Starsector story points limit. 2x Points. Starsector story points limit

 
 2x PointsStarsector story points limit 2)

Also applies to NPC fleets that exceed their limit. Heavy Armor is not recommended. 51K subscribers in the starsector community. • 1. 9. It's a solid shield shredder at a good price. Hi! I know I'm late to the party, just got Starsector for my self a while back, and was oogling about to learn about things when I came across the blog post for the new skill system, and wanted to throw my voice out into the choir. Some hulls even have special mods unique to them. So for example, if story point option to disband inspection costs 20. You will read a lot about S-Mods on forums, this is what they are referring to. The question that interests me the most is: Have you played SS on the same laptop some years back and has performance been very different then? Because as the game grows it seems requirements grow with it. 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. Capturing these can be useful to tip the ECM rating balance in the. Granted, 90% reduction of a reapers at 75% success chance is pretty solid and was not possible before in. ago. In the file will be a line called "playerMaxLevel" which you can edit to whatever, also under that line will be the settings for how many skill and story points you get per. Try flying into the center of a sun. 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. Most of these are copy-pasted from Wisp's post on the Starsector Discord, with links and some additional ones from me. • 1 yr. Hullmods are modifications that can be made to a ship through the Refit Screen, at an Ordnance Point cost. The base tech-mining in Starsector 0. json with notebook++ and you'll find this around line. 3 Accessibility 3 Colony Size 4 Stability 5 Monthly Income & Upkeep 5. I wouldn’t make a it a point to restart just for it, just keep it in mind for your next playthrough. A max level of 30 is much closer to being overpowered, and a max level of 40 is just straight up broken and I do not recommend using it. "maxShipsInFleet":30, Increase the number of ships you can have before you get hit with the supply penalty. 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. The game, in theory, is a good candidate for modding: It's a single-player open-universe space exploration game. if the AI fleets would stop spending their "over limit strength" that lets them deploy more than 10 officers and spend it on integrated hullmods instead, making their fleet power more CONCENTRATED and FULLY DEPLOYABLE,. Programming wise this should be relatively easy quick fix while making player "know" what they're up to. r/starsector A chip A close button. There are diminishing returns with having multiple. The_TrashMaster • 4. Except the skill that unlocks 3 s-mods is permanent. Blue: Elite. 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. At the end of the day, these are a resource which not intended to scale exponentially with stage of the game like credits or ships, but are more of a slow but steady gain (at least past the first 6 or 7 levels) for actually doing things which earn you XP. Phase-class are strong at 1v1 fights, fewer deployment points gets more advantages. 51K subscribers in the starsector community. Good for when you have a great system, but absolutely no stable locations. azrehhelas • 5 mo. (+2), a story point improvement (+1), an alpha core (+1), and a governor with +1 output, and that only gets you to 9. • 2 yr. 8. Lybederium • 2 yr. Can just add skill points or reset things, even with the level cap. Larger colonies get more build slots, up to four slots at colony size 6. By measuring sprint velocity – the average number of completed points during previous sprints – and using that number as a limit for the next sprint,. These two games are quite different - Star Valor is more arcadey, while Starsector is a slower but also far more complex and interesting experience (at least for me) Best example would probably be reactive economy. Re: Deployment points. - Each ship has its own XP counter and gains XP during combat. Sometimes you luck out, sometimes you get nothing. commands. Raiding for Fun and Profit. aaronrizz • 4 mo. Quest 1 id where you need a bar event. but assume that'd cost a lot of story points to utilize. Vanilla performance in battle was generally silky, but with this setup I do get particularly dense battle lines chugging down to 20 or 15 fps with all the drone and projectile spam going full tilt. 9 burn is the minimum I'll allow for my ships, so if I have to burn a story point to go zoom zoom, that's what I'll do. Starsector > Mods > Modding >. 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. Cruisers killing smaller Tesseracts. Also if anybody could tell me how to increase my DP limit i would appreciate it. 9. Zym from the Unofficial Starsector Chat discord for being a great help with ideas and balance for the mod. But with the. EVEN if skill has no elite version. 4 Structures. Im talking ordnance point aka hull slot allocation cost. Re: how to get story points. Vella from the Unofficial Starsector Chat discord for making the plasma flux catalyst cargo item icon; Thyrork, Phearlock, Ishman, Strb 103D for being a beta tester for the mod's update, which had undergone extensive changes and. Huh. A Beginners Guide on how Colonies Work. Tried that. Plus you can use 2 smaller ships, they are strong too if you don't need a capital. Iirc its max size refinery + story point upgrade + special item (no atmosphere requirement in vanilla) + Alpha core + Admin skill to reach 10 transplutonics. 5m experience. ago. 1. jpg. 96a upgrade! - Added milestones! These are perks that are unlocked as you progress through vanilla. 96 was focused on adding stuff to the game, not modifying existing code, after all. Hotfix: 0. When you go into the Map tab, turn on the Exploration tab which will bring up the brackets next to all the stars on the map which are empty if the system is unexplored. Pretty much. – Added support for Bulk Transport (thanks to cman0014) – Updated default values in json (thanks to Satirical)You can find it in starsector-core, -> data, -> config. Small bit of rep grinding and then you get straight into the story quests. Skills that affect the piloted ship. Bounty hunting makes getting XP fast. Regardless, you can gain infinitely many, this only influences how fast. The player gains story points with XP, with four points gained over the course of reaching the next level. Version 3. A player colony will face various colony threats at times, depending on factors including its location, industries, and use of AI Cores. No the limit is 15 and to my knowledge the max level. Alternate "Fast" version does the same, but doubles levelling speed while halving Story Points per level and doubling bonus experience gain from SP usage. Consider doing scavenger run. Alternate "Fast" version. Carriers require more deployment points to get space supremacy. Allow playing in easy mode to earn more points per level, for example, additional skill point every other level. I've messed with it myself and it seems to support numbers at least up to 6 (which is probably as many as you'll ever need on one colony anyway) but I dunno if there's any problems going higher than that. AxtheCool • 4 yr. Mechared. Base max CR is 70%. there is a point Limit. This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. 125 votes, 45 comments. 0 - 2022-01-02. Go to starsector r/starsector. battlecruisers contributing more than frigates) I think there’s a total of like 400 deployment points for every battle, allocated between both fleets. Nex turn Starsector into an actual 4x game and most faction mods need it to work. Job_Precipitation • 3 yr. Images. Capturing these can be useful to tip the ECM rating balance in the. Then you go to your colony management screen and find the list of ships and check the ones you want your colony to build. 95 threats do not appear till the colony reaches size 4. It genuinely feels like there is no point in trying to get better, more powerful ships because the AI will forever get more DP than you. Change the damage modifier from 0. This is a Starsector mod that changes the way built-in hull mods work: - You can no longer build in hull mods using story points. a_user_name - Inspired by their SSE mod! Tartiflette - Hullmod blocker script! Timid/techpriest - Script helping, advice, and intermittent mental anguish!!!!! barrackollama - Writing, proofreading, adding Hubert's portrait, and testing! Nia Tahl - Balancing suggestions, afterimage vfx, and for the critical hit script! rubi - For allowing me. I also changed the player level cap to 40 so all the skills are tecnically available, but by the time you hit around level 30, the xp per level gets so high you kinda forget there are 10 more levels. Until recently, this wasn't a feature that was high on my radar. 3 Industry List. Re: GC overhead limit exceeded crash. It used to be called Starfarer. +1 burn at the cost of ~30% (reduced to ~15% with skills) increased fuel is bad. Use the fully-qualified name of your class (ex: data. So you'll also need to use a gamma core on planets you install the coronal tap in. but energy weapons are fairly weak versus armor in the first place. Key word being was. My thought was that there would be a method (salvage ships, story point, skills, whichever) as the game went on of reducing the fetch quest stuff - really tie it into player progress, so that early game it's really part of your powering up process, and then late game you have the option to skip past it if you want to. Soil nanites. (I guess I should also chime in with the nitpick that the name "Story Points" also confused. 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. New patch is the perfect time to drop in, welcome to the community. The. 0. 95 for a while and I got decent colonies going, pop 6 and all that. So for 4 supply points I can deploy a mobile pd escort that can drive off phase ships, kill missiles and fighters at long range, and use damper to tank capital fire. Anyway. If you want both choices, and have finished the tree you can then invest another skill point but void the option to withdraw your skill points and are locked into both. list ships. Basically, as soon there are more than 4-5 ships on the screen, my fps drops to about 30. A row of Tesla charging stations. Besides, you only need one colony with 10 transplutonics because of how supply works in Starsector. legion_xiv is not too hard, but other. Cuz that would put you at the limit. 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. Then, the side with more/higher level officers gets a deployment bonus up to 60% of that total. Code. json" look for the "playerMaxLevel":40," value, you can change it to what you want your max level to be. I don't remember if Atlas can get enough points to install both ADF and efficiency overhaul, probably has to use militarized subsystems instead. Fleet upkeep of 3. 1] Slightly Better Tech-Mining. TL DR - story points may feel good on paper but will possibly open up alot more balancing issues, it feels like glorified cheating (the more you play, the more you're allowed to cheat certain aspects of the game) and officers should get some slow and steady progress on them, make them feel more like human beings learning, adapting and getting. 95. Best. bonus points if you ditch the drugs in a nearby asteroid belt on occasion so you dont get scanned by the space police. automated fleet points are counted separately to combat fleet points, so they don't count to the 240 softcap where the boosts dip So, if you want one autoship that's at 100%, get a Radiant, stick a gamma core in it, then treat as usual That said, I'd like to win you over to sticking an alpha core in it and integrating it for 8 elite skills. Recovered ships will gain one or more damage mods. And speaking of salvage, everything needs a story point. - Added support for Bulk Transport (thanks to cman0014)They're a phase ship, making full phase fleet reasonable. 7. ago. Some time later, I ended up with a total revamp of the ground-raid system. 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. Just like Ironman mode, add another toggle to "sandbox mode" which completely removes character level cap. (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. It used to be called Starfarer. - Add support for enhancing existing built-ins Other: - "no_build_in" is no longer ignored by default in the. 95a (Released) Patch Notes (Read 568449 times) Arcagnello. Both of those are. With story points an atlas can have 9 burn and 75 sensor profile and still have room for 2 more logistics mods. 1 / 2. {"payload":{"allShortcutsEnabled":false,"fileTree":{"Blog Translation/20190708 - Skills and Story Points":{"items":[{"name":"20190708-adding_perma_mods-768x480. 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. Perhaps I am wrong, but there isn't a limit on the salvage bonus so they're multiplicative. Valor barely has any worldbuilding, sadly) Last edited by mahu;. Under data/config there is a settings. I increased the lvl to 25 and officer lvl limit to 7. delivery mission (based on your cargo space) - this is the golden mission; with a few colossuses or an atlas or two you can get it to a 500k delivery mission that you can use 1 story point (100% refunded) to boost to around 700-800k. Maybe there's a system where you gradually build up to that as you level up plus some sort of scaling with enemies and combat size, but that feels very arbitrary and doesn't necessarily mesh well with exp gains from. Ship recovery dialog now shows normal and story point recovery in the same screen. Ordnance points are just an abstraction of a ship's limited resources like power generation and physical space. This lets you effectively upgrade a ship as long as you want, so long as you can keep dumping XP into the ship. Yes. At max level (15), the player will also continue gaining story points at the same rate. 0. ago. 5/ has miniscule returns (you can literally get more from. Besides that, Doom works great at killing aspects with mine strike. This page contains the version history of Starsector (formerly 'Starfarer'. commands. An Eagle cruiser with 10 built-in mods requires a vast amount of XP, yet it is one mighty warship indeed. Posted March 21, 2012 by Alex in Development. I rather use a mod that balances it somehwhat by making you pay more for each subsequent point until it's unfeasible to pay. Lets you have as many officers on the bench as you want. 400 is total starting deployment for BOTH sides. As things are, most ship packs and factions should at the very least be functionnal. Reduce default base XP cost to increase S-mod limit by 20%, but increase the scaling by 25%;It's hard to give super specific advice on the combat because there are so many ships with different roles; so I guess to start with, is to find a ship that fits a niche you enjoy. json. 0 - Full Starsector 0. The English Premier League has deducted 10 standings points from Everton over a breach of league rules regarding profitability and sustainability. Also that command must be from another mod, because base Console Commands mod doesn't have it. Handing over planets is really the big one, much faster than commissioning and invading for one faction. You get 5 A or B choices per line, with the ability to reverse your choice at the cost of a story point. heavy armor. I was thinking that the fleet limit should be something between 300-500 DP. Sure, but from 100%, not the default of 70%. Fill rest with PD. The most important feature though is that it allows you to put permanent mods on your ships. 95 that I'm less than thrilled with, but this is all in the context of how I personally enjoy the game. hey, I didn't see a lot of guides explaining how colonies work in conjunction, so I tried to make a straightforward guide that explains it. I have the maximum 10 lvl 5-7, but the enemy often has 20+ officers. The enemy is all about pure alpha strike, so having a ship that can withstand the damage (paragon) or just avoid it entirely (frigate spam) works too. If you repair this Automated Shipyard, you will have access to that feature permanently, as it is reusable. 1 will cause your fleet to suffer 10% more damage. So far I started tech mining on tier 3 ruins, got an alpha core assigned to it and improved it with story points, so far I get mostly low tier weapons around 10 ordnance points some supplies fuel and metal regularly and once a gamma core. open up setting. Fortunately, we can leverage story points (talked about at length here) as a soft limiting mechanism. Main character points, or single player game points perhaps. It is better to only use 1 or 2 on each colony, so it is better to only have a single industry you really want to "push" on a. I recommend using a mod manager like SMOL or MOSS. With games launching every day, both triple-A full releases and early access concepts, with Kickstarters to keep track of and various news flooding RSS feeds, it takes a lot for a game nowadays to lodge itself into our minds for more than a few months. story points. This won't address the issue that the more ships you allow deployed, the more hesitant the AI becomes because of. At least for me this is usually not an issue in the mid-game/late-game. Don't start using them unless your planet can defend itself long enough for you to arrive. Just a list of all the bar missions (and my ratings) you can find. I'll try to add and see if that works. most games have modifiable UIs. Campaign mode was originally introduced in the 0. 1. Late to the party but here are some QoL and visual mods. As long as there are not too many fighters it runs at 20 fps+ at max deployment. csv file. Starsector is a hard game, especially when you have no idea what to do. Thus using a story point with a 100% XP bonus is essentially "for free", as you'll get it back eventually. Want to go higher than 30 ships available in your fleet? This is how you do it. I use this fleet for nearly everything and is fairly inexpensive as it does not use story poin. And that is the reason story points exist. At level 15 it takes 550k to get a story point, at level 40 it's 1m. Collecting salvage is one way to make credits in Starsector, by cutting up unwilling or indifferent things into little pieces to be sold. 2D RPG/Trade/Fleet Combat Game. You'd need a whole mod to change the price per hullmod and I don't know of one. Share Add a Comment. If you have trouble not overloading yourself, think about what slots you can do without and put the points into capacitors or vents. 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. With default battle size doing anything other than smashing a blob into their ships is a quick recipe for a loss. For the pirates go and speak with Kanta at Kanta's den. 1. If you go to settings. FYI Solar shielding mod also limits damage from storms. 8 warships strapped together was too much, so combat versions will only get 4. 75 to whatever you want, like 1. - tags: Used with the 'help' command to find specific commands easier. Just look at that number: $300,000,000. ago. that what majority players wrong, you need to downgrade your weapons to make enforcer useful. However, note that some story/AI fleets can bypass this cap requirement. There's a chart floating around that shows you how to not pather cells on your worlds, you may find it useful. Starsector is already pretty on the easy side of games, you make everything cost money and it just becomes the easiest game ever. You can choose. Change it to whatever numbers you want. json, because this game would be quite brutal and non-entertaining for me if I didn't. Is this now naturally possible within 9. What if Story Points just gave you more OP? Fractal Softworks Forum November 03, 2023, 06:41:04 AM. 1u/day. So if you agree, here is what you do: you go to your Starsector folder, in data you find the settings file, and from there you can set the amount that ships can be sold for in % and how much less you are going to het for each D-mod on a hull. New comments cannot be posted. Green: Shielded. Or used in a suicide run distraction to slow down a superior force. 2D RPG/Trade/Fleet Combat Game. Age of Innovation event will appear occasionally where AI Colonies will randomly improve their industries with story points over time with their odds varying on size, number of story-improved industries, and whether they are a decentralized faction (like Luddic Pather, Pirates, and Independents). Battle size depends on your fleet combination. The people you sell will be able to use the Blueprints themselves. shadenight123 • 2 yr. How does the math work for deployment point limits? I have read every single in-game label and menu, I have read through the entire starsector wiki, and I can't find the. ago. i don't know if this works for mods too, and what names to use. AdvancedGunneryControl - Allows you to customize how your weapon groups behave on auto-fire, with various modes. Previously in 0. Derelict ships and ships disabled or destroyed in battle can be recovered to gain a usable but damaged ship. ago. Zero. 0. The player can move the ship by clicking on a target or a destination. 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. 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. At some point I figured "oh i have to hire mercenary officers" but they cost 1 SP to hire and when their contract is up. The game is extremely tweakable with things like this. Example). 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. In starsector, ballistic and energy pd have different rolls. Limit how many ship types can be in a fleet (player + AI) at any given time. Consider the extra story points used in this method as the cost, since you s mods are sort of supposed to be final. I've tried pretty much all of the standard stuff (driver update/reinstall, vsync on/off, triple buffering. No change to the cost. DesperatePeter • 5 mo. First thing I do is edit the number of starting command points in the settings file, changing it to 10. I can't support it, even with missions in the core worlds. g. Premium. ago. Since radiant is 40 DP, it gets a CR penalty for being over the limit. Officers from a pod (both level 5 and 7) come with Elite skill (s), and can be retrained at will (instead of "Make skills elite" they have "Retrain" button in its place). My standard explore fleet at end of ironman game was 4 tempests 2 Shrike 1 medusa 1 Fury ! aurora 1 apogee 1 odyssey 2 colossus 1 Phaeton tempests has hardsubs and shields s mods Most things had hard shields smods All the extended racks were built into the. Wouldn’t it be funny if there was a chance that some of your. (500) 2. The design is already fairly data-driven. Today, he rolled up pristine nanoforge. So it might say you can deploy 300 points of ships and they can deploy 200 points of ships if you have numerical superiority with a point. One feature is in both categories – “pick one of two skills at every tier”. tbh I think the closest thing to passive SP generation might be to just use console commands to periodically cheat them in. Removed soft fleet size limit. Age of Innovation event will appear occasionally where AI Colonies will randomly improve their industries with story points over time with their odds varying on size, number of story-improved industries, and whether they are a decentralized faction (like Luddic Pather, Pirates, and Independents). This is unlikely if 4096m+ of memory is allocated to Java; Starsector should never use that much memory, no matter how many mods are loaded. Find a damaged frig, go to system, then get sierra. zeonlight78. You will read a lot about S-Mods on forums, this is what they are referring to. 6. A Starsector mod that changes the way that built-in hullmods work. 4, you find cryosleeper and kill. Now what I would expect vanilla to do (and it doesn't) is when I make a skill elite on a normal officer. Its pretty simple to modify the game files to allow infinite mods on a ship with story points. Basic maintenance (standard) is 70%, meaning up to 20%. 2 days ago · Share this story. 6 Installable Modules. 95a. 4X game features in Starsector. ago. The hull mod I most frequently build in is the drive field one because it takes so much OP. Edit: Fuxed something that bothered me. 0. Or just get industrial evolution mod that lets you build com relays on planet, so you only need 2. 100 fleet size, 99999999 battle size. [deleted] • 5 yr. Majority of the playtime of this game comes from replay-ability. So you can literally order 1 day before the end month is over and it would be ready on the 1st of the next month. Bitbucket. Atlas does. Some parts of the Mod Pack are stand-alone Utility projects that don’t depend on other components. zekromNLR • 5 mo. sketchydeutscher. e. 91, with a few key differences. 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. ) With that important note out of the way: some factions in the game have a stronger identity than others. The other point is that besides the security level there's a time issue- war is time-sensitive, and the use of a planet-killer is (likely) indicative of running out of options and being forced into taking an option. afaik, bring more ships and have higher leveled officers. You just open the zip folder and keep going until you see and excel document labeled commands. 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. The benefits of a Dram are well known. Writing Starsector. I feel no small amount of trepidation because this is both a change and it is a particular story about particular characters in a way the pure sandbox certainly isn’t. Example). - Releases · qcwxezda/Starsector-Progressive-S-Mods. CoqueiroLendario. Check the forum. 95. Re: Increasing deployment points? « Reply #1 on: January 19, 2014, 12:09:49 PM ». json; lines 53 and 63. 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. Friendly-Hamster983. A good indication of this happening is if you get a random out-of-memory or GC limit overhead crash in the campaign if you leave it. If you can only save once or twice and this consistently happens after that, my best guess is a memory leak in either Nexerelin or one of the other mods. This class can be a loose script or inside a jar, the console will work with both. json. 95 - Guide to Fleet Composition. Some things about story points are not that well balanced though, like finding unrecoverable paragon on day 10, spending only 1 story point to recover it with magic, and somehow getting it in mint condition without a single d-mod. I salvaged instead of recovered one or two ships from the tutorial derelict ships. A comparison of cargo/fuel tankers and efficiency pre and post 0. It's balanced to maintain the ratio of Story Points to bonus experience while still providing a faster levelling rate. If your automated fleet relies on the computing power of the rest of the. 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. Posted July 02, 2021 by Alex in Development. 1. A. Allows for crafting of special items (like nanoforges) using Domain-era artifacts. Mercenary officers can be worthwhile in the late-game because they let you exceed your officer cap. The Mod Pack is broadly compatible with faction mods, Nexerelin, etc. I, for some reason, completely blanked on Deployment Points, but there is a little window near the top left of the screen that tells you your fleets. help. A colony can serve many purposes: they can produce goods for the player to take at just-under open market price, they act as useful storage areas or markets away from the Core Worlds, or they can simply produce lots and lots of credits. Want to go higher than 30 ships available in your fleet? This is how you do it. s-mods with hull restoration are +5% each, so 10%, 15% it you take the leadership tree, 65%. One non sense trick you can do is to fill your fleet with alot of civilian ships and cheap ships, this way you will get more. Provided your computer can handle more ships at once, of course. Main menu missions are short tactical battles between pre-defined fleets that are accessed from the Missions. go to hybrasil buy 1500 units of drugs spread the love to the folk of the system.