging, but I was just.