stellaris can enemies use hyper relays. 415K subscribers in the Stellaris community. stellaris can enemies use hyper relays

 
415K subscribers in the Stellaris communitystellaris can enemies use hyper relays  A person may want this to change how their game plays, or improve performance since Hyper Relays supposedly add lag to the end game by complicating the AI

The exact speed depends on your fleet speed but overall, we can say that, from our experience, Hyper Relays are almost four times faster than regular Hyperlanes. As title. 15 comments. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Total war immediately switch ownership, causing the hyper relay chain to be broken (shows up as yellow/orange on the map). You miss a single enemy ship and it runs amok in your territory until you catch it. Hyper Relays can be constructed once the Hyper Relays technology is researched and allow ships to jump to Hyper Relays in adjacent systems instead of using the existing hyperlane connections, thereby avoiding having to traverse systems at sublight speeds. 4. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Stellaris fleets have a tendency to become very large compared to everything else in the game. Disabling a megastructure type will result in the technology being inaccessible and all existing megastrucutres of that type being destroyed. 0. Tall empires will prolly benefit more from hypers due to how much easier it is to acquire them vs gateways on top of going a. Hyper lanes can produce unity, with the right tradition/tech. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. - Moved the code to separate files to be more mod compatible. Instead, no matter how or where I click, the game tries to make my fleets go through the hyper relay to the south-east in the system which guarantees engagement and a hefty loss for me. g. Game was never designed for hyper fast travel at early/mid game to begin with. Regular Gateways cannot be used by enemies; each one must be reactivated individually, and enemies you are at war with or you have closed borders with cannot use them to enter your space. Low amenities -> Lower stability -> Negative modifier to "Resources from jobs" You need amenity-producing jobs to off-set this. They must be build in every system going from point A to point B?Game was never designed for hyper fast travel at early/mid game to begin with. Hyper Relays exists because its really frustrating to loose 10 systems before your fleet arrives because you only have one or two early game and the overall Military system is not really designed to fit the whole "Intergalactic Empire" theme Stellaris is. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. (Among others) Orbital rings are pretty powerful economic boosts to planets. Upload Attachment File(s) attachedThat way I can use a few cleets to effectively cover most of my empire, but there's the risk that an enemy taking my frontier systems means they can now funnel troops via their own relays right to me. A link may be inactive because of closed borders, war, or if the relay is ruined. Best. Game was never designed for hyper fast travel at early/mid game to begin with. It doesn’t take the relative distance between my fleet and the hyperlane/hyper relay entry into account. They allow your ships to hyperspace from one system to another. For an Empire cutting it close budget-wise, taking over AI systems after Hyper Relays are discovered and built can destroy your economy. However, I totally forgot how Hyper Relays work. Potential explanation: Unless archived data is erroneous, developers stated that there would be a different lane identifier for systems linked by hyper relay. If in the galaxy map, left-click the system you want to build in, and construction work will begin in a random valid location. Stellaris. I tried not to use the same specific government name twice, so there would be a wide variety of government types and ethics. Be careful of the Hyper Relay's position in unclaimed systems as the enemy can, and will, come through the Hyper Relay instead of the hyperlane. I have to wonder how easy it will be for the devs to balance in future if relays stay DLC only. Lot of people just dont like relays for some reason (but mostly bugs and/or weird mechanics). Specially when you focus in trade protection and fast-traveling within your borders and allies/vassals. Creators of. Hyper Relay Tech - Please give us galaxy options to disable them. Game was never designed for hyper fast travel at early/mid game to begin with. 10. Hyper Relays should do more. Trade modules on starbases work through gateways and trade routes go via gateways. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or hardening if im. Also building relays through gateways and/or wormholes does not count as xonnected relays. Dismantling Hyper-Relays. Game was never designed for hyper fast travel at early/mid game to begin with. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. They must be build in every system going from point A to point B?Game was never designed for hyper fast travel at early/mid game to begin with. Can someone explain. Mainly it should attempt to connect:The Hyper Relays causing a weird calculation doesn't totally explain why the route from Sirius to Sol would go through the Warp Gate, as no part of that was on a Hyper Relay route to begin with, and it would arrive at a Network node equally quickly whether it went to the subject's Warp Gate or to the neighboring system, which also. Hyper Relays can be built by your Construction Ships outside the gravity well of systems, just like Gateways. Valmarki May 13, 2022 Jump to latest Follow Reply Description AI does not allow for. The Hyper Relay allows fast travel across your empire, the Quantum Catapult can send your fleets on a one-way trip to a portion of the galaxy, and Orbital Rings will allow you to have extra starbase capacity in a system, or provide bonuses to the planet it encircles. They must be build in every system going from point A to point B?Game was never designed for hyper fast travel at early/mid game to begin with. Ships will jump between systems that are connected to them instantly instead of needing to sublight travel to the edge. I do however wish the pathfinding AI would just use a normal hyperlane to travel to a new system sometimes because fleets transiting a large system just to use the relay sometimes makes the transit 4x as long. I think, the reason, you can't "skip" systems with hyper relays is, gateways does this thing already and hyper relays are early tech to help fast travel in your sectors. Hyper Relay edicts require the empire's capital system to be. For Stellaris 3. The catch is that you can't get the contingency relic until at the very minimum around the year 2305 (endgame start date of 2250 means the crisis events can't start until 2300, plus the time it takes for the time it takes for the contingency events to play out), which is almost certainly way too slow for a speedrun of any kind. Just guessing, if they were allowed to take the dyson sphere, it was probably out the core sector. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Being able to remove these during peacetime would be quite useful. Rejoice as your war fleets once again will use a hyperlane that they are literally touching to move to an adjacent system, instead of reversing and flying the entire length of the star system in order to fly 20 systems out of their way and get ambushed at point blank range. Also adds some new origins, progenitor is a really unique and strong one for hivemind. Each hyper relay costs 25 influence, 500 alloys, and 100 rare crystals. I think this is a problem, but at the time I figured what the heck, they’re half way. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. This may very well be the yellow coloration. Game was never designed for hyper fast travel at early/mid game to begin with. I can't find a way to "insist" my fleets go through the lane instead of the relay. 6 for current Stellaris version 3. To retain the cheaper Hyper Relay costs of Sparsity, use the Cheaper Relays Submod; Should be compatible with all other mods, except other mods that override hyper relays. Hyper relays in Stellaris can be powerful tools for interstellar travel, but it is important to understand their range and limitations in order to use them effectively. Description. Tier 2 - This would begin when you unlock the tech for. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Fun fact, there was no way, and appears to still be no way, to force a fleet to manually travel via hyper lanes rather than hyper relay if there is one in the system. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. You cannot even manually path your fleets/ships to a system if it is linked. Gateways. The thick red ones are also Hyper Relays, but you just don't have border access to them. Through vassal specializations and edicts it is possible to gain additional benefits from them. I find it quite difficult to see the thicker lines on the map and differ them from the thinner hyperlanes of the same color. Specially when you focus in trade protection and fast-traveling within your borders and allies/vassals. Normally, ships have a sensor range, and simply having an outpost next to it would reveal the star and let you advance. You just right click one system, like. However an empire could still start with the gateway origin. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. 4. Stellaris Gateway is considered to be FTL Megastructure, along with Hyper Relay. It feels more appropriate for the hyper relay to be built like a space highway system linking important locations. At the start of the game, you can choose to disable specific types of megastructures. I do place fewer Gateways than I used to, though, relative to before 3. Redirect to: FTL#Hyper Relays;I'm sure this works, but hyper relays make traversing your empire so much faster it's kinda bad to not have them tbh. No, hyper relay is indicated by a thick blue line. The problem is that the tech tree is kind of bloated at the moment. Is this a glitch or a marketing scheme? I dunno. Lord Lurk May 21, 2022 @ 2:37pm. Just select a Construction Ship and right-click. They’re useless on their own, but a chain of Hyper Relays built in adjacent systems dramatically speeds up travel, allowing you to jump from Relay to Relay after a short windup rather than having to travel across each system at. the ai spam hyper relays so its literally less than 80 days to fully recover a fleet, while it takes 100+ days to recover half of a fleet's armor and 1/4 hull. A place to share content, ask questions and/or talk about the 4X grand strategy…My preferred galaxy settings are 1000 stars, 1 guaranteed habitable planet, 1x habitable worlds, ai empires set to 10-20, 5 fallen empires, 1-3 marauders, max primitive, . A link may be inactive because of closed borders, war, or if the relay is ruined. Allowing them to skip the travelling across the system part cuts down on travel time quite significantly. then camping them near the hyperlanes/hyper relays of my border systems. Game was never designed for hyper fast travel at early/mid game to begin with. Game was never designed for hyper fast travel at early/mid game to begin with. It can take 20-30ish days to cross a system from one end to another, so any days saved when moving fleets can make a difference in war or quick deployment. Games. ago. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. Gundalf Oct 28, 2022 @ 11:22pm. Unlike Hyper Relays, Gateways don’t just increase your travel speed, they allow you to instantly travel from point A to point B in the Galaxy, given that you have Gateways in both locations. Meaning your ships can make jumps without having to use sub light to reach a hyperlane. - Made existing Hyper Relays non-traversable. Albionest. The fact that you can only see an arrow in the solar system map view seems more on the side of just a mapped path, and not an actual physical phenomenon that accelerates objects… I guess depending on what hyperlanes actually are, we can speculate what a “relay” could do. The Stellaris Wiki [stellaris. Disables the option for players or AI to research the hyper relay technology. Yes. I think, hyper relays are fine as they are, also it would allow enemy ships to intercept traveling ships if you camp at the hyper relay without touching the space station. Ships appear at the relay when they warp to the system. Generally the problem is only large enough to warrant a fleet. Move fleet to adjacent system, then way point the fleet next to the triangle entrance to the. Game was never designed for hyper fast travel at early/mid game to begin with. ago. 2; 1. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. And so if your fleets are pathing to a system using relays, and then the destination relay gets cut, they originally path to the relay and then change to path normally. While in the past you wanted plenty of gateways now you want only a few them, and even then it is mostly to cut on the number of jumps you do. com] contributors, for cataloging all the effects, scopes, conditions, etc; that were necessary to make this mod. No, it doesnt. The War in Heaven, while not a true end game crisis per say, is much more unique in the way it involves empires choosing sides, the creation if vassals, the possibility to capitulate to save yourself, the awakened empires fighting esch other, etc. They won't work if you. Description. Hyper relays are usually researched well before gateways. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. It can take 20-30ish days to cross a system from one end to another, so any days saved when moving fleets can make a difference in war or quick deployment. Alternatively, you can seek to vassalize your neighbors and have them provide your basic resource income. Of course you could still require a relay to be built on each end of the bypass to act as a terminal and to connect to the chain on the far side. Hyper Relays can grant additional effects based on edicts and subject specializations. I feel like the colors of the ships and the hyper relay-network blend too well with each other and make it difficult to visually track my ships. I do however wish the pathfinding AI would just use a normal hyperlane to travel to a new system sometimes because fleets transiting a large system just to use the relay sometimes makes the transit 4x as long. Hyper Relay links can become inactive for several reasons, including the. No, what I mean is: you need hyper relays in all systems you need to get through often, so you need a lane from your home system to every border system (so a system that has a hyperlane connecting to a forgin empire) and a lane from every colony to every other colonie, usually you just need a lane to one of the. 15 comments. . 6. Its the stellaris version of 'roads'. Technically hyper relays are tier 2 technology as are orbital rings. Hi, can you please add ability to dismantle hyper-relays? I tend to build them very conservatively -- just connecting my planets and choke-points for quick relocation of fleets in case of war/relief effort to take planet siege off. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in 5 different systems in seconds, even at. Game was never designed for hyper fast travel at early/mid game to begin with. Its the stellaris version of 'roads'. Also, get lots of shields since the Contingency's weapons suck vs shields. It doesn’t take the relative distance between my fleet and the hyperlane/hyper relay entry into account. 10. Updated with save file. Subscribe to downloadHyperlane Variety (Blue) Subscribe. Suggestion. If you build an outpost and claim the system, the enemy will no longer be able to use the Hyper Relay and will have to default to. Stellaris Real-time strategy Strategy video game Gaming. Subscribe. ago. The fact that you can only see an arrow in the solar system map view seems more on the side of just a mapped path, and not an actual physical phenomenon that accelerates objects… I guess depending on what hyperlanes actually are, we can speculate what a “relay” could do. However, the AI is often stupid and if you have a Citadel there with lots of Defense Platforms and an Ion Cannon that can usually handle whatever the AI sends in. Besides the double pop up on completing a gateway, I have an issue not being able to upgrade vassals hyper relays to gateways. 9. 5. These megastructures are currently togglable: Hyper Relays. Think of the hyper relays as your highway, everything travels faster, enemies included so it may backfire unless you have some good chokepoint defense systems, and your gateways as your teleportation centers. And so if your fleets are pathing to a system using relays, and then the destination relay gets cut, they originally path to the relay and then change to path normally. Hyper Relays can be built from the galaxy view, which places them semi-randomly within the system. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. They must be build in every system going from point A to point B?Description [3. However, instead of connecting to all the other L-Gates in the galaxy, all L-Gates travel to the same place: a little system outside the galaxy, known as the Terminal Egress. Further, that one gateway will connect you to EVERY other empire capital at once, while hyper relays need to be built out over that difference. The technology bonus is practically the same, plus you get the perk to use on your other vassals. And gateways can be built in disconnected systems. 99!. I only build Hyper Relays like highways where. There's also the edicts that spread thru hyper. Hyper Relay edicts require the empire's capital system to be. A person may want this to change how their game plays, or improve performance since Hyper Relays supposedly add lag to the end game by complicating the AI. Having your. My point stands anyway, i dont see why would we want to have an icon to select hyper relays from the galaxy view, they already highlight the hyperlane, wich is both visually cool and useful. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. In general it's hard to distinguish hyper relays from hyper-lane connections. Two that come to mind are turning a migration policy on. I always run with mods to make hyperlanes less obtrusive on the galaxy map. Stellaris Overlord added a few interesting Megastructures, the Hyper Relay, the Orbital Ring, and the Quantum Catapult. (Among others) Orbital rings are pretty powerful economic boosts to planets. Might save u some ressources if you do not need to speed up ship travel time and waste a lot of ressources from building them everywhere. - If the system has a wormhole, the Hyper Relay should be placed near it. . Normally if you wait some days they become green Click to expand. They can get prohibitively expensive if you conquer an AI empire since the AI builds them all over the place. The Hyper Relay allows fast travel across your empire, the Quantum Catapult can send your fleets on a one-way trip to a portion of the galaxy, and Orbital Rings will allow you to have extra starbase. But now with the introduction of hyper relays, orbital rings, (and habitats which have been in the game for years) you can now play around with smaller megastructures earlier in the game. I built 2 of them, one on my home sector and another about 30-40 sectors away and went to send a construction ship through it to test it and it doesn't have a 'destination'. Stellaris fleets have a tendency to become very large compared to everything else in the game. Stellaris Real-time strategy Strategy video game Gaming. They must be build in every system going from point A to point B?The crisis wiki page said it could happen, but that'd only be if you don't immediate kill them (or in the case of earlier versions, if they didn't kill themselves). 5. In order to form the network you have to have a hyper relay in an adjacent system connected from a hyper lane. Toggle signature. There is always time for a spot of tea. To quickly jump across to the system they were positioned directly next to. The thick blue lines are systems that are connected by Hyper Relays. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. They have different roles. ago. How do we use these? How do they func. Every time I notice a fleet rush towards a hyper relay while the enemy is attacking the neighboring system I die a little on the inside because I know the fleet is going to not be able to use that hyper relay, have to turn around and run through the entire. I played a lot of Civ 5 on deity, and that game is you vs the cheating computer. Instead they can immediately begin charging their hyperdrives for the next jump. Game was never designed for hyper fast travel at early/mid game to begin with. Update: Aug 25, 2022 @ 1:05am. And the way both are weighted, perhaps even with prerequisites that aren't explicitly mentioned anywhere, it's difficult for anyone to know how to draw them consistently. Relays just jump you system-to-system. Here are a few: -The Mushroom Kingdom: the red top/white stem classic mushroom people (I know they can have different colors but by saying the colors you pictured the shape). Showing 1 - 2 of. - Disabled the Hyper Relay "bypass" feature. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. For those like me who get annoyed at how THICK the Hyperlanes between Hyper Relays are. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. I can be anywhere, anytime, and I can greet you in over seven hundred languages, and that's just with my natural vocal chords. Video versions of these dev diaries are available at the Stellaris Official YouTube Channel. Game was never designed for hyper fast travel at early/mid game to begin with. If you have not yet researched Hyper Relay technology, Hyper Relay Insight will give you a boost to get started in doing so. This story is the story of my last game and how the narrative played out perfectly. They must be build in every system going from point A to point B?And with neutral hyper relays being usable by them this time they wont even need years to reach and attack an overlords back. Game was never designed for hyper fast travel at early/mid game to begin with. Mainly it should attempt to connect:The Hyper Relays causing a weird calculation doesn't totally explain why the route from Sirius to Sol would go through the Warp Gate, as no part of that was on a Hyper Relay route to begin with, and it would arrive at a Network node equally quickly whether it went to the subject's Warp Gate or to the neighboring system, which also. Hyper relays definitely could use some improvements. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. Swarm has the largest fleet, they also produce (sort of) new ships from infested planets just like other empires, meaning that their numbers would grow exponentially if they expand. A few I can think of off the top of my head: Make it possible to disable them, ideally from the galaxy map. A link may be inactive because of closed borders, war, or if the relay is ruined. the tech comes with the 2nd or 3rd lvl hyper drive. Rule 5: I made a mod that uses performance-friendly pathfinding algorithms to plan Hyper Relay networks, so the AI builds them starting from the capital, then going to sector capitals, then from there branching to colonies in the sector, and more importantly, doesn't build them in random systems going to nowhere. Description. Its the stellaris version of 'roads'. 4. Space travel wise , they can 'speed up travel' because now you don't have to travel though a. They should offer a 10-20% trade value buff to every world they're plugged into that connects to your capitol, a 5-10% trade value buff for every other empire's capitol they're connected to (encouraging leaving empires alive) and they should connect via wormholes and gateways as sometimes that's the. Speed 5 become new Speed 3 (in 2290s). It feels incongruous that such a massive piece of infrastructure gets built in every backwater system with a single +2 energy deposit. Stellaris already has an issue with cat-and-mouse fleet chases. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Hyper Relays are currently the worst thing in the game. Besides that, hyper relays are pretty useful. The L-cluster isnt even in the same galaxy. Thanks so much! There really should be an option to dismantle mega-structures, even if it's a one cent to the dollar sort o thing. #1 esotericist May 14, 2022 @ 8:11pm hyper relays are described as an early game tech by the devs in comparison to e. Game was never designed for hyper fast travel at early/mid game to begin with. . At first I though it was because of one of my many mods. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. You don't actually skip over any systems while using them -- you just skip the travel time from flying across systems to the next hyperlane. I do it, so I can build Hyper Relays & Gateways in every system, and make galactic travel a BREEZE! it's so nice! being able to go anywhere and everywhere, especially while the crisis is. Like gateways, there is a one per. Hyper Relay comes much earlier and much cheaper, and later you get the more effective gateways. 0:00 / 7:39 Hello and welcome to my channel, thank you for stopping by. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Enter hyper-relays. Thread starter Kingman; Start date Jun 12, 2023;. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. I personally don’t really like hyper-relays, but that’s just my taste, plenty of other people enjoy them. Cute little egalitarian butterflies. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in 5 different systems in seconds, even at. ago. I use this with ultimate automation and have my construction ships auto build hyper relays, and whenever I want a gateway it saves so much clicking by using your mod. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. But could be a nice suprise if it was inside a nebula. Hyper Relays can be constructed once the Hyper Relays technology is researched and allow ships to jump to Hyper Relays in adjacent systems instead of using the existing hyperlane connections, thereby avoiding having to traverse systems at sublight speeds. This used to be mainly gateways, but with the addition of hyper relays it's become more apparent. You can only build one gateway per system. There is no pathfinding, only an if/or statement. Instead they can immediately begin charging their hyperdrives for the next jump. A Relay Network is more like Railways. a ship with level 2 (Gravitic) sensors will give sensor coverage of that system and all systems connected to it through a Hyperlane or explored Wormhole. They must be build in every system going from point A to point B?All those things can be removed by simply making gates an evolution of relays. Many techs show two parts- one I can actually use, and another thing that benefits hyper relays. AI build Hyper Relays in every system regardless if that system is well-travelled or not, and each Hyper Relay costs 2 Energy/month in upkeep. A Hyper Relay network can be immensely helpful for fighting a defensive war before you get Gateways or Jump Drives, since it lets you more easily use Defeat in Detail tactics against a larger invading force (Note: hostile fleets can't use Hyper Relays against the empire that controls them to instantly move across that empire). Mods are UI + leader cap. Stellaris already has an issue with cat-and-mouse fleet chases. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. Click the hyper relay you want to get rid off, open the console and type the following in to get rid of it: effect remove_megastructure = this. I do place fewer Gateways than I used to, though, relative to before 3. Toggle signature. How do we use these? How do they func. On a similar note, hyper relays can't be turned off, and I find those worse for whack a mole. Once you have observed a functional Hyper Relay in use by another empire, the technology will appear much more frequently, causing them to spread in a pleasing manner across the galaxy. For Hyper Relays this probably doesn't take long at all, and Gateways and L-Gates only take a little bit longer. They work similarly to regular Hyperlanes – just much, much faster. By using mass gates you are vulnerable to attacks. Feudalistic and agrarian. . 2. I don't have any games correctly started with STellaris v3. Mid game infrastructure like this and the rings was missing. The crisis could spawn anywhere inside your borders, just like an ennemi could warp in at some point. The expansion for the space strategy from Paradox Interactive will debut in early May and will introduce a new hyper relay technology. Subscribe to downloadStar Wars Sith Empire Ships 3. Redirect page. Best. g. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. r/Stellaris. 3 comments. Thread starter Archael90; Start date May 24, 2022; Jump to latest Follow Reply Menu We have updated our. Nihilistic Acquisition perk to abduct pops is a great option if you're authoritarian. It obliges us to use it instead of using a more manoeuvrable hyperlane. In order for Hyper. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. So let's talk Hyper Relays. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in 5 different systems in seconds, even at. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. 10/10 :) Game was never designed for hyper fast travel at early/mid game to begin with. Description. Content is available under Attribution-ShareAlike 3. In this case, you will need to use other approaches. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. * NOT achievement compatible; Can be added to an existing game, but works best if the AI has not started building hyper relays yet. . 5 > Definitive final version without errors (tested in a huge galaxy for more than 99 years). A link may be inactive because of closed borders, war, or if the relay is ruined. But not just for Hyper Relays, I would love to be able to dismantle uninhabited Habitats, Megastructures and Gateways as well. Once you’ve seen a working Hyper Relay in another empire’s hands, the technology will appear much more frequently, causing it to spread in a positive way across the galaxy. Once you have observed a functional Hyper Relay in use by another empire, the technology will appear much more frequently, causing them to spread in a pleasing manner across the galaxy. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Game was never designed for hyper fast travel at early/mid game to begin with. Stellaris Overlord added a few interesting Megastructures, the Hyper Relay, the Orbital Ring, and the Quantum Catapult. Game was never designed for hyper fast travel at early/mid game to begin with. Regular wars do not change ownership of systems until end of the war, so you are still able to use those lanes. Their big advantage over natural hyperlanes is that the relay can connect to any other relay in range, eliminating the need for fleets or ships to travel across the system in normal space to reach the next hyperlane. ago. Game was never designed for hyper fast travel at early/mid game to begin with. My point stands anyway, i dont see why would we want to have an icon to select hyper relays from the galaxy view, they already highlight the hyperlane, wich is both visually cool and useful. particularly because fleets following other fleets tend to get stuck one hyper jump behind if they go throguh a hyper relay for one reason or another, which is a disaster during a war (or a confrontation. Ruled by a monarchy. But atm, ships can ONLY chose to use relay movement if it is available to them. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. If you park your ships next to a hyperlane on the opposite side of the system to the hyper relay, they will lug themselves back over the system to get to the hyper relay. Redirect page. With Gateways being airports. Disables the option for players or AI to research the hyper relay technology. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Unlike Hyper Relays, Gateways don’t just increase your travel speed, they allow you to instantly travel from point A to point B in the Galaxy, given that you have Gateways in both locations. So long story short, common-case script is: - save into new file; I like hyper relays in concept, but the implementation is just really bad in some situations. Hyper Relays would work like the gatebridge in stargate. Recommended Mods: Star Wars Weapons and Ship Components (by Superior General Delvardus). Existing_Risk8968 • 10 mo. First, I would like to ask could we please get the ability to destroy Hyper Relays and Gateways if we want? Sometimes the AI spam these in every owned system and, especially for the Hyper Relays, I don't want the burden of a galaxy painted with Hyper Relays and Gateways. 420K subscribers in the Stellaris community. Once you have observed a functional Hyper Relay in use by another empire, the technology will appear much more frequently, causing them to spread in a pleasing manner across the galaxy. That goes for normal conquest, not only total war. The new Hyper Relay Megastructure is the equivalent of a galactic highway in Stellaris, allowing players to accelerate travel across their Empire. . They must be build in every system going from point A to point B?Game was never designed for hyper fast travel at early/mid game to begin with. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in. You'd need to find a mod to permanently disable them. The AI should follow a set of rules for building hyper relays. (the middle triangle is connected via Hyper Relay, the system off screen to the top left is not connected) The idea is that when you have 3 or more Hyper Relays in a row, your ships can jump from 1 Hyper Relay to the next, instead of having to fly across each system you are passing through. Because of this, they can use your gateways - when they are not at war with you. Hyper Relay comes much earlier and much cheaper, and later you get the more effective gateways. The pathfinding system of Hyper Relays slows the game massively. 4. 49/EUR 19. Enemies can use the parts of the "relay highway" that they control, while you can not (as long as they control it. - Allow to upgrade any hyper relay into gateway through Galaxy view. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Paradox Interactive, for making the awesome game that is Stellaris. Hyper Relays work kind of like a gateway with a range of one system. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. And with neutral hyper relays being usable by them this time they wont even need years to reach and attack an overlords back. Now you can put gates a few systems back, and connect from them to the front line with relays. Hyper Relays. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Yeah I already thought about that. if you have a hyper relay connection between two systems, you can NOT use the normal hyperlane entrance UNLESS the opposing system is not controlled by you. The only thing they're good for is bugging out the enemies point defense because they won't shoot at torpedoes (remember, torps are there earlier!) before they've taken down all strike craft. Understanding the Range and Limitations of Hyper Relays. My protectorate (under the mouse) is well behind the front lines and let’s enemy ships jump into their gateway. You can use them if you take them, sure, but traveling still takes awhile for the systems you don't own, yet they can drop 5 fleets in.