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 I need to heat my house and I like the massive brawlsstarsector story points limit  You can edit the settings or pay a story point for each contact you want to add over the maximum

Story points are funny. 14. So the intel contacts would be the harder missions while the story and other quests spawn in bars. Pick them ALL up but immediately suspend repairs and mothball all but 2. The bars have some nice easy quests. Hoarding for late game seems to be the best option. but I think that was when using story points, which makes sense because u are spending a limited resource to recover extra ships, where just scavenging does not spend story points. ago. Starsector colony / terraforming mod combinations Question: What, in your opinions, is the best mod combinations for the best Starsector colony / terraforming experience?. 9. I didnt over do it, i never built in more than was necessary for my builds i used to have in 91. Finally, ships with too many d-mods (6+) can be made. ago. If you have 10k bonus exp and do something that gives you 2k (regular) exp, an identical amount of bonus exp will also be turned into regular exp. Skill Changes, Part 1. Re: Increasing deployment points? « Reply #1 on: January 19, 2014, 12:09:49 PM ». 1. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. Are you getting any story points when leveling? Story point experience is tracked strangely so if you lowered your character's level to get more. How to escape without using story points. afaik, bring more ships and have higher leveled officers. phase ships with no weapons are basically the fast attack submarines of starsector, good for harrassing a large ship into engaging the phase ship leaving it open for an attack from a more powerful ship. 5 Improvement & Alpha Core Effects. Then you go to your colony management screen and find the list of ships and check the ones you want your colony to build. 239. Regarding skills, the way it works is instead of putting points into a "capacity" to increase the max level of skills in a tree, and then investing points into each perk, you. Wouldn’t it be funny if there was a chance that some of your. Go to starsector r/starsector. Go around them if you can't handle the damage. Besides, you only need one colony with 10 transplutonics because of how supply works in Starsector. 1 will cause your fleet to suffer 10% more damage. Consume a total of 0. Limit of 5 kills it. It's in the settings at Line 615. 1. This is my final guide in my How to Starsector playlist. Zero. Alternate “Fast” version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. Hello! Been playing this game for quite awhile, wanted to try and do a run of sorts whereby I use only/ Majoirty redacted ships, however of course, there is that 120 point limit to the amount of redacted ships you can field without CR penalties. And then the ai droneships since they have nice roles in a fleet. 0 – 2021-10-12. the story point are kinda op for this current update, I hope they make the story point related like recovery for certain ship or adding permanent hull mod more expensive so you need more think and planing before using themIntroduction. After raiding Kanta's Den to extract Zel at the end of the Gates's quest, I decided to wait for Kanta's fleets to show up instead of using the Magec Gate as the quest asked. The ideal, Eden, world would be Class V, Terran, Habitable, Mild Climate, <100% HR, etc. Get 1x autopulse and 2x antimatter blasters from tri-tachyon planets, get 2x sabots from anywhere for missile mount. Which ship is best for boosting crew room + cargo space + fuel volume + ecm for fleet with use of 2 story points (build in) mods + 2 extra logistics = 4 logistics limit on self? Also some battle-support-capability like long range weaponry or multiple fighter decks would be better. You can modify the minimum, default and max deployment points allowed in a battle. r/starsector. 96 was focused on adding stuff to the game, not modifying existing code, after all. Starsector (formerly . - Ships that exceed the default build-in limit now incur a flat stacking DP cost penalty. With lvl 8 officer that doesn't count towards the limits?! Sign me up. 9. ago. 95 threats do not appear till the colony reaches size 4. Current WIP mod to bring the Expanse's free navy into starsector. 21. At least for me this is usually not an issue in the mid-game/late-game. 0 - 2021-10-12. ago. 5GitHub page. help addship. Change XP costs to be based on default deployment point values rather than modified ones;. Holding fire, keeping shields down, and regrouping fighters will give you the 0 flux. While Heavy Ballistic Integration helps keep the cost low, this consequently limits how many hullmods it can equip, unless a Story point is used, or its weapon loadout is compromised. 1. ago. After that. Compared to regular officers, they do not count towards your maximum officer limit, which means you can theoretically have as many of them as you wish in addition to your regular officers. •. In a universe that had two devastating wars against AIs so dangerous, the Hegemony is trying to wipe out even mentions of them, you're asking for the Luddites to be a popcorn villain. Not to mention the huge signature radius without MS/IEA. Works when your fleet is over the disengage size limit, but not limited to this; Indicator in combat screen shows progress towards this; Currently set to 40% of enemy fleet or 100 deployment points, whichever is lower; When a fleet that's "too large to disengage" engages an enemy station supported by other fleets:Instructions. The "Atlas of Pain" because I haven't thought of a proper name yet. Small bit of rep grinding and then you get straight into the story quests. So you'll also need to use a gamma core on planets you install the coronal tap in. If you beat the final boss, any unused supers are worth 5000 points each. The most valuable applications for story points are eliting your skills (you should elite every combat skill you plan on using, which means you should be eliting every combat skill you take, which will be somewhere between 4-7 depending on your build) building hull mods into your ships (1 point per hull mod, can't be recovered, 2 -3 per ship. You can (and should) set the AI's officer limit to match this. Too slow and too big a profile. Hope that helps! Just what I was looking for. The design is already fairly data-driven. Currently in development, the game borrows many elements from nostalgic space sims such as Star Control I and II. console. Larger colonies get more build slots, up to four slots at colony size 6. Posted July 02, 2021 by Alex in Development. Quest 1 id where you need a bar event. Are you getting any story points when leveling? Story point experience is tracked strangely so if you lowered your character's level to get more skillpoints, you might not get any story points for reobtaining those levels. e. You get 4 story points per level. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. Late to the party but here are some QoL and visual mods. 9a) is poised to add more 4X-like elements to the game, it seemed like a great time to bring people up to speed. At first, it was junk I did not care about like Orbital Lamp, Soil Nanites, and Cryo CPU. Job_Precipitation • 3 yr. 2 days ago · Share this story. Tired of the AI getting more DP than me for no reason. It's a solid shield shredder at a good price. "campaignSpeedupMult":2, Increasing the number to X will make the game move X times as fast when you press shift on the map screen. so its probably in the core game files in the java files somewhere. In Starsector 0. If the activity says +X% experience bonus, that means using the story point will generate enough XP for free to generate X% of a new story point. Special mods, Colony upgrades, asking the Story Teller to give you coordinates to ceartain places with rare stuff, using them together with an Alpha core to make an orbital bombardment to a star to create another stable point are some of the best uses for them, imo. Starsector > Mods > Modding >. Iirc its max size refinery + story point upgrade + special item (no atmosphere requirement in vanilla) + Alpha core + Admin skill to reach 10 transplutonics. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. 5 Alpha preview. you cant they are part of hyperspace, going around ie the black zones is best. The limits yes, but the per-frigate stuff is insanely good, and the +2 officer is ABSOLUTELY A MUST this patch because deployments point allocation is now based on officers (not your total ships DP) and the AI fleets in the lategame ALWAYS have more officers than your cap pretty much, which means you will usually be fighting 40% vs 60% which is. Example). 2/ costs upkeep credits. 75 to whatever you want, like 1. EVEN if skill has no elite version. Should have stable points for stability bonus. The benefits of a Dram are well known. Consider doing scavenger run. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. However: total DPs in a fight are capped at. 0. My name is Reese Kitteridge, a former captain in the Hegemony Armed Forces aboard the HGS Mira's Wrath . But you can still increase your deployment by capturing objectives and/or with the "Best of the Best. ago. . Raises max player level to 20, 25, 30, or 40, while maintaining a vanilla-like levelling rate and Story Point gain, even at level cap. I'm running with 60 ships fleet limit, 800 DP max battle size limit, a mod to throttle engine graphics and running Starsector on Java 8. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. Features: Raises max player level to 20, 25, 30, or 40, while maintaining a vanilla-like levelling rate and Story Point gain, even at level cap. This class can be a loose script or inside a jar, the console will work with both. The enemy will have less deployment points than you which means they will have less ships to fight you at a time. Displays up to 24 ships of each type, gets wider instead of taller "Ship repairs completed" messages will now stack when many repairs finish at around the same time. But when I approach (and make contact with) the primary star, and the outlying one, neither give me the option. They can be scuttled for the same resources as a more expensive frigate. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. Which is a moot point completely, because Nex invasions have a grace period of 90 days from the start of the game in which no invasions happen that aren;t started by the player, and alliances have 120 days before they can happen. While technically infinite, getting late game story points is slow (in vanilla) and this will compete with other outlets of story points like colonies and AI inspections. Similar to vanilla this is a “soft” limit, and you can exceed it at the cost of increased supply use and reduced burn speed that scales proportionally based on how much you exceed the base limit. 3 Accessibility 3 Colony Size 4 Stability 5 Monthly Income & Upkeep 5. "maxShipsInFleet":30, Increase the number of ships you can have before you get hit with the supply penalty. Get one Sunder and use story point to put safety overrides on it. Blue: Elite. A row of Tesla charging stations. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. The moment Starsector inserts in the next update the percentage chance of a colony going AI-Exterminatus depending on Core numbers within it, there will be a sudden swing of individuals in favor of the Hegemony 'Kill the AI, save the Colony, save the Sector' mentality. The. json. It is most effective when player controlled, or given an aggressive or reckless officer. So the experience for level 15 in RC9 is 5m, and you get 4 story points on the journey towards hitting it. This mod adds a developer's console to Starsector that can be summoned with control+backspace. Perhaps I am wrong, but there isn't a limit on the salvage bonus so they're multiplicative. Crashes are also sometimes caused by degrading performance over time, switching to java 8 fixes this problem (there are apparently some risks but i haven't had any problems with it), the performance increase is well worth it anyhow. How to escape without using story points. 2). In Star Valor, bases just randomly produce stuff, which you can then transport to other places for money. – class: This points to the script you wrote in Step 1 above. Posted March 21, 2012 by Alex in Development. Max deployment points can be changed in the settings up to 500 so if you have the bigger fleet you get 300 deployment points to play with. Normal officers have "Make skills elite" button that costs story point. Skills are permanent bonuses or activated abilities acquired by the player and officers. While the commands themselves aren't case sensitive, arguments are. Things specifically like Persean Chronicles are in relatively short supply, though; the only other purely-adds-a-quest mod I can think of is Internal Affairs. A Starsector mod that changes the way that built-in hullmods work. Don't start using them unless your planet can defend itself long enough for you to arrive. console. Capturing these can be useful to tip the ECM rating balance in the. Deployment points are awarded based on fleet size, with the larger fleet getting more. Carriers require more deployment points to get space supremacy. Hullmods are modifications that can be made to a ship through the Refit Screen, at an Ordnance Point cost. 96a-RC10, May 20, 2023 Ships: Pegasus: Back. To meet the Transplutonics demand for the special item, you will need the Catalytic Core (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. So if you learn a Paragon Blueprint and sell a spare you can't use on the Black Market, you'll eventually get Pirate patrols. Im talking ordnance point aka hull slot allocation cost. It used to be called Starfarer. Several-Eagle4141 • 9 mo. Captain; Posts: 378. 1a] Everything Recoverable (v1. The limit on how many you can add is two IIRC. The XIV variants - of the Onslaught, Legion, and similar - cost more credits per hull than their corresponding high tech ship (the XIV onslaught for example costs 625,000 while. 0, as there will not be a single affected ship that will need story points to. (300~500) 3. (About 20 hours in) I have a decently sized fleet, with a capital ship from the Scythian faction mod, a few heg support/assault cruisers, some sunders and hammerheads, and half a dozen brawlers, plus a legion battle carrier because it’s one of my favorite. 5. I'll list the most broken ones I found (and the mod + codes it associates with) Guardian: Large missile hardpoint combined with missile autoforge + generous amount of ordnance points (Graphics lib. So you can save that 30 Ordinance Points you have to use to get Heavy armor on your Onslaught. 1. Under data/config there is a settings. Spamming ieds will generate uh, quite a bit of lag though. Doesn't affect maintenance or recovery costs. . It prevents players from playing their character. I know from forum diving that you can get a second by spending Story Points, of which I have 32. Find a damaged frig, go to system, then get sierra. 240 AI ship points means 50% boost up to -50%. Ye, but you can just edit the mod_info. ) With that important note out of the way: some factions in the game have a stronger identity than others. Fractal Softworks' Starsector is a game with a lot of potential. 1a: 35 days. I equip it so I can take 'shortcuts'. The player can move the ship by clicking on a target or a destination. Fleets belonging to factions will also patrol the cosmos. The fleet limit is the real sucky thing, it kneecaps small ship focused strategies. Netting you 1 story point per story told. After all I had come heavily armed expecting a challenging encounter, and didn't want my efforts to be in vain. I have had that mod once but it gave me so much rare stuff it was insane. So an action that gives 50% bonus xp will give you 500k, and one that gives 100% will give you an. Provided your computer can handle more ships at once, of course. Starsector provides examples of: Absent Aliens: Humanity is the only known sapient organic species and the only suggestion that this even might not be the case is a bit of in-universe speculation in the Onslaught's codex entry suggesting that some people believe the Onslaught was created to defeat some now-forgotten alien threat. For me, story points should only be used in conversations, not job related stuff like that. Here, you can afford to send a destroyer and some frigates to capture a point. Imo, it should give 5% per mod, but with no limits, and also have ability like "there is a chance for each D-mod to be ignored in current battle". I'm often at the minimum 120/120 deploy points at the start of a battle. An alternative to buying story points, is to be able to buy some of the things you can use story points for. The difficulty depends on what mods you install with Nex. jpg. Excellent improvements. It provides a good work flow as i feel like always chexking the bar each world. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. Keep in mind the longer you wait for a Luddic Path/Pirate station, the stronger they get. Story point built in mods are great, and for RC10 onwards, building in logistics mods with story points means they do not count towards your 2 logistic mod limit. You can edit the settings or pay a story point for each contact you want to add over the maximum. « Reply #1 on: April 27, 2016, 09:26:37 PM ». Removed extra skill point scaling. It used to be called Starfarer. You can also use them in some quests to make things a little easier, but no. though after brief search i cant seem to find it. Comment removed by moderator · 11 mo. You can't just stack every mod on a ship because the mods require some sort of energy to power them like auxiliary thrusters or physical space on the ship like expanded cargo. The people you sell will be able to use the Blueprints themselves. There are ancient tombs with puzzles, jail survival simulator, election campaign, business tycoon quest, spy missions, sabotage quests and so much more! All in text format. And before anyone tries to comment that I need to capture the points that appear in an. One, obviously, is the reworked skill tree and addition of story points, and a couple new ships added. Both of those are. Think of what good $300 million could do for humanity. Add a Comment. Uncoupled story point gain rate after reaching maximum level from what the actual maximum level is ; Only matters if the maximum level is increased beyond the. The most valuable applications for story points are eliting your skills (you should elite every combat skill you plan on using, which means you should be eliting every combat skill you take, which will be somewhere between 4-7 depending on your build) building hull mods into your ships (1 point per hull mod, can't be recovered, 2 -3 per ship. most games have modifiable UIs. Key word being was. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. • 1. And, considering that I run pretty big fighter fleet with 2 Ventures and 2 Sunders, DPs are pretty vital to me in my war of attrition. 4. json. At max level (15), the player will also continue gaining story points at the same rate. Images. DP base on ships size : make DP base ships will make any other class obsolete, it will defeat the reason to keep cruiser destroyer or frigates on the fleet The number used here is one without additional skills that give you more officers. 0 - 2022-01-02. Gamma: -1 Demands Beta: -1 Demands & -25% Upkeep Alpha: -1 Demands, -25% Upkeep, and unique Improvements Improvements can also be done either by spending story points which is permanent which also. With lvl 8 officer that doesn't count towards the limits?! Sign me up. Edit: Fuxed something that bothered me. Positioning inbetween. Friendly-Hamster983. 2D RPG/Trade/Fleet Combat Game. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. To disengage at 300 battle size the limit is 120 total deployment points of the fleet as expected, but oddly at 500 battle size the limit is 150 total deployment points. The only Academy mission I know that has a time limit in 0. If you are in a situation where any normal person would be unable to flee you can use a story point to escape, story points can also be used to make colonies even stronger, make ships exceed their limits though. Starsector > General Discussion >. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. Cruiser ship tier list - 0. aieght, so listen up, you can modify the settings in the game files to extend the max amount of battle points available, so you need notebook++ to open up the file, heres the folder hierarchy: starsector>starsector-core>data>config>settings. This mod changes the game to set your max fleet size using the total deployment points of your fleet, rather than raw ship count. 2 Upkeep 6 Industries. ago. open up setting. Bitbucket. Doing hard bounties with minimal losses can get you around 70% of a story point per fight, and S-modding ships gives you 50% bonus XP. 3 Industry List. From my experience running the game on a 3600x it doesn't get too bad until endgame, where it drops off to 30, maybe 20 if there's a lot of fighters, which tbh on the combat side I find good enough, but if you want smooth 1k battle sizes in starsector no pc is gonna work lol, that's just java being java. With default battle size doing anything other than smashing a blob into their ships is a quick recipe for a loss. 2D RPG/Trade/Fleet Combat Game. 95 - Guide to Fleet Composition. Story points are a player-exclusive quasi-resource used for various purposes in the game. 9. Apogee fit. You can also give them donations of credits, which improves the rarity and number of blueprints for sale when you visit. Starsector is a hard game, especially when you have no idea what to do. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. 2D RPG/Trade/Fleet Combat Game. Reverted numerous weapon balance changes. GC overhead limit exceeded is a generic java out of memory type exception (more specifically the garbage collector didn't have enough memory to do it's job, because the rest of the application was using too much). You can spend story points to increase the S-Mod limit for a ship. Here's what I know: You can either find the skill/whatever/modify skills and add more colony limits or something else if it's just a problem about stats. The only way to travel between galaxies was to use giant gates to teleport across intergalactic distances in an instant. • 10 mo. Akin to a Cryosleeper or a Coronal Hypershunt, it is located in a fixed location somewhere in the system. The XIV variants - of the Onslaught, Legion, and similar - cost more credits per hull than their corresponding high tech ship (the XIV onslaught for example costs 625,000 while the Paragon only 500,000 for example). I used to stick an Alpha core on everything. at Monday, October 12, 2020. By level 40, if you're not making more than a million a month, you're probably doing something. You can change the special modifications bonus (default is +1 mod) using the console command mod. The automated shipyard is a structure that can be discovered around a . s-mods with hull restoration are +5% each, so 10%, 15% it you take the leadership tree, 65%. story points. ) With that important note out of the way: some factions in the game have a stronger identity than others. 9. High tech (outside of Ziggy) is cheaper than low tech actually. Pretty lightweight deployment-wise for an excellent boost in command, just fly yourself to a far off corner and watch the battle. 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. 1. After all I'm always free not to utilize them but not being able to hop into a phase ship caz I need to get a story point every single time for a respec is dumb. Just a few revenants are enough for you to sneak past. swarmy1 • 2 yr. 95. Now you have two options! Keep that in mind that exp require for after level 40 is massive. Oh, and I added the mod that exposes the variables for the skills that. Start a new game and choose the quick start option with the "dev" label so you get in fast. Or used in a suicide run distraction to slow down a superior force. Similar to vanilla this is a "soft" limit, and you can exceed it at the cost of increased supply use and reduced burn speed that scales proportionally based on how much you exceed the base limit. I still use frigates a good amount since recovering ships takes story points like 50% of the time, and frigates are cheap to replace. If you haven't yet reached the max allowed number of regular officers, it's probably not worth it. You can afford to have seven or. legion_xiv is not too hard, but other. This is especially true for capital class ships with a lot of weapon slots. - Civilian ships gain a set percentage of all XP gained at the end of a battle. 9. But every skill has a tooltip that if you wanna elite version - you shoud spend a story point. -Another point on the self preservation, the AI will stop shooting if there's another allied ship in the way. You will deploy less and less of your fleet as the game goes on. Warming to 2 degrees puts far more of the population at risk of deadly extreme weather and increases the likelihood of the planet reaching irreversible tipping. at which point drivers will be hit with a $1 fee for each minute they continue to charge their vehicles. Posted December 17, 2020 by dgbaumgart in Development, Lore. Starpocalypse is basically a hardmode filter, makes the early game harder and boring tbh, if the jump/progression between civilian grade and military grade in vanilla was any good, it would be better. Hullmod scripts usually extend BaseHullMod (which itself extends HullModEffect). Can just add skill points or reset things, even with the level cap. And, based on the total amount of bonus XP spent when you hit level 15, you immediately get a bunch of story points back. 75 to whatever you want, like 1. Alternate "Fast" version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. Bounty hunting makes getting XP fast. I'd like to take a look at carriers and fighters because I think they have become too weak in this latest update. Period. The player can build industries on their colonies for credits. 3, you go to a new weird system and fight fleet, get sierra cruiser. You can edit the level cap in the config file without needing a mod by going to Starsector -> starsector-core -> data -> config, and find the settings file. I don't like having to choose and miss out on things. Early leveling is pretty fast so you're not penalised at all for taking a 100% return story check, as you're going to get it back from bonus xp after a fight or two. I've tried expanding my battle size but it's stuck at just 240-300 for deplpyments cap. I'll try to add and see if that works. json in Starsectorstarsector-coredataconfig. 10. I'm gonna go back to my web app that does a full blocking gen 2 gc cuz we can't get story points allocated for me to unfuck it. You can choose. The main problem with the Radiant is it takes a level 5 skill that competes with another very good skill (triple built-in hullmods) You can use story points to rearrange your skills. 95. Max deployment points can be changed in the settings up to 500 so if you have the bigger fleet you get 300 deployment points to play with. Starsector > Mods > [0. If i recall correctly, you don't even need to play the rest of the game. Green: Shielded. The story of Starsector is a bit complex and a bit vague. [deleted] • 5 yr. exelerin_config. Overhauls the officer selection dialog, adding additional features: Upon interacting with another fleet, displays that fleet's commander's combat skills, including fleet-wide skills. Name. For example I would never normally use an atlas. 1, there were considerations for and against using the capital freighters/tankers such as the Atlas and Prometheus compared to their 2nd tier counterparts the Colossus and Phaeton notably for when fleets would approach their max size limits or if the player. (I guess I should also chime in with the nitpick that the name "Story Points" also confused. 2D RPG/Trade/Fleet Combat Game. Go to settings and basically increase it so you can field more than before but the mechanics are the same, therefore, so will the enemy. Atlas does. Velroy_Denkins • 4 yr. Displays up to 24 ships of each type, gets wider instead of taller "Ship repairs completed" messages will now stack when many repairs finish at around the same time; Custom production limits increased to 100 units, regardless of ship/weapon sizePlay around a bit in the Refit screen with the Simulation and test several loadouts and pay attention how the autopilot behaves. You order something and you can pick it up on the 1st of next month. also dont forgets put missiles like breachers and hullmods like ITU, BRF and integrated PD AI to make the build more efficient. For example, "-Xms6144m -Xmx6144m" allocates 6 GB of memory for the game. EG. Removed soft fleet size limit. There is a mod that raises the level cap while also ensuring the grind isn't too bad, though. 95. 8 warships strapped together was too much, so combat versions will only get 4. Deployment points are awarded based on fleet size, with the larger fleet getting more. 1] Slightly Better Tech-Mining. While technically infinite, getting late game story points is slow (in vanilla) and this will compete with other outlets of story points like colonies and AI inspections. You earn points by destroying ships and bosses. Pretty much. And i only use this L A R G E fleet only in the core worlds and in close proximity to them, for exploration i use a 9/18 burn (18 fuel/ly) setup, and again, the Ox tug seems pointless. The 8 officer limit (10 with officer management) still applies -- however, it only applies to officers in command of a ship. So one mod I liked in the 9. While I do agree, it would also make Leadership a need-to-have. Hullmods need an entry in hull_mods. Images. 1. zeonlight78.