Starsector automated ships cr. Go to starsector r/starsector.


Starsector automated ships cr Even with the radiant because of the CR penalty Reply reply BiologyRuinedMyLife • I had a plague ship, it infects worlds you raid (and probably invade) with a 75% hazard rating. There is set amount of points (deployment points). The max CR is affected by the DP of the automated ships you're deploying. Trying some Automated Ships this playthrough, I finally gotten around to testing the two new ships and oh boy I have some thoughts. Simply put; Automated Repair Unit, to further allow any ship component to be rapidly repaired and keep your firepower in the fight as much as possible. Reply reply Starsector 0. *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 - 4x for an Alpha Core, Removed maximum CR increase per s-mod; Added "+15% maximum CR, -5% per d-mod Pages that were created prior to March 2024 are from the Fandom Starsector Wiki. Fractal Softworks Forum December 20, 2024, 09 Starsector > General Discussion and the Radiant will only go up to 40%CR, make me think that star of the next release will be the Scintilla. This only occurs on AI ships, most of which can be salvaged with the Automated Ships Skill. You can realistically bring 10-12 while having a high CR for chained fights. I don't know if there's any other affects besides those. Like other Remnant ships, the Automated Ships skill is needed to recover and effectively use Radiants. " All you can do at this point is beeline to a source of supplies and hope you don't run out of ships. 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. Description AI Tweaks provides various improvements centered around ship AI. The Red Planet quest always features a Radiant defending said planet alongside a few escorts, You can have a single Brilliant with an Alpha core before your CR They will rebalance the Automated Ship points system to allow for a lot more smaller ships with lesser AI-cores (while still limiting you to 1 Alpha-cored Radiant). For example: Go to starsector r/starsector. APEX: Honestly better than I initially thought, but it still ended up feeling weak. Unfortunately, there's not a lot to say here besides, "don't get yourself in this situation again. In contrast to the typical mobile, hard hitting yet relatively fragile Daemons, the Hel Scaith is slow and ponderous yet sturdy, designed to serve as a fleet The concept of the Hullmods is simple: it costs 45-60 OP and it can only be installed on Cruiser/Capital grade ships; it will provide Automated Ship Points equal to HALF the Deployment Points on the ship it is installed on when deployed in battle. X4 is a living, breathing space sandbox running entirely on your PC. Fighters are generally the smallest ships and Capitals are the largest ships, while Stations are big orbital defense OP cost: 3/6/9/15 S-mod bonus: Reduces repair time to 25%, and reduces overload duration by 33%. If it's at 60% effectiveness, AI Tweaks provides various improvements centered around ship AI. All reactions. Automated Ship. " upvotes The Guardian is a derelict battleship found defending various objects of interest. And i will deploy 7 radiant with alpha core officers in about 29% cr because cr lose 1. ADMIN MOD Onslaught Build Guide . Navigation Menu Fixed bug with CR calculation; Implemented compatibility with Tahlan Shipworks 1. 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 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. csv. patreon. If you take a look at the CR tooltip in the fleet screen, that should break down all the factors influencing CR. that said, there are mods that change how the skill works. A real disaster as you can imagine. Otherwise, use Automated Ships and cores for automated ships. 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. The onslaught is a very distinctive ship, and thus must be treated distinctively by the player using it. Click here to see Starsector Glossary Ever wanted to take a peek at the station layout before building it? If I give them both Gamma Cores, my Automated Ships skill goes to 60/30 DP meaning they have 50% of their normal max CR. 2D RPG/Trade/Fleet Combat Game Loadout screen still shows max CR is 50% with +50% from Automated Ships skill, which is incorrect. The difference is the first two are fast enough to dodge shots. 96 Added S-mod bonus. A peculiar ship, it possesses four synergy mounts, built in Energy Bolt Coherer hullmod which extends the base range of all non beam energy weapons by 200, and 2 built in Terminator drone wings. 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. The Guardian is definitely my favourite ship design in Starsector. Logged Quick ship, weapon & fighter guides, for when you need some help choosing them! Maybe don't check this out for the time being. Also idk man if thats phallic to you then Automated Ship is a special hullmod that is only found on certain drone ships, such as Domain Exploration Derelict or REDACTED. Omen and wolf are okay to a lesser extent. Example: Paragon with AIFS provides 30 extra Automated Ship Points when deployed. IIRC that number is 30, so if you got ship that require 30 points to deploy, that ship will have 100% CR maximum. 1; Assets 3. The skill descriptions explains the ratio, but it's basically so you can't spam the big one because it's very strong. if the second is true, there is no way for you to get So I was playing with a radiant I got from prism Freeport and wanted to put a beta core in it. AI officers are reckless, so pulling it out/it phasing out of a dangerous situation is likely. OP cost: 3/6/9/15 S-mod: Reduces maintenance cost, fuel use, and minimum crew Still trying to finish a vanilla run before diving into mods so the Radiant is pretty baller, can't really field more than one of them since the CR is really low with an Alpha core baked in due to how the automated ship skill works, but man does it tear stuff up. 2D RPG/Trade/Fleet Combat Game. 96 but works fine with a just a version update to 0. Skill Changes, Part 1. Question I would like to edit 3 things on this skill. Tldr. Aye, the lore for the ship actually explains why it can't be reasonably salvaged. 57K subscribers in the starsector community. Automated with data. Eventually you'll lose ships entirely. You are completely out of both supplies and CR. . A remnant of the autonomous AI fleets developed by the TriTachyon Corporation. It's sorta organic type look makes me wonder if there's a connection between it and Ziggy Stardust Automated ships kinda ass imo, in vanilla at least. I am not getting an increase to my CR either, assumably for the same reason I am getting a negative result. r RaiderUnit. CR deployment costs tend to be lower for small and low-tech ships and higher for large and high-tech ships. 75 x 0. The deployment cost is removed from the ship's available CR after each round of engagement. (I'm assuming the plague ship had the same mod as this one, but I scrapped it so I'm not sure) It is kinda frustrating that most big ships recover CR at a snail's pace. 4 Also available on GITHUB REPO. 0. It used to be called Starfarer. They are normally only found commanding Remnant Ordos, the largest battle fleets of the Remnants, in systems with red beacons. The more you have, the lower their max CR is. Starsector > General Discussion > It is bound to the same limit the crew has on their own ship BUT is penalized if Automated Ships CR drops below regular CR. Go to starsector r as for my option it has have the best perk on the entire skill, more CR, more Officer and more Permanent Hull are always good in any situation no matter what your play style was blue : iam very disappointed about this skill, in previous patch it always my number one focus. Increases the rate of in-combat CR decay after peak performance time runs out by 50%. First is the obvious, automated ships, assuming you’re using it for the radiant, it grants a necessary CR boost, plus that healing can be handy. 2. Loading. A single radiant with alpha core gives you like 40% CR. As piloted by the AI, however, the ship's high speed means it is often the first to make contact with the opposing fleet, and its wild charge forward will quickly see it flanked If you respec Automated Ships skill, then your automated ships will have max CR of 0%. I personally set the limit for Automated Ships to like 999999. I was so looking forward to having automated ships that I immediately integrated the core into the ship to get extra skills, after keeping the radiant in my fleet for several months to get rid of D-mods. The type of ship and ai core affect the CR rate. Currently, the two biggest features of AI Tweaks are autofire AI implemented from scratch and automatic omni shields for player ship. Although automated machines of war were forbidden in core Domain space, war drones were quietly employed outside of officially incorporated volume. 80. api. There is a threshold of 'automated ship points' (sum of ship DP with multipliers for cores) and the skill gives 100% CR as long as you are under that, otherwise it gives some amount less based on how much you exceed the threshold. Ships with this mod cannot use crewed fighters, and cannot be sold on Finally, you can pilot an automated ship by commiting 3 more skill points towards the blue skill tree, getting it in perfect CR condition while still having some points on the automated ship DP threshold left to play around with, but that has an additional hidden skill point cost of however many skill points you think need to be allocated to the Combat tree in order to make piloting And one know how to remove this "-100% Automated Ship CR" penalty? Modded Question/Bug Or how to counter it? Thanks! Locked post. Automated Repair Unit is a hullmod that can be installed on any ship. Open menu Open navigation Go to Reddit Home. To install, extract the content of the zip file in your Starsector/mods directory. Reply reply The Radiant is the best ship in the game that isn't the [SUPER REDACTED]. That ship has a max CR of 98%, and is currently at 99%, so it will lose CR until it gets back to its max. Once your total DP of automated ship surpass 120 DP, it starts getting max CR penalty. If you try to maximize bonus at 180fp, you're I'm experienced with modding, but not with Starsector specifically. youtube. Starsector > General Discussion > Changing the Automated ship skill . Having it in my fleet reminded me of Apogee - a sluggish high tech ship more focused on defense, that crumbles when being pressured or jumped on. Like other Remnant ships, the Automated Ships Go to the config file, likely similar to C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\data\config\settings. Basically, you get -100% CR baseline for an automated ship in a human fleet, and the bonus from Automated Ships goes partway towards cancelling out this penalty. Automated Repair Unit, to further allow any ship component to be rapidly repaired and keep your firepower in the fight as much as possible. Shield upkeep/sec. 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. Like all Derelict and Remnant ships this ship is hidden in the Codex; unlike the others it cannot be obtained even with the Automated Ships Building Heavy Industries also lets you place orders on ships/weapons/fighters for yourself (command -> custom production). 215 votes, 37 comments. That also includes the trash bricks you fight when poking old Domain stuff. Peak performance (sec) 360 . Overview []. Thousands of ships and stations trade, mine and produce, all realistically simulated. nstead, if automated ships really need to be balanced, I'd double their CR usage & halve their recovery speed, with full integration relieving that. \Starsector\starsector-core\data\characters\skills would be editable, but I can't find anything related specifically to the numbers in the skill. 3% recovery a day is insanely slow, and if your fleet gets engaged by multiple armadas one after the other you're bound to dip dangerously low on your main fighting ships eventually, and spend a very long time waiting for it to recover. You'll still need an AI core for your ships, but the CR penalty should be gone (and you get free automated repair unit too!) 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. Fixed bug with CR calculation; "automated_ships_op_threshold": /200 when npcs are rolling 20 cruiser / cap endgame fleets with limitless officers you'll be getting +1% damage and +3% cr with the default values. 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. 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. Glimmer with integrated beta core is 15 dp towards automated ships. And even if you do use AI ships you can only have one of the big ones without serious penalties. 14% CR lost per second, or in other words it takes 428 seconds for CR to decay from 100% to 40% at which point the The Hel Scaith is a heavily modified and automated version of the Dun Scaith-class dreadnaught added by Tahlan Shipworks. The following 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. It is built into the: Afflictor Shade Harbinger Phantom Hyperion Doom Revenant [VERY REDACTED The remnant capital ships have 5 Tachyon Lances, 3 S-tier hull mods, with these Lances they STUN LOCK my weapons with raw EMP damage even though I have shields up and 20% flux level, Just as I spam every weapon in my fleet against it and that capital remnant ship's flux goes up to 80%, he just teleports away from my weapon range and vents out the flux in 5 seconds I had a plague ship, it infects worlds you raid (and probably invade) with a 75% hazard rating. 0. Fractal Softworks Forum December 08, 2024, 03:51:30 PM Welcome, Guest "Adjustable Automated Ships" also lets you set exactly the point threshold on which the CR malus kicks in. When you fight larger/multiple fleets, you can and will run into CR problems because they bring more reinforcements than you ever can. 97 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. 40 skills are available Congratulation, saved it and now you have automated ship in your fleet. 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 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 From a gameplay perspective - particularly after automated ships were initially made recoverable - it makes sense to limit the player's possession of excellent ships with fully customisable high 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 get a baseline -100% CR from being in a human fleet, and the skill counteracts some of that penalty, up to all of it at 30 DP or less. Ion Pulser, 2 IR pulse lasers, hardened shields, This asks you to sacrifice ships to it, and based on your sacrifices, it will give you a ship. com/RarrYoutube Twitch: https://www. Reply reply Unofficial Starsector Discord damage control upvotes Peak performance doesn't matter as much becuase Combat Endurance combined with Hardened Subsystems results in 0. And even then the alpha core Yeyeye boi Support The Channel: https://www. com/c/Rarr1 Disc Open starsector\starsector-core\data\hullmods\hull_mods. starfarer. There is a threshold of 'automated ship points' (sum of ship DP with multipliers for cores) and the skill gives 100% CR To pre-face, Explorarium Drones are currently extremely unappealing choices when you're running the Automated Ships skill. This combines with Technology’s “Automated Ships” skill, which uses CR as a limiter on the number of automated ships you can maintain, potentially opening the door to a style of using high numbers of automated ships without installing AI cores to control them. After speccing for this why you can't keep a single Beta Core Brilliant in pristine condition in 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). Captain; Posts: 445; Re: Automated Ships Question « I found i can retain radiant and the other automated ships CR with no officer So i can keep at least 7 Radiant-class in about 29% CR (by Support Doctrine Before the battles, i can install alpha cores temporary. Fast ships can engage, disengage, vent, and reengage at their desired range more easily. Does this ship have an assigned officer? Hover your mouse over the "Well-Known" hullmod In the Starship Legends mod, an officer can gain or loose loyalty with the crew of a ship depending on performance in combat. 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). That means high tech frigates! Hyperion, tempest are your best choices. Shield flux/damage. Automated Ships are only strong because of high-grade cores having better skills than human officers. 25 x 0. 20%. Automated ships allow you to field 1 alpha core radiant. r Catch is that realistically you can only run one capital (and you might still need fleet wide CR boost skill to get it to over 50%) or two smaller vessels. Fearless is a "better" version of reckless, that will literally do anything to accomplish goals. The per-day supply consumption for CR recovery is increased to account for the increased recovery rate, but the total supply cost remains the same. I'm absolute shyte at controlling my own ship at the moment. In this universe, you can grow from being the lone pilot of a fighter ship, to managing a vast empire, commanding your fleets and designing colossal space stations. Glimmers are the glue that holds most of my fleets together. Now, if you are not a scum like myself then skip this next step please. hullmods. When adding new ships to your fleet, low tech (enforcer/dominator) have the best options for mostly HE damage. Peak performance (sec) 420 . AutomatedRepairUnit. As piloted by the AI, however, the ship's high speed means it is often the first to make contact with the opposing fleet, and its wild charge forward will quickly see it flanked Go to starsector r/starsector. lower ships may have lower CR cost /deployment but because it have very limited peak performance time its mean your ships will cost more CR the longest the battle goes some hullmods will reduce your peak performance or make your ships losing CR faster compared to normally does automated ships have huge CR reduction the more your have on your Reduces supply use for maintenance, fuel use, and minimum crew required by 20%. v1. it says the ships can run without the need of any crew which is a W on my end but i dont know how to fix them, (also spent 2,500,000 credits fixing all their hulls) 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. No idea how you get them drop to absolute zero CR because that would mean you have like 480+ DP in total. 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). I've definitely noticed the AI is better with certain ships The Radiant is a rare, powerful Remnant battleship. Much like the Fulgent, the Apex possesses an awful flux dissipation Automated ships require different thing to increase CR. tv/rarr111 Main Channel: https://www. It’ll be going back into the fray with some regen is worth it for reducing risk Go to starsector r/starsector. If you have an Automated Ships skill you can recover them after a fight Posted by u/SadStruggle8855 - 3 votes and 5 comments 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 CR counts down for every ship in a battle. especially after automated ships . If you plan on capturing and using a Radiant like most player that goes for the skill, then expect that a single one of those with alpha core will be the only ai ship in your entire fleet if you want to avoid a dangerously low cr level cap. Ships use CR to be deployed in combat, with the amount needed ranging from 9% for the Gemini to 40% for the Hyperion. All ships can be categorized into one of six classes: Fighter, Frigate, Destroyer, Cruiser, Capital and Station. AI Tweaks Download v1. 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 The automated ship skill gives CR, but there is a cap on how much based on the DP and cores you have in your ships. It ended up obliterating its CR and now I'm confused Changing the Automated ship skill. twitch. 6a release, it makes sense to revisit it after seeing how it’s played out so far. Crew training (despite there being no crew, maybe its the remote operators getting better ), and selecting combat endurance as a skill on the AI core. Advanced Stats. This will make the hullmod no longer reduce cr by 100% (or affected by the Automated Ships Skill). On the other hand Automated Ships gives you effectively 15 brand new ship types you can put in your fleet. Going over causes max CR for those ships to drop, and if you respec away from the skill the CR drops to 0. 97a (In Development) Patch Notes The automated ship skill gives CR, but there is a cap on how much based on the DP and cores you have in your ships. If it helps with testing/repro, I can send the save used in the video (vanilla + Console Commands only). Any advice? Logged You've spent 5 skill points to get Automated ships, there's soooo many better choices. 2D RPG/Trade/Fleet Combat Game Members Online • DamascusSeraph_ You use the neural interface hullmod on your flagship and neural integrator hullmod on the automated ship, then in combat both act as though your character is the pilot gaining all skill buffs and if Ships have a maximum CR influenced by your level and some perks. Other factions don't care about your ships. It's currently the largest, most dangerous and rarest Daemon fielded in the Persean Sector. r/starsector. All Ships with the Automated Ship Hull Mod. 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. Increases the combat readiness recovery and repair rates by 50%. Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom Starsector (formerly . Reduces supply use for maintenance, fuel use, and minimum crew required by 20%. Your CR for automated ships/ships controlled by AI is a very very limited shared resource. Recovery cost (supplies) 5 . fs. impl. 10%. Logged stormbringer951. 2D RPG/Trade/Fleet Combat Game Members Online • trevormooresoul They won't get d-mods, but at 0% CR your ships will take damage and lose crew and cargo. Low loyalty leads to, among other things, a reduction in max CR. 11. Because Automated Ship points is much lower (168 vs 240), the max CR from Automated Ships should be much higher, closer to 100%. You can stack more CR using derelict contingent and theoretically get three radiants with 40% that way, plus you know, all the absurd benefits entailed The concept of the Hullmods is simple: it costs 45-60 OP and it can only be installed on Cruiser/Capital grade ships; it will provide Automated Ship Points equal to HALF the Deployment Points on the ship it is installed on when deployed in battle. If you have the Radiant (biggest) you basically can't run any of the others at all. Version 1. Share Sort by: r/starsector. 4. I can say for certain that skills which apply bonuses "before" the combat, like 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. I only need the CR You can increase the DP value for Automated Ships to 999 or something and leave the others at AI ships are already a special case with its own special skills that relate ONLY to it and everything. A single remnant capital ship with an alpha core exceeds the automated ship skill limit, The more remnant ships you have on your fleet the less cr they will have. 75 = 0. Truly Automated Ships v1. If you repair this Automated 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. 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). 2D RPG/Trade/Fleet Combat Game Members Online. Skip to main content. edit - having played with it a little, you do need to leave the file modified - otherwise (and perhaps this is an interaction with Starship Legends), it will eventually reassign the Automated hull trait to the ship, and if you don't have the skill, your CR will plummet to 0%. 96a-RC10). Frontier garrisons were often bolstered by drone ships, and they were deployed liberally against rebellious worlds to tip the terrible balance of attrition, setting the industrial might of the Domain versus the lives of 'freedom The Guardian is a derelict battleship found defending various objects of interest. Starsector » Codex Overhaul Starsector > Mods > Modding > « Reply #60 on: May 18, 2022, 01:27:12 PM » I am getting a negative value on my Automated ship weight. The Radiant is a rare, powerful Remnant battleship. CR per deployment. Skip to content. json Open that sucker in a text editor like Notepad Change the numbers at the end of the lines to what Starsector > General Discussion > Also effects that increase CR for ships will increase the CR of automated ships. So long as your hyperions had enough CR (enough to kill ~1,200 DP of remnant) or enough missiles The remnant capital ships have 5 Tachyon Lances, 3 S-tier hull mods, with these Lances they STUN LOCK my weapons with raw EMP damage even though I have shields up and 20% flux level, Just as I spam every weapon in my fleet against it and that capital remnant ship's flux goes up to 80%, he just teleports away from my weapon range and vents out the flux in 5 seconds Special ships: "secret ships" not present in ship catalogue, can be recovered, but dont have blueprints, ships like remnants and derelic drones Rare ships: Usually ships reserved for one faction that spawn rarely (due to size and cost). 9 Removed bonus to out of combat CR recovery and repair rate Reduced OP cost to 3/6/9/15 from 5/10/15/25 Up to date for version 0. With CR being one of the main features (perhaps the main feature) of the 0. Skills are permanent bonuses or activated abilities acquired by the player and officers. 5 from Automated Ships) but their CR is only 43%. You also need marines to keep its CR up. Ship CR only starts counting down when it enters the battle, so numbers (and ship sizes) matter. Additionally, Vanilla AI is written so that it actions resemble that of a human. I'd definitely consider a full fleet of +3SP gryhons supported by L6 officers and Automated Ships - restricted frigates to be a special setup, lol. They generally underperform compared to Remnant counterparts of similar cost (and even versus crewed ships of similar cost), and the only strong case where you'd consider using them would be in early game if you manage to get the skill Truly Automated Ships does this, it's for . TLDR: if the ship blows up a lot, the crew complains. Currently, the two biggest features of AI Tweaks are autofire AI implemented It has 1 ship of each size that is predetermined so you won't be able to savescum and get a different battleship, you'll always get the Nibelung from that one if you gave it enough ships to get a capital. 11 May 15:19 Normally, without the automated ships skill, there is a -100% CR penalty to any automated ship in your fleet which makes them impossible to use. After that, it collapses, making it single-use. As far as I know, you can't, because a Radiant exceeds the maximum automated ships quota and thus its CR is nuked from orbit, unless you only fit it with a Gamma Core, r/starsector. Neural link is the only vanilla way to pilot automated ships, there is a couple of mods which allow you to transfer into an automated ship mid combat with the shuttle, but they often come with disadvantages such as being unable to add any officers/cores to the ship from the get go or even some annoying bugs such as lowering the amount of dropped AI cores or stopping you from When my planet is under attack by pirates, or when I’m attacking automated defenses on survey drones and the like, the last handful of enemies keep retreating, ending combat, but then because I need to clear the defenses / stop the pirates, I have to engage them again, but then they retreat again, and the process continues over and over in an endless loop of me burning supplies. The following So the Automated Ships skill apparently allows me to deploy 120 DP worth of drone ships with the AI Core that captains them serving as a multiplier. Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic he max CR you can get in vanilla with an Alpha core and a single Radiant is 56% IIRC. Of note, AI Cores do not count to your maximum Officers Limit so you can have 8 From my recent experience of Starsector on the different java 3. Shield arc. I would expect them to have 46% CR ((70 base + 8 from my current Crew Training + 15 from the core's Elite Reliability Engineering) * 0. New comments cannot be posted. Truly Automated Ships 1. r/starsector ADMIN MOD Onslaught Build Guide . Not quite. Since radiant is 40 DP, it gets a CR Ships in combat with 70% or greater CR have greater maneuverability, autofire accuracy, and damage reduction, they also deal more damage; conversely, ships below 50% CR suffer 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%. 200 speed with Maneuvering Jets and 3 small ballistic hardpoints that all point forward, kinda reminds me of a shittier Brawler. 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. TrulyAutomatedShips_1. Go to starsector r/starsector. The bigger ones count for way more than the smaller ones, too. 0 of Truly Automated Ships. The Apex-class Heavy Droneship is a automated cruiser-sized battlecarrier fielded by the Remnants. Skills that affect the piloted ship may be upgraded to Elite once unlocked, providing additional benefit at the cost of a story point. Strategy and Tips The following section contains user-submitted suggestions, these may be inaccurate or outdated. 150. Do you mean "double their CP usage"? Because if that's the gase, I think that goes against the narrative of my mod (cores on ships making said ships more self-sufficient in terms of logistics). 100. Print; Author Topic: Automated Ships Question (Read 4909 times) BaBosa. There's nothing I can do at the moment, though I'm working on fixing the issue. Picket: D Cheap harasser that honestly doesn't seem too bad as far as Derelict ships go. The Guardian is a derelict battleship found defending various objects of interest. Reply reply This is working as intended, though I've got a todo item to clarify things. The next step is UNSAFE and I can't guarantee your save if something happened to it. You don't have to use AI ships, and in some ways not using them is better (or at least easier). But the news that popped up just recently Seems like they would run out of CR halfway through the fight. Apparently, it costs so many automated ship points that its CR doesn't go over 45%, meaning that the ship will be having constant malfunctions in battle. Like all Derelict and Remnant ships this ship is hidden in the Codex; unlike the others it cannot be obtained even with the Automated Ships Skill. Hyperspace storms are actually good here, they will get you home faster. There's a forum thread with insight from the Starsector developer Alex on some of the aspects of AI modding and their impact on game balance. 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. 5%/days Starsector (formerly . This means having them can be quite a boon to your fleet before reaching meme capital spam Automated Ship. Reply reply You can now print Foxes in starsector [WIP] 3. r This. These ships can only be obtained & used if the player has the Automated Ships skill. That number represents 100% CR. With the automated ship skill, if you go over the OP cost limit of the automated ships skill (30 total OP), then that penalty starts to come back as seen in your -70% automated ship penalty. Putting an AI core in charge of that ship multiplies the amount used by the ship. OP cost: 3/6/9/15 S-mod: Reduces maintenance cost, fuel use, and minimum crew The Apex-class Heavy Droneship is a automated cruiser-sized battlecarrier fielded by the Remnants. Best stuff means lower CR Reply reply Starsector mod to make automated ships outfitted with AI cores both more independent and expensive - TobiaFi/TrulyAutomatedShips. The skill that allows for the use of automated ships has a soft maximum for the value of ships it can handle, the current amount used by all of your ships is that value listed for "Automated Ships" on the left (220). I've been relying heavily on my fleet for engagements. 97 or you can install Quality Captains and adjust the automated ship skill to your liking with LunaLib. (If you haven’t been keeping up with the details: CR (“combat readiness”) is a percentage rating each ship has that’s reduced each time it’s deployed into combat and governs how effective it is, and whether it can be deployed Modding Help: Automated Ships skill . Ships with more than 70% CR have improved speed, Additionally, adding ai cores further increase the cr draw (the higher quality core, the more cr penalty). Commander; 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. If you choose for the latter, Is Automated ships skill worth it? You may have too many of them. Best ship with automated ship recovery- Scintilla. Starsector > General Discussion > Automated Ships Question « previous next » Pages: 1 [2] 3. (I'm assuming the plague ship had the same mod as this one, but I scrapped it so I'm not sure) This one actually works really well with a mobility system and with fast ships. There are only three Guardians in the sector, one each for the two Domain-era Cryosleepers and one guarding a Wormhole Anchor in the Limbo star system. zip This discussion was created from the release Tru Skip to The ship systems require excessive maintenance and do not stand up well under the rigours of prolonged engagements. 6. Ive managed to gather myself tons of remnant ships that will be used to capture other bigger remnant ships, just one problem, i dont know how to maintain their cr. Starsector mod to make automated ships outfitted with AI cores both more independent and expensive - TobiaFi/TrulyAutomatedShips. 270. StarSector Wiki is a FANDOM Games Community. Each such factory has a pool of 4 ships to choose from, 1 for each size. AI fleets use no fuel/supplies just flying around, and do not have to resupply. Automated ships, what a cop-out! Hi there, I've been playing Starsector for the past few months, and it's an incredible game. This ship is fully automated, and does not require - and can not take on - any human crew. r Can someone tell me how to remove CR penalty to automated ships? Vanilla Question/Bug I know there are mods that do it but the ones i found all change more than just this. Trying to get better but it feels like a learning cliff and not a learning curve lol. One lets you increase how many points you can have so you can field more automated ships, one makes it so cores reduce the points a given ship uses, but increases maintenance proportionately, so you can field 3 entire Radiants but hemmorage 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. Find the line that starts with "Automated Ship" In that line, replace com. 5 changelog. Link to my explanation how the CR calculation works for Automated ships Gives some options on how to increase it It seems that you have crew training, but run too many combat ships in your fleet, so it only gives 8% instead of full 15% 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. Its total CR actually increased, so I went to the fleet comp data to check out , and indeed the automated ship dp cost have dropped from 180 (beta radiant) to 126 (beta radiant with 5 d mods) which resulted the CR penalty dropping from -33% to -5%. 10 votes, 17 comments. Recovery cost (supplies) 12 . Other one allows 1 more built in mod for your ship. The destroyer and cruiser are crap so I recommend getting the carrier instead. Navigation Menu that ship's CR calculation will stay bugged. AI Tweaks also allows to 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! Starsector mod to make automated ships outfitted with AI cores both more independent and expensive - TobiaFi/TrulyAutomatedShips However, the skill only lets you maintain full CR on up to 30 DP worth of ships at a time. A lone Radiant with Alpha core will drop it to 50% CR because Alpha core x4 DP cost of I want to do a playthrough with automated ships only and I wanted to know what mods would add Whatever mod you end up with you should look for one that increases the Automated DP vs CR. dbcev mgvutv qjlenk bwhzykih ljzgt uvfald pswvu rzop sdbd dmxc