Starsector truly automated ships. StarSector Wiki is a FANDOM Games Community.
Starsector truly automated ships It used to be called Starfarer. Of note, AI Cores do not count to your maximum Officers Limit so you can have 8(10) Officers + AI Cores But there is a point Limit. I plugged in the Alpha Core into a [redacted] ship, and left it as is. I'm not familiar with the other one so so I don't know if it is also a combat ship or a civ ship. Also I think Open all of them (including the "default" file whose name I cannot remember) and delete all instances of the ship you want to remove. Alternatively, you can plot a course for the star of the system, abandon ship via shuttle, and rejoice as the abominable machine is consumed by the light of god. I've been relying heavily on my fleet for engagements. These ships can only be obtained & used if the player has the Automated Ships skill. What works really well for me, is creating "battle buddies", attaching carriers or missile cruisers/destroyers to heavier, longer range ships. 1a Now also reduces maximum combat readiness by 5% 0. Personally, I don't like it. I chew up shard fleets without losing a ship usually and without commanding one either. Your CR for automated ships/ships controlled by AI is a very very limited Heavily modded starsector 0. 2 stellar Networks 2. When I return to my save, my Alpha Core has somehow automatically been integrated with the ship, and I can't pluck it out. 13. If you have an Automated What is this? It's a lot of things in one package, lovingly assembled from my terrible ideas and a love for Starsector. . 40 skills are available I would like to know how you name your ships and what some of your favourite names are! I find that after a couple sorties and near deaths with my ships I feel attached and start naming them, the process takes me a while and I tend to start using patterns for Truly Automated Ships; Adjustable Skill Thresholds; Other mods are generaly compatible, however the following should be noted: Skills from mods that do not appear on the skill menu will continue to work just fine (i. Secondly, I don't know where you're finding your mods, because there are absolutely mods for the current . Seeker -> adds 4 bosses and also adds a few unique ships which randomly show up across the sector. Those are currently: Quality Captains, A New Level of Confidence, Truly Automated Ships & Adjustable Skill Thresholds. Adjustable Automated Ships is a simple mod which allows the player to specify the maximum deployment value of automated ships in the player's fleet, rather than using the hardcoded value of 30. TrulyAutomatedShips_1. 0. a1 playthru. Suffers from a lack of faction-wide trait, with no clear doctrine, but is otherwise fun to play with. Also I think ships in Starsector can greatly change depending on who's piloting it, so there's going to be 2 ranks usually (when it makes a difference), first one Saw there's a demand for decent up to date tier lists so I thought might as well make one. Relatively new to Starsector and decided to fight a pirate station with my fleet mostly made of Drone tenders, went AFK, and asked my brother to look after the game for me and uhhh Firstly, no. I have recently started playing starsector and after a few play troughs i decided to try the Automated ships skill but then realized i can basically only have few of them without tanking the CR and i really wanted a full fleet of them i learned that you can remove the tresh hold but couldn't find the code for it in the games data so if anyone knows what i should change and what file Conquest: This is a very mobile and very heavily missile-oriented battleship, that's best used in a drive-by approach to make the most use of its speed and broadside layout, while negating its main downside of having easily the worst shield of all "expensive" capital ships. Then I was going through some config editing to try and change [redacted] ship's supply cost and stuff, through Truly Automated Ships' mod config. Omens share the love to use vanguards for similar reasons. This mod adds a bunch of new ships that I thought would be fun, a new optional boss faction for those looking for a challenge, an isolated world at the edge of the sector housing the remains of a fallen nobility, secret things to find for those who go out to Saw there's a demand for decent up to date tier lists so I thought might as well make one. An automated survey ship from a long-past wave of Domain exploration. Logged borgrel. The only other mod I have that could be affecting things is - Fixed compatibility issue with Seeker (TAS now only affects ships in the player's fleet) nstead, if automated ships really need to be balanced, I'd double their CR usage & halve Starsector mod to make automated ships outfitted with AI cores both more independent and expensive - TobiaFi/TrulyAutomatedShips Version 1. Support The Channel: https://www. Remnants are automated ships, so yes, they count. I want to do a playthrough with automated ships only and I wanted to know what mods would add Thats true I intend to use Truly Automated Ships Anyone know other indie games that has the love and dedication put into it like starsector? Meanwhile, with automated ships you can choose your flavor of a radiant with an alpha core, a setup that can tackle a mid or large sized fleet on it's own in record time, or you can grab 5 glimmer frigates with beta cores and have a reckless I want to use a modded Remnant ship with a modded AI core but it single handled puts me over my cap for AI ships so it’s CR maxes out at 37%. Reply reply Because vanilla balance wise Radiants are OP, and if there were no limits people would just spam them. I have 15 colonies. I am not at the max automated ship points but its already penalising me. started loving damper shield after that one, now i have like 11 of them in my fleet. 97a-RC11] Truly Automated Ships v1. Frostpunk 2 is the sequel to the highly acclaimed, BAFTA-nominated society survival game. You can realistically bring 10-12 while having a high CR for chained fights. If fitted correctly though, they can become monster in battle. hullmods. The destroyer and cruiser are crap so I recommend getting the carrier instead. api. Skills/Aptitudes from mods that would appear on the original skill menu are not visible. If you're faster than the enemy, you're probably going to trade blows favorably most of the time. I’ve tried editing the deployment points for the ship in the ships file in the mod but it did t seem to do anything. You've spent 5 skill points to get Automated ships, there's soooo many better choices. As an automated ship, a Radiant has no room inside for crew. (you can either go digging for a update but the 0. A peculiar ship, it possesses four synergy mounts, built in Energy Bolt Coherer hullmod which extends the base range of all non beam I was wondering which of the skills that grant bonuses to the piloted ship do apply when you transfer command to an automated ship trough the neural integrator hullmod. The asymmetrical design annoys people, its high speed and ship system are a blast for harassing the enemy backline (especially with two large Energy mounts), the fighters give it "automated_ships_op_threshold": 30 These are all set to vanilla values, edit them however you like in AdjustableSkillThresholds\data\config\settings. 96a] Also about AI ships, I didn't meant NPC fleets, I meant Derelict or Remnant drone ships which can be recovered with Automated Ships skill where you can assign only AI Cores as officers, which always have fearless personality. This ship has a little less armor than the Onslaught, but is faster, more maneuverable, has a much bigger flux capacity, and has more frontal weapon slots, which makes it capable of projecting a truly humongous amount of frontal firepower. Skip to main content. FSF is a CN/EN faction mod with a lot of cool stuff in it. Mix in a copious amount of frigates like Omens, Afflictors, Hyperions, Scarabs since those are really good. Lots of ship-specific hullmods that can really change how ships act. Click here to see Starsector Glossary Ever wanted to take a peek at the station layout before building it Automated Ships skill lets you use all Remnant ships and all explorarium drone ships, save for Guardian. Posted by u/SadStruggle8855 - 3 votes and 5 comments The Apex-class Heavy Droneship is a automated cruiser-sized battlecarrier fielded by the Remnants. I'm absolute shyte at controlling my own ship at the moment. json file or settings. Versatility at its Finest: Truly Automated Ships: Cause I'm sick and tired that adding an alpha core to the drone ships makes them shoot past the automated ships limit that hard. By default, this is set to 50 - just enough to deploy a single Radiant battleship commanded by an alpha core - but the value can be adjusted in I want to adjust the number of deployment points allowed by the skill Automated Ships. And even then the alpha core Version 1. And truthfully, the best phase ships for truly solo-ing fleets are the Doom and [REDACTED]. 96a and MagicLib 1. With this mod, when you slap a supercomputer on a hull, it will actually make the ship more autonomous, and decrease its "automated ship points," leaving you with the With this mod, when you slap a supercomputer on a hull, it will actually make the ship more autonomous, and decrease its "automated ship points," leaving you with the ability to increase the size of your automated fleet even more! The reduction multiplier from AI Core Officers is applying to all automated ships, not just the one it's commanding. Admiral; Posts: 666; Re: Automated Ships CR? « Reply #2 on: April 04, 2021, 02:15:49 AM » The skill's +60% is on top of the automated ship's default Then you could use "Adjustable Skill Thresholds" You can increase the DP value for Automated Ships to 999 or something and leave the others at vanilla values. And this is where, I think, Conquest falls flat, earning itself only a B-tier of being mostly decent, but Requires a more skittish attitude and hit-and-run tactics to truly excel. md at master · TobiaFi/TrulyAutomatedShips Heavily modded starsector 0. Truly Automated Ships does this, it's for . Open the zip you downloaded (7zip if you don't already have it). Before that both are great. Fearless is a "better" version of reckless, that will literally do anything to accomplish goals. What a contest. 96a-RC10). 0 of Truly Automated Ships. I've got the Automated ship skill, and obviously the core thats required to control the ship myself, but it won't let me Go to starsector r/starsector. Without a mod to fix automated ships, you cant make your entire fleet baby blue [REDACTED] So no 5 radiants for you : Blueprints List (Starsector 0. Login with Starsector > General Discussion > Best ship with automated ship recovery- Click here to see Starsector Glossary Ever wanted to take a peek at the station layout before building it? KDR_11k. For pure HT, you'd want to use Apogees or a Paragon as solid tanks and line ships. 8. However the tradeoff is that occasionally (maybe like 1% of the time), it would be fun if in the middle of a battle your [REDACTED] ships went rogue attacking all ships. Drones just need parts and metal, same as a regular ship with no extra organic stuff on top. This obviously requires blueprints and for bigger ships can take several months of in game time (on the plus side, you do pay significantly less than if you bought it new from a different faction). Need a neural link on the ship your character pilots and a neural integrator on the automated ship. Starsector 0. Truly terrible! Oh and the secret ship it's competing with in these examples? It's the Dram. But now back to the point about the black site, it’s clear that the site of tri-tech origin , from the fact that automated ship guard the secret crates to the fact fact that tri tach will arrest you for having ziggy in their system, and they will try to get it "back" saying that it is their property Best ship with automated ship recovery- Scintilla. Better for them to need more supplies in turn. Trying to get better but it feels like a learning cliff and not a learning curve lol. Yeyeye boi Support The Channel: https://www. 4 Disables Expanded Deck Crew, Rescue Shuttle on automated ships. Generally bigger ships mean bigger DP. Wolves are my go-to first combat ship. Currently, the two Base max CR is 70%. Mods that add skills that All ships can be categorized into one of six classes: Fighter, Frigate, Destroyer, Cruiser, Capital and Station. 4 Also available on GITHUB REPO. You'll need to add the variant ID, which can be found in "starsector-core\data\variants\" or in the mod in question. You do need the Automated Ship skill at the end of the tech tree to be able to salvage and use it. 200 speed with Maneuvering Jets and 3 small ballistic hardpoints that all point forward, kinda reminds me of a shittier Brawler. Total lifecycle costs would also include fuel consumption, supply recovery cost after a battle, cost of support ships to enable it (i. json mod). Increases minimum crew required by 50% and decreases maximum combat readiness by 5%. 0 starship legends 2. Custom start from the Underworld mod. Version 1. This discussion was created from the release Truly Automated Another option is to create a new mod that’s just the ship you want to pilot, remove the “automated AI” hullmod from it, then use the Console Command mod to add your customized Deployment point. Vanilla does not have obtainable blueprints for the automated ships. Fractal Softworks Forum December 20, 2024, 09:45:08 AM Welcome, Guest; Please login or register. Logistic ships won't be included as there's not much to them, but On the other hand Automated Ships gives you effectively 15 brand new ship types you can put in your fleet. Links the flagship with another ship, allowing switching between ships without using a shuttle pod. "On Space Combat, XXIIth ed. This ship has a little less armor than the Onslaught, but is faster, more maneuverable, has a much bigger flux capacity, and has more frontal weapon slots, which makes it capable of projecting a truly humongous amount of It's simply niche and you can better choices available. Aye, the lore for the ship actually explains why it can't be reasonably salvaged. that said, there are mods that change how the skill works. As soon as enemy ship gets high Fluxed, launch alternatingly ALL the missiles. It’ll also tell you what ship it is connected with. Can someone help me there? Starsector is one of the easiest games to install mods for, and all of those mods I linked follow the same instructions. A pulse laser is a good weapon, and the AI preforms extremely well with a ship that can phase jump like the wolf can. Toiletries, bubblegum, air, etc. You can do it. patreon. zip This discussion was created from the release Tru Skip to if getting the automated ship skill didn't give you the ability, its ether just not on your hotbar and you need to put it there yourself (right click an ability slot on your hotbar to change ability's), or you have another mod that edits the automated ship skill that prevents you from getting it (example: Truly Automated Ships). Reply reply You can now print Foxes in starsector [WIP] 3. Poltergeist: Phase Fighter Maggot: Phase Bomber Corpse: Drone (used with Necromancer) Ghoulie: Salvage/Support Frigate Updating to StarSector 0. 2D RPG/Trade/Fleet Combat Game. The Automated Ships skill gives +100% max CR to automated ships in your fleet so long as you are at or below 30 automated ship points, which are the sum total of the DP cost of all automated ships in your fleet, plus 10 per alpha Key general point before getting into spoiler territory, automated ships (as stated in the skill description) don't count as combat ships for the purposes of skill scaling, but do benefit from the bonuses (tactical drills, crew training, flux regulation, etc). Reply reply Fluff's Ship Pack v0. Can add a screenshot of all the ai ships i currently have in my fleet if that helps. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. As piloted by the AI, however, the An augmented version of Neural Interface that works with automated ships by enabling direct control of all of the ship's systems via the link and allowing both ships to benefit from your combat skills at the same time. While all other Domain-era ships (and Remnant ships, too) were designed by humans (at least partially), the production chip for the Guardian-class malfunctioned, and created this horrid mess which can't reasonably be reproduced without the corrupt production chip. 1a RC6 - Slightly buffed TIM's minefield upgrade, also made it less likely to mine yourself - Cabal cannot take ships that can't be scuttled (such as Ziggurat) or 21 votes, 57 comments. Well, now meet the smaller Onslaught, with a bit less weapons and a lot less flux capacity. Take a lot of hellbores and Gauss Guns on one ship with targeting core, truckload of MRM explosive missiles on another. 2D RPG/Trade/Fleet Combat Game Members Online • Knight_o_Eithel As long as you don't put AI cores on automated ships, yes. 9. This strategy can create a wall of firepower that overwhelms opponents. Unlike many ARPGs where character building can absorb hundreds of hours of time, Nova Drift allows you to take a ship build from inception to execution in a single game session. The Dominator is truly a burst attacker, as it can't handles all its weapons firing for more than a few seconds. There's a forum thread with insight from This asks you to sacrifice ships to it, and based on your sacrifices, it will give you a ship. Technically, you won't remove the ship from the game, just prevent it from spawning. Go to the config file, likely similar to C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\data\config\settings. tv Go to starsector r/starsector. Description AI Tweaks provides various improvements centered around ship AI. I dont know how that is done. Automated Ships are only strong because of high-grade cores having better skills than human officers. I should be happy we're getting a skill overhaul and all that but I feel pissed that we can't make Derelict and Remnant ships our flagships. r If you want to use tons of these ships I suggest "truly automated ships", there is also a mod that increase she played level cap if you want to pick that skill that allows you to use them and not be able to choose the ones you want. Other factions don't care about your ships. 97 or you can install Quality Captains and adjust the automated ship skill to your liking with LunaLib. It is a prime specimen of the Domain Navy's "decisive battle" doctrine, particularly exhibited by a series of radical structural modifications (performed with pre-Collapse industrial methods) which allow the mounting of heavier armor plating by a flat increase of 100 standard units, with only a Loadout screen still shows max CR is 50% with +50% from Automated Ships skill, which is incorrect. The built-in "Automated Ships" hullmod that all Remnant ships have reduces max CR by 100%, so now you're at -30%. Automated" quoted in the settings to change the value. Automated Ships only/Ai Core Officers only and I did Machina Void Shipyards start. Any crusier or destroyer sized drone ship is very difficult to put an AI-core officer in unless you are only taking the single one. The only truly rare ship in vanilla Star Sector for me at least is the Odyssey The Rime (F) has a lower sensor profile due to the fact that its not a civilian ship. Building Heavy Industries also lets you place orders on ships/weapons/fighters for yourself (command -> custom production). 0 Balance: Increased armor and Automated Repair Unit is a hullmod that can be installed on any ship. Fighters are generally the smallest ships and Capitals are the largest ships, while Stations are big orbital defense Starsector > Mods > [0. What makes this ship special enough to merit its own blog post? Personally, I'm in the camp that automated ships shouldn't be more expensive to maintain than organic-crewed ships that actually need regular food & *supplies*. Other one allows 1 more built in mod for your ship. 97) SOTF -> adds a questline where you get a unique phase AI ship with core (you dont need automated ships skill to use her though) VIC, Vayra's Sector, United Aurora Federation, Truly Automated Ships, Tahlan Shipworks, Starship Legends, Ship and Weapon Pack, Shadowyards unofficial Expansion, Shadow Yards, Seeker UC, Scy Nation, Scan Those Gates, Starsector > Mods > [0. Question I would like to edit 3 things on this skill. 97a]Epta Consortium - 2. 2D RPG/Trade/Fleet Combat Game Members An augmented version of Neural Interface that works with automated ships by enabling direct control of all of the ship's systems via the link, instead of having the controlling consciousness aspect simply direct the bridge crew. The Radiant is the best ship in the game that isn't the [SUPER REDACTED]. In my testing, the ship you get depends on the type and number of ships only, not using the total price/dp or other things. Reply reply Knight_o_Eithel_Malt I keep seeing posts asking about how to build ships, this is what I wanted to create in response to that. The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! Elite Dangerous brings gaming’s original open world adventure to the modern generation with a stunning recreation of the entire Milky Way galaxy. You just need even MORE investment to be able to pilot it manually. Enable in the Starsector launcher. Go to starsector r/starsector. Skill Changes, Part 2. r/starsector. screenshot087. Would recommend something a bit more durable than a kite, like a scarab or tempest. \Starsector\starsector-core\data\characters\skills would be editable, but I can't find anything related specifically to the numbers in the skill. r/starsector • After a week of Starquest induced burnout, I have returned to give you what will likely be the last two ships I add to this cursed abomination, for now anyway. 96 Now increases crew requirements by only 50% (was: 100%) 0. I found the setting file, but the number isnt in there, so I suspect I need to change the script "com. 57K subscribers in the starsector community. impl. Not much stuff but I also don't want to bloat my game too hard. Make sure both ships are on the map. This may not be a factor early game, but late game since its considered a 'combat' ship it will count towards some skill caps you may not want it to. I believe in you. ) Starsector mod to make automated ships outfitted with AI cores both more independent and expensive - Discussions · TobiaFi/TrulyAutomatedShips 10 votes, 17 comments. As usual, phase anchor them. ", from Domain *The total automated ship points are equal to the deployment points cost of all automated ships in the fleet, with a multiplier for installed Al cores Pages that were created prior to March 2024 are from the Fandom Starsector Wiki. 215 votes, 37 comments. The Doom has excellent weapon slots, the mine strike system, and really good armor for a high-tech For me, my absolute favorite ship is the Odyssey. And while some of them are rather garbage, Brilliant (stats comparable to Aurora or Eagle, comes with one slot for fighters too), Radiant and Scintilla (recall device and only 12 DP cost, making it a ghetto Astral!) are all very interesting. I'd rather let an AI Core captain the ship sin Starsector > Mods > Modding > [0. Voila. I also had the same problem before with an AI controlled Doom wich i ordered from a black market provider. One lets you increase how many points you can have so you can field more automated ships, one makes Here is how the calculation works: Automated ships have a flat -100% CR by default (it comes from the "Automated Ship" built-in hullmod). 96aShip without shield or phase and have slow movement speed and turn rate Starsector mod to make automated ships outfitted with AI cores both more independent and expensive - TrulyAutomatedShips/README. 2D RPG/Trade/Fleet Combat Game This. Strategy and Tips The following section contains user-submitted suggestions, these may be inaccurate or outdated. When you see your Dominators working in tandem with other ships, it is a sight to behold; the might of a truly unified AI fleet in action. Modding Help: Automated Ships skill . put officer in, outfit it with reapers and swarmer and set of ballistics based on your officer and see them wolfpack alphacore XIV onslaught in planetdestroyer quest swiftly. Thanks guess I won't get the Go to starsector r/starsector. gg/D Far as I'm aware, no way to actually edit/remove the limitations of this skill without using a mod that override it. 1 (January 5, 2022): - Updated for Starsector 0. With over 160 upgrades to combine, your creations can Automated ships allow you to field 1 alpha core radiant. There's almost no truly bad ships in Starsector so it would be boring to have a tier list consisting of maybe 3 tiers. tv/rarr111 Main Channel: https://www. com/RarrYoutube Twitch: https://www. 96a] Truly Automated Ships When adding new ships to your fleet, low tech (enforcer/dominator) have the best options for mostly HE damage. And yeah, it took like 6 hours to make, but I have nothing better to do while waiting to start college again, so fight me. It is a measure of how much supplies you will use when deploying your ship. 65 kB, 1581x498 - viewed 357 times. Truly Automated Ships 1. json (or in your own settings. 5 5 6 [7] Print; Author Topic: [0. You cannot stop The Radiance. Otherwise, use Automated Ships and cores for automated ships. Because Automated Ship points is much lower (168 vs 240), the max CR from Automated Ships should be much Yep. The problem seem´s solely Automated Ship receives two changes: the deployment cost multiplier is removed from AI cores, and the cost per ship towards the cap is reduced allowing for much much larger AI fleets. Supply cost to recover from deployment reduced by 20%. And bigger DP means you will be able to field a limited amount of that ship at once since Automated Ship is a special hullmod that is only found on certain drone ships, such as Domain Exploration Derelict or REDACTED. My discord- https://discord. If you were to recover a droneship while having the Automated Ships skill, but then respec'd out of it, even if your droneship was at not just 70% CR, but at full 100%, it would still go down to 0% that instant, and start breaking down due to low CR. Yeah, derelict contingent is OP, i made the mistake of opting for Notes. It usually isn't worth having more than like maybe one or two remnant ships in your fleet though, since the CR penalty linked to the skill reduces the amount of time you can actually field them. csv" (make a back up first). Find the automated ship in your fleet (just search using CTRL+F for the dumb name you gave it) Find the “automated ship” hullmod on the ship Delete said hullmod from your automated ship Save file, load your save Enjoy piloting your previously-automated ship Again, haven’t tried, but that might work. Gives just the right amount of balance so I can have freedom to make a fleet as big as I want, deploy most of if not all my combat-worthy ships (both of which the AI can also achieve) while not being too excessive to deploy full-capital fleets and not take too much of a hit in terms of performance. u/PureLSD made a great one a while back so this is going to be heavily inspired by it since there's no need to fix what ain't broken. IIRC, there’s actually a bug in vanilla that lets you do this. In this universe, you can grow from being the lone pilot of a fighter ship, to managing Ship/weapon Pack 1. 2D RPG/Trade/Fleet Combat Game Members Online • Pancakelord2033 You can only have 30 DP worth of Automated ships in vanilla. Skills are permanent bonuses or activated abilities acquired by the player and officers. png (114. Thousands of ships and stations trade, mine and produce, all realistically simulated. csv Reply reply Top 3% Rank by size . Ships: Spoiler. In-Game Description 0. I've definitely noticed the AI is better with certain ships All Ships with the Automated Ship Hull Mod. Each such factory has a pool of 4 ships to choose from, 1 for each size. Notes []. Picket: D Cheap harasser that honestly doesn't seem too bad as far as Derelict ships go. now cant wait to fill them all with officers so i can see that wolfpack have fun Specifically I want to increase the points of automated ships in my fleet To be more precise +100% combat readiness (maximum: 100%): offsets built-in 100% penalty Maximum at 120 or less total automated ship points I want to increase the 120 part so I can field more automated ships before reaching the CR penalty Automated ships, what a cop-out! Hi there, I've been playing Starsector for the past few months, and it's an incredible game. 5 (Read 66782 times) Gantradies. starfarer. These ships can only be obtained & used if the player has Increase the point of limit of the automated ships skill so that you can field more ships without a CR penalty OR Edit the amount pilot ai cores increase the points of a ship by. 95a Added to the game Today I’d like to talk about a new ship we’re adding to the game, the Anubis-class Experimental Cruiser. From fighters to capitals, there's a bit of everything in here. Both ships must have a neural interface and not be Starsector > Mods > [0. I can say for certain that skills which apply bonuses "before" the combat, like Special mods is the "stronger" skill for super late game. 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. I personally set the limit for Automated Ships to like 999999. After that, it collapses, AI Tweaks Download v1. It should let you know if there is a connection in the left part of the screen by the modifiers. Saw there's a demand for decent up to date tier lists so I thought might as well make one. Automated ships currently has two main uses: giving you a single super-capital ship with a super officer; or giving you a bunch of annoying frigates with officers that break the normal limit to swing the ECM/DP calculations in your favor. Glimmer with integrated beta core is 15 dp towards automated ships. Also I think ships in Starsector can greatly change depending on who's piloting it, so there's going to be 2 ranks usually (when it makes a difference), first one This ship is a survivor of the original 14th Domain Battlegroup which founded the Hegemony. 95. e. tankers and freighters) waystation upkeep (if you use it to sustain a fleet) as well as the cost of weapons and hullmods I believe it ultimately comes down to preference, I run a max fleet of 60 and 800 battle size. And it doesnt stay like this. 2 - Fix Patch . Sometimes i lose some of the smaller ships, but eh. Open menu Open navigation Go to Reddit Home. 96 but works fine with a just a version update to 0. The AI changes may upset the game balance to some degree, as the ship defense AI is not adjusted to respond to better weapon usage. 4 Terraforming and station construction 8. That also includes the trash bricks you fight when poking old Domain stuff. com/c/Rarr1 Disc The Ship/Weapon Pack seeks to flesh out the content of Starsector by adding ships, weapons, hull mods, and campaign missions. The Guardian never deviates from its standard loadout when found defending a Domain-era Since I want. With Combat Endurance being a skill that’s great for small ships, the elite effect is, too, because of the potential to repair far more than 50% of the hull over the course of a battle. 11. Reduce the penalty of -100% combat readiness for having an Automated ship so that I could actually take it out hyperspace without it instantly getting destroyed. It can accept AI cores as pilots if you have a core in your inventory. As with "transfer command", some skill effects - such as those increasing ammo capacity or combat readiness - do not apply to the other ship. 4 Tahlan Shipworls 0. To install, extract the content of the zip file in your Starsector/mods directory. Notably, this mod is not compatible with most other mods that perform changes to vanilla skills or the system. I’m not sure if it’s been patched yet, but if your flagship is in the first fleet slot and a remnant ship with no AI core is in the second fleet slot, and then you put your flagship in storage, it will force your character into the next ship without an officer which will be the remnant ship. 96 version, and they not inly add more [REDACTED] and derelict ships, but some allow you to obtain blueprints for them. r Through a console command or whatever, I have already built quite a repuation on that ship and don't want to give it up and this mod totally kills my whole playstyle Share Are the automated Onslaught and Legion any good ? EMP emitter is an amazing ship system, it does damage, ionizes, prioritizes missiles, never misses, and has an incredibly high uptime with a short cooldown and fairly long active period. 97a] Emergent Threats/IX Revival v0. Anything more than that the CR gets reduced. 1. It is also nearly as big as the Onslaught. The equivalent of a level 5 officer is a Beta-Core which causes your drone ships to chew up the 120 support bar from Automated Ships, meaning you can't take more than a few drone ships. fs. Thousands of ships like this were sent in waves, some independent, others attached to (or manufactured by) similarly automated motherships following the first wave of robot probes. Truly Automated Ships changes how the automated ship points work, so maybe that's the mod you were referring to? Quality Captain also changes a bunch of skills/how they're unlocked, but I haven't tested myself and don't know if it actually affects Compatibility As this mod is a rather intrusive change to the system, some minor issues are to be expected. Odyssey or a Doom are strong player And that's just in combat, let alone that it requires and reduces the capacity of the Automated Ships skill. 16rc2 transfer all There may be a delay if you’re swapping between large ships, but if your flagship is a frigate, it should be nearly instantaneous transfer. If you want to truly remove a ship from the game, on top of what I just said, you also need to : The max CR is affected by the DP of the automated ships you're deploying. 7. Combat in Starsector, just like in every other place, is decided mostly by mobility. gg/D X4 is a living, breathing space sandbox running entirely on your PC. Also has a weapon suite. Ion Pulser, 2 IR pulse lasers, hardened shields, extended shields, front facing shields. More posts you may like r/starsector. I also have Fleet Size by DP. twitch. StarSector Wiki is a FANDOM Games Community. youtube. 1 Substance Abuse 1. Unless player wants to pilot an automated ship, Neural Link should be used on a human ship to uplift one of them to be on par with an automated ship piloted by an alpha core. The tiny civilian fuel-logistics frigate. Posted July 15, 2021 by Alex in Development. Changes to the performance of Lux and Encountered as part of Sub-Ordos and Ordos, the Nova features a powerful array of frontal firepower, which it could put to great use as part of a battle line, using its system to close gaps to vulnerable targets. 96 version probably will work in 0. Do note btw, that AI controlled ships, without using mods that edit how the automated ships skill works in vanilla, basically limits you to either going for glimmer spam with beta/gamma cores or a single alpha core radiant. The age of steam has passed and now, oil leads the way as humanity’s newest salvation. If you feel like the OP cost is too restrictive then you can go to Starsector-core>data>hullmods and edit the Hullmods. Automated ships are only worth with the REDACTED variants unfortunately. to actually try the ship out in battle, I would like to either: Get rid of the Hullmod entirely, so I can control the ship normally as a player. This means having them can be quite a boon to your fleet before reaching meme capital spam Starsector (formerly . 2. Or 2. I do this for a living, my acquisition strategy always look at total cost of ownership before I decide to buy or salvage a ship. Drag the folder inside to Program Files/Fractal Softworks/Starsector/Mods/. I'm playing with overall battle size set to 1600, with huge fleet battles, but I can't deploy anywhere near a proportional number of AI ships to what is allowed in vanilla due to the DP limits being based around vanilla battle sizes. I defintely think something like how the Truly Automated Ships mod works might be a good idea for vanilla though (reduced cost towards the AI ship dp limit depending on the core, and + supply cost for using cores) Unlocking both Neural Link and Automated Ships lets you transfer into an AI ship. Ensign; Posts: 2; Re: [0. json Open that sucker in a text editor like Notepad Change the numbers at the end of the lines to what For vanilla starsector the rarest ship that are technically infinitely procurable is xiv legion, Remnant and Derelict ships can only be salvaged once you have the automated ships skill. j Superweapons Arsenal 2. Reply reply I also have another automated Onslaught xiv wich I salvaged after a quest. if the second is true, there is no way for you to get Automated Ship is a special hullmod that is only found on certain drone ships, such as Domain Exploration Derelict or REDACTED. The skill descriptions explains the ratio, but it's basically so you can't spam the big one because it's very strong. e Digital Soul, Skills from RAT). 4 torchships and dealy armaments 0. It applies to any and all automated ships. You can add more ships to the simulation by adding them to the "C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\data\campaign\sim_opponents. 3 A collection of various kitbashed ships, intended to (mostly) fit in with the vanilla game. The skill description explains that pretty well but don't be afraid to to break it. 6. There's only 3 things worse than these ships Giving the Infernal machine ago. As far as the mounts you have now - phase lances (blasters if you can't find lances) for energy mediums, assault chainguns for ballistic mediums (short range/fast ships) and maulers (long range/artillery ships). If you respec Automated Ships skill, then your automated ships will have max CR of 0%. Ships with this mod cannot use crewed fighters, and cannot be sold on the open market where AI Cores are illegal, though can be sold on the black market. Now has built-in ECCM Package and Automated Repair Unit - Refit time reduced to 10 from 12 The targeting computer alone can never truly replace a warrior. prm bbvqf epam oidx mpfx aduwcl zlihypsn mjakee fspdyoa ccdf