Finally, ships with too many d-mods (6+) can be made. 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 the Paragon only 500,000 for example). This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. It used to be called Starfarer. 95 is the VIP transport mission. I'll try to add and see if that works. json. - Civilian ships gain a set percentage of all XP gained at the end of a battle. Flux from the shield, spawning mines, and using fighters only affect the center modules flux. 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. Try flying into the center of a sun. Re: Increasing deployment points? « Reply #1 on: January 19, 2014, 12:09:49 PM ». If you haven't yet reached the max allowed number of regular officers, it's probably not worth it. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. How to escape without using story. console. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. Until recently, this wasn't a feature that was high on my radar. Soil nanites. 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. 12 Cycles a Prisoner (or how I captured 2 VIPs and forgot them for 12 years) Memoirs of a Hegemony Captain. 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. help addship. You need an alpha core. the story point are kinda op for this current update, I hope they make the story point related like recovery for certain ship or adding permanent hull mod more expensive so you need more think and planing before using themIntroduction. Fly new ships, including 5 new capital-class hulls and numerous smaller vessels. Writing Starsector 2: Westernesse Boondoggle. 2D RPG/Trade/Fleet Combat GameIf the slot is unnecessary or ineffective, a lot of the times it is better to leave it empty and use the points for more useful things. Starsector > General Discussion >. help list. The skill description explains that pretty well but don't be afraid to to break it. For real though, best way to deal with Hostile Activity is to just ignore it completely. 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. 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. Low-tech ships need a certain number of gunboats to keep pushing. Or just get industrial evolution mod that lets you build com relays on planet, so you only need 2. This maintains an almost identical rate of. The OnlyCleanRecovery fraction will then limit your maximum number of recoverable ships to 24 if you set it to 1. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. A Starsector mod that changes the way that built-in hullmods work. Im pretty sure it doesn't cost SP at all. It genuinely feels like there is no point in trying to get better, more powerful ships because the AI will forever get more DP than you. 95. . Not to mention the huge signature radius without MS/IEA. 95a (Released) Patch Notes (Read 568449 times) Arcagnello. These are meant for broader use within the. Diplomacy events see faction relationships changing over time. Your deployment points you get for a fight are a part of what your fleet in total has (scaling logarithmically I think, so at the beginning its almost your whole fleet). These will are only relevant to modified QC installations. 51K subscribers in the starsector community. 96a upgrade! - Added milestones! These are perks that are unlocked as you progress through vanilla. Valor barely has any worldbuilding, sadly) Last edited by mahu;. 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. 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. (edit: also, Starsector has an actual story now. If you go to settings. 1. It used to be called Starfarer. Akin to a Cryosleeper or a Coronal Hypershunt, it is located in a fixed location somewhere in the system. 9. 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 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. but energy weapons are fairly weak versus armor in the first place. 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. 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. No change to the cost. A. It is most effective when player controlled, or given an aggressive or reckless officer. Many thanks. 95a is basically the same as 0. DesperatePeter • 5 mo. The deduction. 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. 1 version was the max skill mod that allowed me to have all skills. Larger colonies get more build slots, up to four slots at colony size 6. e. 7. 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. cheating. In the vmparams file, replace the text "-Xms1536m -Xmx1536m" with the memory you want to allocate to Starsector. I’d started out trying to add a story point option that would, to quote my TODO list, “make ground raids more of an early-game activity the player can engage in”. Each d-mod should be straight up -20% to hull + their own major maluses. Installed in farming. March 22nd, 2012 at 12:40 pm by Cenoh @Cenoh: That’s the plan. 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. just edit pt or sp to the amount you want, no need to ever add. There should be "Manage built-in hull mods" alogside options like "open comms directory" and "Visit the dockside bar". 95a – has some things about it that I like, and some things that I don’t think worked out particularly well. 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. 5 Alpha preview. Default is 8% of base DP per additional S-mod. Battle size, fleet size, number of officers (obviously, only if your computer can handle it) for epic battles. Ye, but you can just edit the mod_info. You can find the menu you are looking for when you go into any colony. Make the battle size the smallest so the majority of deployment points goes in your favor. ; Ace Custom: The. I eventually use the story points and exp to put Augmented Drives on anything with 7 or less Burn, so I get 18 base with Sustained Burn on, 20 in my systems where I cam build a Nav Buoy. 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. Mechanically, they're not terribly complicated (though I do like how you can use eg. Edit: the industry skill "Colony Management" is no longer in the game. 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. 5m experience. The nav buoy increases the speed of its side's ships by 5%, also grants +20 DP. Check the forum. When you give them orders, you put them on. Besides, you only need one colony with 10 transplutonics because of how supply works in Starsector. I have loved Starsector ever since I bought it (long before it changed it's name) and come back every year to play it. 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. In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. – tags: Used with the ‘help’ command to find specific commands easier. r/starsector A chip A close button. Another reason to spread is that the story point cost for improvement explode. 239. 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. Well in the base game you can add a new stable location, so long as you have fewer then 3. Capturing these can be useful to tip the ECM rating balance in the. 1. 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. you can edit your save file and add blueprints. 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. Starsector colony / terraforming mod combinations Question: What, in your opinions, is the best mod combinations for the best Starsector colony / terraforming experience?. As things are, most ship packs and factions should at the very least be functionnal. The player can build industries on their colonies for credits. I'm running with 60 ships fleet limit, 800 DP max battle size limit, a mod to throttle engine graphics and running Starsector on Java 8. Go around them if you can't handle the damage. You don't actually get a performance hit until you drop below 50% (so conceivably you could use 60 automated ship points without penalty). 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. 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. 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. Fractal Softworks' Starsector is a game with a lot of potential. The limits yes, but the per-frigate stuff is insanely good, and the +2 officer is ABSOLUTELY A MUST this patch because deployments point allocation is now based on officers (not your total ships DP) and the AI fleets in the lategame ALWAYS have more officers than your cap pretty much, which means you will usually be fighting 40% vs 60% which is. I have had that mod once but it gave me so much rare stuff it was insane. Ship recovery dialog now shows normal and story point recovery in the same screen. There is a mod that raises the level cap while also ensuring the grind isn't too bad, though. - Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. Console commands mod: "addstablepoint". 4, you find cryosleeper and kill. Starts at 200 - 500 300 default. 5/ has miniscule returns (you can literally get more from. You can take inspiration from there. Go to starsector r/starsector. You can choose. [deleted] • 5 yr. Or used in a suicide run distraction to slow down a superior force. Starsector (formerly . Skill points stop, and story points maintain their growth rate. And then the ai droneships since they have nice roles in a fleet. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. Agent can help you increase/decrease relationship between factions (yours or others). For example I would never normally use an atlas. And navigate to "baseNumOfficers" and edit that number. Tldr I’ve been playing starsector for a while, and I’m in the middle of my first genuinely serious game. 2. Allows for crafting of special items (like nanoforges) using Domain-era artifacts. But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. EVEN if skill has no elite version. ago. 1. tbh I think the closest thing to passive SP generation might be to just use console commands to periodically cheat them in. 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. Alternate "Fast" version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. I need to heat my house and I like the massive brawls. 242. 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. 21. zeonlight78. Click on the star. Make expensive sure but not story point expensive. 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. Change it to whatever numbers you want. With default battle size doing anything other than smashing a blob into their ships is a quick recipe for a loss. Hmm, maybe I just need to try it. Story points are basically the ability to make your captain a gigachad temporarily or to obtain certain rare things / do special mods. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. 1u/day. It used to be called Starfarer. Locked post. 2. Battle size depends on your fleet combination. 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. The hull mod I most frequently build in is the drive field one because it takes so much OP. Tired of the AI getting more DP than me for no reason. 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. 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. Salvaging after battles is also a good way to get back some of the supplies/fuel spent. Best use your story points on really expensive hullmods Reinforced bulkheads (30) Heavy armor (40) Hardened shields (25) Integrated targeting unit (25)1). This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. 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. Bitbucket. 240 AI ship points means 50% boost up to -50%. Some time later, I ended up with a total revamp of the ground-raid system. Ships from allied fleets cannot be recovered in the post battle recovery options but may still appear as derelicts on the strategic map after a. This game is in no way similar to Elite Dangerous. i don't know if this works for mods too, and what names to use. 2/ costs upkeep credits. Example (Class + Limit):. Reverted ship changes. at Monday, October 12, 2020. Cruisers killing smaller Tesseracts. Wouldn’t it be funny if there was a chance that some of your. Do check if you have enough space, especially. Elite Dangerous is all about the one man show (unless you join some online group) and flying is vastly different in the two games. You can modify the minimum, default and max deployment points allowed in a battle. 1. 1. Example). Capturing these can be useful to tip the ECM rating balance in the. Consume a total of 0. With lvl 8 officer that doesn't count towards the limits?! Sign me up. commands. It involves using the Transverse Jump to. This is installed just like any regular mod. At level 15 xp gain is locked in. 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. Factions will wage war against each other and try to conquer their enemies. Additionally I found in the settings that you can change the maximum and minimum size of the "Battle Size" slider. One Tesseract killing the other. Job_Precipitation • 3 yr. 95 for a while and I got decent colonies going, pop 6 and all that. How to escape without using story points. One feature is in both categories – “pick one of two skills at every tier”. 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. 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. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. 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. 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. This will require Alpha core, some fuel and machinery. You should adjust exp gain bonus for. 0 - 2021-10-12. 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. In the same file you can also change the fleet size from the default 30. 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. 0 – 2022-01-02. 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. 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,. After I promted him to talk about the guy he kidnapped, he confessed that he is tired of violence. AxtheCool • 4 yr. The only comparable imo is avorion. 2D RPG/Trade/Fleet Combat Game. Hoarding for late game seems to be the best option. DP balance and arbitrary incentivization of certain playstyles are. But I think that probably does not affect the "Standard recovery", also you gain more credits when just scavenging, but I was just. 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. 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. So if you are completely out-officered the enemy will get 240 DP, while you will only get 160 DP. The "Atlas of Pain" because I haven't thought of a proper name yet. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. 3 supply units. There are a lot of things about 0. Story points are a player-exclusive quasi-resource used for various purposes in the game. First point: The S-mods have made combat ships able to become extremely strong. Ships not recovered may be salvaged instead. But when I approach (and make contact with) the primary star, and the outlying one, neither give me the option. 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. If you are old enough to remember. - 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. It can be as simple as "the. Use the fully-qualified name of your class (ex: data. ago. If it was sufficiently Colonies are player-owned settlements on planets within the sector. Once you right click on the Janus Device you'll be able to , but that's the end of the story for now. • 2 yr. To hire them you need to spend 1 SP 100% XP, with the contract only lasting 720 days. •. Pathers have no such time pressure (at least to any appreciable degree) and are free to watch and wait for opportune times. This class can be a loose script or inside a jar, the console will work with both. This class can be a. Sometimes I get 120, sometimes 80, mostly it's 89. My name is Reese Kitteridge, a former captain in the Hegemony Armed Forces aboard the HGS Mira's Wrath . 40 skills are available. 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. Missions refer to two different gameplay features in Starsector. 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. A memory leak in a mod is causing Starsector to crash. Logged. It's a solid shield shredder at a good price. 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. at which point drivers will be hit with a $1 fee for each minute they continue to charge their vehicles. Humanity was ruled by the Domain, which controlled multiple galaxies. In starsector, ballistic and energy pd have different rolls. ) things like limits on how many ships or fighter wings you. 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. aaronrizz • 4 mo. Destroyed some fleets, was satisfied, walked out by the. Too bad I already swiped one from Kazeron (and I plan to steal the. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. Note that you shouldn't assign more than 8G otherwise the game engine will choke on trying to manage it and slow down. 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. ) With that important note out of the way: some factions in the game have a stronger identity than others. • 10 mo. battlecruisers contributing more than frigates) I think there’s a total of like 400 deployment points for every battle, allocated between both fleets. In between scavenging and selling. 66. So you'll also need to use a gamma core on planets you install the coronal tap in. AKA- do things that give you a lot of XP to get story points quickly (fight hard battles). The player gains story points with XP, with four points gained over the course of reaching the next level. 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). Story points are funny. With these skills (and usual reduce of deployment cost appied by D-mods) it makes relaying on low-quality ships viable with. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. the habitable planet. The first one doesn't. - Releases · qcwxezda/Starsector-Progressive-S-Mods. (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. 9. Both of those are. I use this fleet for nearly everything and is fairly inexpensive as it does not use story poin. You manage them via the agent tab in the Intel section. 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. Instead of officier with missiles specialization should get boost toward accuracy, tracking, less missfires etc. 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. Make sure you’re doing it from the colony management screen. This is my final guide in my How to Starsector playlist. The product of multiple mentions. Campaign mode was originally introduced in the 0. 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. You also cant repeat the stable location generation. 2. Thing is, my campaign is pretty advanced already, and I do understand most of the mechanichs, but the one thing I do not get at all is deployment points. However. Spamming ieds will generate uh, quite a bit of lag though. A good indication of this happening is if you get a random out-of-memory or GC limit overhead crash in the campaign if you leave it. Positioning inbetween. Still not easy. Im talking ordnance point aka hull slot allocation cost. 95 threats do not appear till the colony reaches size 4. 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. 1a-RC6 is sad - totally not worth the effort for something that: 1/ takes a full colony industry slot. Yeah, I already begun playing and the writing on the story missions is quite good. If you go into the settings. Do check if you have enough space, especially. x50 ensures. The notes here regarding methods are directly cribbed from code comments in HullModEffect (v0. Admiral;. Removed extra skill point scaling. Main character points, or single player game points perhaps. Tempest can be ridiculous with the right skills, SO Hammerhead is still strong, but not as strong as before. Ballistic is shorter ranged and inaccurate, but throws numbers at the target. Here's what I know: You can either find the skill/whatever/modify skills and add more colony limits or something else if it's just a problem about stats. 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. Phase-class are strong at 1v1 fights, fewer deployment points gets more advantages. 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. 0, as there will not be a single affected ship that will need story points to. Remnant ships are simply super DP effective and punch way above their weight class. level 1. You can change the special modifications bonus (default is +1 mod) using the console command mod. I salvaged instead of recovered one or two ships from the tutorial derelict ships. First thing I do is edit the number of starting command points in the settings file, changing it to 10. If it took longer to get to that point, it might be something like the number of entities in the game. You can change the base limit in the settings file. If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. From my experience running the game on a 3600x it doesn't get too bad until endgame, where it drops off to 30, maybe 20 if there's a lot of fighters, which tbh on the combat side I find good enough, but if you want smooth 1k battle sizes in starsector no pc is gonna work lol, that's just java being java. there is a point Limit. 1. azrehhelas • 5 mo. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. Your second system is best -- several habitable worlds, barren world for Industry, etc. After getting most or all of the blueprints, he started offering colony items for four story points each. It's awesome; I'm not bashing it at all, but I would like to talk about that last bit - the war bit. Writing Starsector. Sure, but from 100%, not the default of 70%. Key word being was. Fleets belonging to factions will also patrol the cosmos. The benefits of a Dram are well known. I salvaged instead of recovered one or two ships from the tutorial derelict ships. Nex turn Starsector into an actual 4x game and most faction mods need it to work. but an option could be to spend vast sums of story points to unlock a limited number of additional skill. Late to the party but here are some QoL and visual mods. Tesseracts attacking each other. 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. I really can't see how it's "garbage". However, note that some story/AI fleets can bypass this cap requirement. Posted November 27, 2019 by Alex in Development. 0.