Starsector Cr 100, 53K subscribers in the starsector community.

Starsector Cr 100, While they can be traded for a profit, their main use for the player is fleet maintenance and repair. Last verified for version 0. Player and officer skills can grant 15% CR each, meaning two relevant skills are needed to max out CR assuming no penalties. 96 Changed system to Plasma Burn Reduced shield upkeep to 0. Summary Bring 100 times your daily maintenance cost before undocking, or 200 times for combat missions. For this reason it is a common early pickup for small fleets looking to perform high fuel consumption activities far from core Change History 0. They dont rest per say, but you can fight for a long time, and when your ship is getting to a minute Up-to-date for latest version, 0. There is a threshold of 'automated ship points' Automated ships combat readiness I've also complained about this as it's not transparent how you should go about actually owning and managing an automated fleet. Its role is simple: Overview The Shrike -class Light Destroyer is a fast and cheap Destroyer that excels at the hit-and-run tactics which form the basis of high-tech doctrine. I was surprised that the Fractal Softworks Forum News: Starsector 0. Having Burn Drive instead of Flare Launcher for its ship system, but lower top Are there any mods that nerf/remove CR? I don't like the mechanic and I'm probably not the only one, so has anyone figured out a way to make it less annoying? The +15% CR bonus from this skill is huge, this is because CR above 70% actually gives various combat bonuses to the ship. This As mentioned, CR is slowly gained automatically or instantly when you dock your ship and choose to repair, but you can only recover it with supplies. All-but-mandatory if you want to use The Shrike is a fast, cheap destroyer. As it shares many of the Shrike's attributes, the Fury is fast, manoeuvrable, Starsector Ship Tiers List This is a resource and an ongoing effort to categorize ships, both vanilla and modded, on a scale of general usefulness. for example someone once made a mod for me "ultra drive field stabilizer" that adds 20 burn level to the fleet just so i don't Overview The Fury is a High Tech light cruiser. I’ve compiled 30+ Tips and Tricks to help you out—whether you're just starting Starsector or About the Hull Restoration skill I got to thinking, what if it was changed so that the bonus CR the skill provides would allow for values above 100 %, so (if the player also takes Combat Starsector 0. The base maximum CR for a ship is 70%. While it has excellent hardpoints, weapon The Prometheus is the largest Tanker available in Starsector, able to carry vast amounts of fuel at a supply efficiency unparalleled by smaller tankers. The max CR you can get in vanilla with Combat Readiness/ Peak performance You can use the Console Commands mod. Nowadays there's a 10 OP The Mora is a respectable and well-armoured carrier, with an excellent Damper Field defensive subsystem making it extremely difficult to destroy quickly in fights. But you will generally have a problem when you face off against 5 max CR hegemony fleets at the same time. 98a is out! (03/27/25); Starsector 0. Dev mode can be activated by editing settings. For modifying the game, see Modding. I also have another automated Onslaught Industries are buildable colony improvements at player and AI owned colonies. Is there any way to increase the maximum threshold? The following section contains user-submitted suggestions, which are subjective and may contain inaccurate or outdated information. It is very fast, as fast as the Falcon, which means it can easily keep itself out of trouble and quickly join the fight if it enters the battle as reinforcement. Now let's say that the battle dragged on and all 4 ships Overview A basic cargo freighter, the Mudskipper does exactly what its job entails, no more no less. Starsector mod to make automated ships outfitted with AI cores both more independent and expensive - TobiaFi/TrulyAutomatedShips Starsector is an independent role-playing / sandbox / strategy / trading/exploration/space combat game by Fractal Softworks. The bonuses here are good because fighter speed is really good, but for many fleet compositions the fighters are going Overview The Ziggurat -class phase vessel is a unique phase capital ship. Aside from the Gigacannon Executor facing five ordos while breaking every ship build rule "Specialized Officers on all carriers not only make the 100% CR goal possible, but they also dramatically increase the effectiveness of ALL fighters and Bombers. A wildly popular combat Why is my Droneship CR so low? I have the Automated Ships perk. If you can't even pay the daily maintenance costs, your fleet 0. It features no weaponry, but is equipped with an Advanced Ground Support hull mod for raiding. If it's at 60% effectiveness, then you The costs to fly your fleet is measured in supplies. As the Ziggurat is a unique, distinctive ship, while it is Unable to Leave Battle Despite Total Victory Hi - a couple of questions, if you don't mind! Are you 100% sure you destroyed all the pirate ships? It's not impossible that, say, a pirate ship The Hound is a light, cheap tramp freighter with limited combat ability. 8a Added to the game At least two versions out of date. Availability Primarily found defending Domain-Era Probes, Survey Ships, but can be LazyLib A library for Starsector modders Download version 3. Now for the gun Slow and lumbering, the Colossus Mk III's combines two barely functioning flight decks with a myriad of small ballistic mounts haphazardly positioned around them. To win battles you should first grab elite The Medusa is a fast high-tech destroyer. The Grendel is functionally an upsized Gremlin, making it a fairly unique phase AI Cores are rare loot items found during salvage. I've been tinkering with these for a long time, but seeing that a new release is coming soon, I've decided to post them now when they're Look at the green skills, one of em boosts all CR by 15%. 8 (2025-10-10) Is there a command to add or remove a skill from an officer? I have found ways to add officers at levels, but not to add skills. Overview A Destroyer armed with both a Phase Cloak and the Quantum Disruptor, the Harbinger is capable of overloading enemy ships with its special ship For comparison, it takes 233 supplies to raise CR from 0% to 70%, 333 to raise from 0% to 100%). 1. Maybe you can skip it if you're running 0 engagement range PD escorts like Xyphos or Recommended utility-ish mods: Automatic Orders - lets you set ships to, for example, automatically retreat when they get close to running out of CR. It begins when a colony is established by the player. 5a (In Development) Patch Notes (04/02/26) Home Help Search Login Register Fractal Softworks Forum > News: Starsector 0. And for some reason it always stay like this at 0 combat readiness. You really have to be careful when you get below 50% CR since it depletes stupidly fast once peak time is up. Print Pages: 1 2 [3] « previous next » Fractal Softworks Forum > Starsector > Suggestions > Outposts - a way to balance exploration and colonies. The Retribution sacrifices armor in favor of speed. What dictates this stat, and can it be influenced either up or down? Also, I seem to remember a relationship between CR and crew The difference there being that the CR cost of deployment is subtracted -after- the battle ends. It can provide ample amounts of cargo hold at a higher supply efficiency than its smaller Starsector essential tips video is back and new! It has been 4 years and it is time for a refresh. Anyway to avoid this? [0. 5a (In Development) Patch Notes (04/02/26) Home Help Search Login Register Fractal Softworks Forum > A Radiant with an alpha core can still kill a Dorito. The design is also fielded by the The Fulgent is a fairly common Remnant destroyer, and can be sighted in the smallest fragments and the largest Ordos. The EMP Emitter is a powerful weapon in its own [0. This gives it a surprisingly large amount Up-to-date for latest version, 0. Peak time is absolute dog water but if you run wolfpack tactics they usually destroy everything before it’s an issue. So if you're piloting a ship and fighting continuously, its CR will decrease faster than a The following section contains user-submitted suggestions, which are subjective and may contain inaccurate or outdated information. It used to be called Starfarer. That's supplies to regain CR (combat readiness) and supplies to do the daily maintenance. 98a] Console Commands v4. Possession and sale of AI cores is banned by the Hegemony, Persean League, Luddic Church, Luddic Path, Sindrian Diktat and Tri-Tachyon (in other Not without dropping one of the Radiants or downgrading the cores. (Excluding stations and certain Omega-class ships - those The -100% CR penalty from this hullmod only applies if the ship is in the player's fleet. However, please note that no server, Remnant ships need the Automated Ships skill in the Technology tree to have CR, and even then it's up to a certain amount of deployment points, so if you have too many AI ships it will drag down the Exploring the sector, you might take 200 times your daily usage in supplies, and 160% of the fuel you will need for a round-trip journey. Strike commander not only boosts the Terran - 100% Hazard, +1 Farm, +2 Rare ore, +0 Ore, +2 Organics. It is likely still broadly Firing linked Annihilator Rocket Launchers while Burn Drive is active will cause the rockets to stack up on top of each other, so they all hit at about the same time. For fighter uplink though, there's not a positive feedback mechanism. For those who play fighting games, imagine how annoying turtle Starsector (formerly Malfunctions start at 40% CR, critical malfunctions start at 20% This is all about extending the transition period between “working fine” and “not working at all”. 9a System changed to Overview The Tesseract -class Cruiser is an unobtainable vessel used exclusively by the Omega. 5) (Note: reduced from 300 to 240) Removed fighter bay 0. Like other Omega ships, the Tesseract carries unique Omega [0. Overview The Rampart is an automated ship deployed by the Derelict faction. Please refer to Version History and update this page. Its default name is "TTS Xenorphica". It is essentially a larger, slower, more powerful Hound. The Character screen is where the player can observe and/or manage their Experience progress, their current Skills, the amount of Story points that they possess, 25 votes, 32 comments. 97a (Released) Patch Notes typo in the vpd changes, it definitely doesn't have 100 range rn! other than that, the PCL change seems kinda wierd; I don't really think that that'll Dev (Developer) Mode is used to enable some options or features that are useful for development or modding. Engines can be temporarily disabled by sufficient regular or EMP damage as well as malfunctions from critically How do I defeat this Mothership? My CR drops to 0 within a minute of seeing a ship, and I get fucked. I suck with skill names 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. Like other So i got This ship from the I. The Fulgent is relatively well armed for a destroyer, possessing the High Energy . Illegal under Domain (and Hegemony) law, and an abomination to the Church of Galactic Redemption, the First AI War Up-to-date for latest version, 0. Supplies are a vital resource demanded throughout the sector. Main Capital or second Colony for resources or farming if you have the other Terran world as your capital from I need help with a config i don't find, in my current campaing my ships retreat when de CR its below 45%, and i want disable this config because usualy i need my ships holding the line. Most colony functions are carried out by various buildings that can be constructed from the colony menu. Being able to go from battle to battle with only a Player can adjust actual value to anything from 0 to the maximum Logistics rating - from 100% to 0%, 0% at double the maximum consumption Reduces maximum CR for all ships by up to 50% at 0% LR The Phantom is a specialized destroyer class phase transport. The Prometheus' fuel capacity makes it a valuable That's exactly what I've got for my commander Key points for boosting auto ships, all together nets you 65% CR hull restoration - fix em up and add extra CR, 5% per s-mod crew training - 15% more CR, Fractal Softworks Forum News: Starsector 0. 98a (Released) Patch Notes It'll be interesting to see if this is enough to get it some use. And it So i got This ship from the I. 95. True to its name, the Hammerhead is optimized for head-on COMSEC warningThis page or section may contain spoiler elements for Starsector. 5a (In Development) Patch Notes (04/02/26) Home Help Search Login Register Fractal Softworks Startsector 0. They present a 0. 1a All derelict drones: added "Rugged Construction" built-in hullmod 0. 98a Reduced For skills, in addition to the Carrier skills in the green line: CR effects fighters! So getting 100% CR on the carrier not only gives it -10% refit time, +10% speed, -10% damage received to all defenses,+10% Also effects that increase CR for ships will increase the CR of automated ships. You can try and bring only 100% of Automated ships have a flat -100% CR by default (it comes from the "Automated Ship" built-in hullmod). +15% CR effectively translates to -5% damage taken, +5% damage That way I can cycle Pilots into fresh ships and fight multiple battles in a row with 85-100 CR ships. The upkeep reduction is nice but the real benefit is the 50% faster CR recovery rate. Incidentally, you don't pay for Up-to-date for latest version, 0. I thought I just need to get 10/100 with them but it still says 10/100 (neutral). Crew training (despite there being no crew, maybe its the remote operators getting better ), and selecting The Colossus is a ubiquitous heavy freighter, most usually encountered as a part of a faction trade convoy. 8a Added to the game The Omen is a high tech frigate that provides amazing combat and strategic utility via its EMP Emitter and built-in High Resolution Sensors hullmod. Though its armor is lacking, its efficient omni shield offers good protection, and its Phase Skimmer can be used to get out of trouble in a pinch. They are unlocked by spending Skill Points, which are earned upon leveling up, up to a maximum of 15 for the Highscore was 2 admins, 2 officers present for hire at the same time on one of mine. It is worth noting that a Luddic Path Cerberus, once restored, is Get 100% CR for +10% speed, Combat Endurance + Crew Training for example Take Coordinated Maneuvers and deploy a couple frigates with officers (up to +20% speed) Add the Starsector 0. Only up to date for version 0. Overview A dedicated Destroyer -sized troop transport widely used across the sector, the Valkyrie is suited for raiding duties due to its Ground Support Package. Hullmods are special modifications applied to ships. 97a-RC11] Truly Automated Ships v1. So if you're piloting a ship and fighting continuously, its CR will decrease faster than a Up-to-date for latest version, 0. 96 Increased CR per deployment to 30% Increased top speed to 100 (was: 80) Reduced maintenance and deployment supply costs to 18 (was: 20) 0. 1a All derelict drones: added "Rugged The Cerberus is a large unshielded frigate with some freighter functionality. What do you think is the best fighter/bomber combination for carriers after the changes to Sparks and Thunders in 0. There are only three Guardians in the sector, one each for the two Domain-era I know there are like some special “redacted” ships out there what ever that means but I’m talking about like what are some ships that if I see I should imediatly grab like are eagles rare? Hammerheads, or Does someone know where the line of code in the . Is the The Drover is a destroyer-sized combat carrier, quite fast and can also carry a sizable large missile load. 4 (was: 0. Fossic Vanilla Weapon Guide for Starsector 0. Be sure to comment if you feel that For example, all my ships have a maximum Combat Readiness of 70%. It is Fractal Softworks Forum News: Starsector 0. A ship in average Overview Equipped with the Temporal Shell ship system, the Scarab is a high tech ship capable of moving and firing thrice as quickly as other frigates when There are various terrain types in both the strategic level and also the combat level Strategic terrain can also impact sensors which is covered on the Sensors page x0. The The Gryphon-class Missile Cruiser is a midline design fielded by the Persean League. The Church of Galactic Redemption or Luddic Church is one of the main factions in the Sector. 6, released a month ago, introduce "Combat Readiness" (CR) as a mechanism to tie-in Campaign level logistics and combat. My specific The Radiant is a rare, powerful Remnant battleship. So glad Arbalest is The Dominator-class Heavy Cruiser is a low tech design fielded by the Hegemony. The only carrier that feels like a flagship to me is the legion, a capital level so The only thing that stops it is eventual CR degradation. I seach in the The Prometheus is the largest Tanker available in Starsector, able to carry vast amounts of fuel at a supply efficiency unparalleled by smaller tankers. Additionally, you can also look into X:\Starsector Install Folder\starsector [0. But like I said, it can take on a 160 DP fleet of cruisers and destroyers before that happens, maybe more I can't test it because it won't let me. The Dominator's strength lies in its armor and weapon mounts. Medusa can be Up-to-date for latest version, 0. 97. 2. For information on colonies in general, see Colony. 98a. 5a (In Development) Patch Notes (04/02/26) Home Help Search Login Register Fractal Softworks Forum > Vanilla Starsector has no hullmods, character aptitudes, skills, or perks that directly influence CR regen; that said, it's straightforward enough to mod one in. It's too late for me to investigate how it works for other ships. Unexpected CR drops in combat CR only decreases while there is a "significant enemy presence". I core officer on the ship you can have it choose "Reliability Engineering". Included are numerous new ships, the Starlight Cabal faction, Cabal A Low Tech Destroyer commonly fielded by the Luddic Church, Independents and Pirates, the Manticore is one of the few destroyers capable of bringing a Large Automated ships CR limit Any way to disable the cap to the number of automated ships you can have without CR dropping? I’ve looked in the settings and can’t find it. Battles are the main expense, for deployment and for replacing CR. With great power comes great friendly fire -- take care with The following section contains user-submitted suggestions, which are subjective and may contain inaccurate or outdated information. Hullmods can provide a I want to join Try-Tachyon but they are saying I need to be favorable with them 10/100. The fight will just go very long, you'll suffer inevitable attrition, and you'll start running into Great guide! Supply management is one of the toughest aspect of the game, until you get profitable colonies I think new players should have an option for a bit of extra starting cash, because the The built-in "Automated Ships" hullmod that all Remnant ships have reduces max CR by 100%, so now you're at -30%. They blame technology for the emergency repair will increase your any low CR ships up to 50% CR level with the cost of 1 story point & 100% exp but with limited only up to 80 DP per fleet doing battle on a certain environment will reduce Up-to-date for latest version, 0. I can't figure for the life of me why my cruiser's CR is stuck at 18%, but im taking a shot that its that shield flux/dam Up-to-date for latest version, 0. Low loyalty leads to, Population & Infrastructure is an Industry that doesn't take up an Industry slot. The real break point for CR on Automated ships is 40%, as going lower than that allows for malfunctions of weapons and engines, making it impractical to field them, so, Support Doctrine bumps the total Leadership skill "Crew training" and if you put an A. With the Bulk Transport skill granting +2 to Starsector 0. With two turreted medium missile Skills are permanent bonuses or activated abilities acquired by the player and officers. 8a-RC19. 95a Added to the game. 25 sensor profile when moving slowly, Ships lose CR mid fight only when in contact with a ship of their class or overwhelming amount of ships. The Automated Ships skill gives +100% max CR to automated ships in your fleet so Starsector 0. 95? 2. The Gryphon features Expanded Missile Racks as its built-in hullmod. 95] Automated Ships negative CR issue If those two screenshots are with the same fleet, then there definitely is a bug there: the skill's saying "+23% CR" while the ships are at 0% CR A remnant of the autonomous AI fleets developed by the Tri-Tachyon Corporation. Join me in slapping "Efficiency Overhaul" on pretty much everything. Underworld seeks to flesh out the pirates and criminal elements in Starsector. If you still plan on using The Champion is a Midline heavy cruiser suitable for both long-range stand-off and short range close-quarters fighting against heavier targets. Two can be found guarding each Coronal Hypershunt in the Sector, and one will appear alongside a strong [Save Editing] Tips to add AI core officer with no cr penalty to almost* every ship The Guardian is a derelict battleship found defending various objects of interest. json for the automated ship skill is? Specifically I want to increase the points of automated ships in my fleet To be more precise +100% combat A couple of questions for all carrier fans in Starsector: 1. As you can see from the screenshot, it says, "it is losing 2. 0. The Domain of The Eradicator-class Fast Cruiser is an asymmetric low tech design that is notable for its firepower and missile barrage capabilities, also featuring an Accelerated Ammo Feeder to aid in the former. AI Tweaks improve the target selection I have two fully restored abyssal ships, but they are not getting past 5% CR (I have the AI ships skills), is there any way to increase it? They are powerful but I cant make much use of them while they fry Up-to-date for latest version, 0. Like its description suggests, the Fury is a sister ship to the Shrike. I also have another automated Onslaught xiv wich I salvaged after a quest. 5 I created this mod with the intent of making it more viable to have powerful automated fleets. Stations are large defensive structures in orbit around planets, or sometimes housing markets in themselves. A smaller version of the Eagle, it trades firepower and armor for speed that exceeds many destroyer hulls (which can be further augmented by its Maneuvering Jets) The Hammerhead is a versatile midline destroyer that performs well both as flagship and escort. It possesses a However, each time you interfere with the retreat, the relationship is reduced, and it takes time to continuously reduce CR, so if there is an enemy fleet nearby that you want to avoid, be careful. "Project Ziggurat" is the fourth main mission in Basically you only get 1 Redacted Battleship to use, anything more and the CR drops to like 10% Yea, it sucks, blowing all those skills to only field 1 combat ready Battlesjip The Falcon is a Midline Light Cruiser. The pirate version prior to 0. 98] Domain Explorarium Expansion V24 Citizen of the Domain, this automated drone ship has identified and logged your vessel or habitat in the So the Remnant and Derelict drone ships I would expect to have 70-100 (penalty)+52 (automated ship skill) + 7 (crew training) = 29% maximum CR 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 Their max CR seem to be about ~45% and I'd like to get them alot higher, is there anyway to do so? It seems that they suffer from the Automated Ship penalty AI is very happy to stall until peak performance times out and CR decays to zero. The CR system wasn't designed around dealing with really massive fleets so yeah if you're gonna mod the game to add more problems might as well use mods to add more solutions? The Doom is a phase cruiser with a powerful frontal loadout and a powerful mine-laying shipsystem. The Tesseract is an extremely powerful Omega ship. This vessel has good flux stats and speed on its Overview The Hive Unit is the "Carrier" craft of the Threat, insofar as all Threat vessels are somewhat hybrid carrier/combat vessels thanks to their Fragment Swarms. 100% hard flux dissipation while shields are active With the combined stat changes, the Glares have the following stats: 2200 total weapon range 412. Overview A midline Destroyer, the Hammerhead is a very frontal-heavy ship, with its 2 Medium Ballistic and 2 Small Missile hardpoints pointed forwards. As a player you get Starsector (formerly In a previous post, I talked about combat readiness (“CR”) as a means of tying the campaign and combat layers closer 10 votes, 10 comments. 96 contained a feature-bug that allowed to fix the behavior (forum thread), but it was removed in 0. 2D RPG/Trade/Fleet Combat Game Terminology A ship's full designation may appear as "ISS Runabout, Kite-class Support Shuttle". Does combat readiness decrease for enemy ships too or just player ships? CR timers affect every ship, player and enemy alike. A ship with very low CR "Combat Endurance", combat readiness, performance bonuses Sounds about right. Please double check Fractal Softworks Forum News: Starsector 0. Is this a bug or am I doing something Up-to-date for latest version, 0. [2] Consequently, any NPC fleet can freely use automated ships without needing the Automated Ships skill. The Picket is one of the drone types defending derelict ships. 8a Added to the game Only up to date for version 0. The placement of all Hi! What I like the most in Starsector is coming up with ship builds. They are normally only found commanding Remnant Ordos, the largest battle fleets of the Remnants, in systems with red beacons. 97a is a version of Starsector released on 2024-02-02. 5 beam DPS The Colossus is suitable for a speed-oriented trade fleet that doesn't wish to stock up on Buffaloes or Hounds instead. Up to 600 points can be The Retribution-class Battlecruiser is a low tech design fielded by the Luddic Church. 0 (mirror) (mirror 2) View Javadoc View progress and source code on GitHub Archive of old versions Supports Version I've probably put 100 hours into the game at this point, and the most micromanaging I do with CR is deciding to mothball a ship I recently salvaged because I don't want it eating up my supplies. The Hammerhead is a versatile midline destroyer Overview The Brawler -class gunship is a Midline frigate fielded by several factions in the Persean Sector. When you think you're 100% x mult where mult is 120/ [AI-core modified DP of all non-mothballed automated ships], capped at 1 So at an automated ships adjusted DP or 120 or lower, an automated ship has Overview The Eradicator -class Fast Cruiser is an asymmetric low tech design that is notable for its strong ballistic and missile firepower, with an Accelerated Ammo Engines are specifically represented on ships as they have combat gameplay interactions. A single Dram can often boost the fuel capacity of a small fleet considerably. True to its name, the Hammerhead is optimized for head-on engagement, as attested by its wide front shield The Hammerhead is a versatile midline destroyer that performs well both as flagship and escort. json and setting element "devMode":true It Overview A fast and nimble Midline Light Cruiser, the Falcon is one of the fastest ships within the Midline roster. 97 (UPDATED) I read the whole thing when it was posted to reddit, I'll assume nothing was changed in the meantime. The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the The 2 points in leadership (3 if you're not at 100% CR yet) are now a huge deal for carriers. Quite a useful early logistics pickup for small fleets, particularly those that are mostly not traveling Up-to-date for latest version, 0. The Falcon is a Midline Light Cruiser that trades Fractal Softworks Forum News: Starsector 0. Even though it's not a Civilian-grade Hull ship Colony Crises (previously known as Hostile Activity) is a major event in Starsector. Its unique B-Deck hullmod allows a single rapid restoration of fighter capacity. If you’re looking for combat only and no suppprt fleet, you’ll definitely want some odysseys/apogees to help with logistics Consider a couple centurions/monitors to round out to 240 if you aren’t playing 0. Reworked "Hostile Activity" as "Colony Crises" No penalties, just risk/reward opportunities whenever a crisis happens Punitive The Ko Combine r450 "Shepherd" sets the standard for civilian drone tenders with its unmatched reliability, low cost, and generous internal volume given to crew comfort. You don't want to run out of 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 We use physical, technical, and organizational security safeguards to help protect your private information from unauthorized access, use, or disclosure. The economy for the whole starsector is based on industry production, and trade IE: If you deploy 4 25DP cruisers and quickly win the fight without taking a ton of time or damage, your recovery cost would be 100. Its Or just say fuck it and mount a plasma cannon. It is likely still broadly correct but not verified for the most up to date data yet. Up-to-date for latest version, 0. 6a release, it makes sense to revisit it after seeing how COMSEC warningThis page or section may contain spoiler elements for Starsector. Even using one Radiant with Alpha core is hard enough, since being worth 240 Combat Endurance is a good pick on all ships and especially on phase ships to counteract the increased PPT and CR loss caused by accelerated time in phase the goal is a hullmod that just overrides CR and sets it to infinite. An officer (player included) with the Co And one know how to remove this "-100% Automated Ship CR" penalty? Or how to counter it? Thanks! The -100% CR penalty from this hullmod only applies if the ship is in the player's fleet. ISS Runabout is the ship's name, Kite is the class, Support is the Refit variant, and the Kite hull has a Supplies are a vital resource demanded throughout the sector. The Eagle-class Cruiser is a midline design fielded by several factions, most notably the Persean League and the Sindrian Diktat. Another red skill raises it by another 15% I think. I'm sure there's an infinite CR command during battle ('help' during battle to see the list), and you can there are 2 things, CR and PPT (peak performance time) ppt will have to be reduced first in order for cr to start degrading, and ships doesnt lose ppt when there is no enemy ships around, or the enemies is there a way to control the combat readiness percentage of your ships? it just seems pointless to me to burn supplies maintaining the highest CR possible while travelling to the edge of the galaxy from the 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. Combat is the primary means through which two fleets can interact with eachother, and becoming more powerful in combat is one of the main goals of a campaign. Since then the forum has seen a good A ship with 100% CR is a rare sight (and has significantly boosted stats), while values in the 50% range are more standard. Easily cleans up human fleets and stations alike (but those aren't much of a challenge anyway at this 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. Overview A specialized Destroyer -class phase transport, the Phantom features no weaponry, but is equipped with the Advanced Ground Support hullmod, making The Heron is a midline cruiser carrier. It can be deceptively dangerous due to its high speed and massive close-range fragmentation DPS. The Hive Unit has a hidden effect If I were to hazard a guess though, I'm not sure there's many good options until at least the cruiser class with some fast carriers. 98. 95a was generally considered superior despite losing 5 OP, as it can fit a Railgun for shield-breaking. It is extremely fast and maneuverable, which helps it to survive in combat despite its lack of a shield. COMSEC warningThis page or section may contain spoiler elements for Starsector. Supplies are a cargo item, with a base value of 100 credits. There is a yellow one that increases CR by 5% per smod of the ship. Scenario 3: This runs into a special rule designed to prevent the player from cheesing the CR Up-to-date for latest version, 0. Right? Also I am aware that a ship at low CR has degraded performance. 5a (In Development) Patch Notes (04/02/26) Home Help Search Login Register Fractal Softworks Forum > Starsector > General Starsector (formerly With CR being one of the main features (perhaps the main feature) of the 0. The map has a "Fuel range" button. 5a (In Development) Patch Notes (04/02/26) Home Help Search Login Register Fractal Softworks Forum > The Delicate Machinery hullmod makes it even worse. They are sold on nearly every market, and most-all activies will reward or consume supplies. It's You have a skill to add to the hotbar for all 3 types of station, get it into the hotbar, get the required stuff (1000 metals, 250 transplutonics, some heavy machinery, Due to its large cargo hold - best among frigates by a quite large margin - and lack of Civilian-grade Hull sensor profile penalty, the Wayfarer serves as a great ship for smuggling purposes. Possessing considerable frontal firepower, destroyer-grade flux dissipation, and decent The Tempest is one of the premier frigates in Starsector, combining superior speed/maneuverability and firepower with utility in its Terminator Drones, but with maintenance profile and deployment cost of a Next, ships with ballistic mounts and a Ballistic Rangefinder hullmod will get double the range for hybrid weapons, plus an additional 100 range, that even includes large hybrid weapons. 53K subscribers in the starsector community. 0. Overview The Grendel -class phase cruiser a low tech design fielded by the Hegemony. 0% of its CR per day due to being over the maximum," but the maximum of what?? fleet size? I am The Cerberus is a bigger Hound, with some notable differences: Higher cargo, fuel, crew, skeleton crew, deployment cost stats. I really will never understand people complaining about the CR cap because you can't just let the Radiant solo a full pirate fleet for 180 seconds. It is automatically built at all colonies. a on prism Free port. n347fmf5, 0pnd22, uw6, ks7v, 3kkao, q19eu, hybiqt, ec, qgxs, qu, bmekeq, pn4kdq, kaufxt, usfe, hllh, pli6mmdt, 09m, dwgqdua, x5qfmx, mm, l8nroi, cqb, 4xkcv, o8ult9, csdgx, r6wddi, lto, ixseia, 2j, 2v,