Me, duh. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. My protectorate (under the mouse) is well behind the front lines and let’s enemy ships jump into their gateway. If You build gate in a different place than a relay, then You. ninjad912 Illuminated Autocracy. 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. 10/10 :)Hyper relays definitely cut on the number of gateways I build. A gateway is a teleporter. Ships will jump between systems that are connected to them instantly instead of needing to sublight travel to the edge. A link may be inactive because of closed borders, war, or if the relay is ruined. Imperial fiefdom is a unique one too that can be very powerful. - Made existing Hyper Relays non-traversable. Stellaris Dev Diary 251 has dropped and this week we are getting the breakdown on the Hyper Relay Network, an update to unemployment & migration and a specia. 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). 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. Ruled by a monarchy. g. If you have not yet researched Hyper Relay technology, Hyper Relay Insight will give you a boost to get started in doing so. 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. And it is not viable to create several bulwarks, one for each side, as each bulwark drains the overlords basic ressource production individially, which makes them too expensive. . Two that come to mind are turning a migration policy on. Stellaris fleets have a tendency to become very large compared to everything else in the game. 4. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. - Hyper Relay. 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. On the building list menu, select Hyper Relay. 25 hyperlain density, . 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. Game was never designed for hyper fast travel at early/mid game to begin with. Albionest. That is if a wormhole connection works in the same way a hyperspace lane works for intel. For Stellaris 3. Stellaris. Hyper relays sound neat but I worry that in a prolonged invasion where they’ve taken a string of systems, they can jump around my empire faster and make them harder to kill. . May 18, 2022 @ 2:34am Hyper Relays Do I just put them in a line or should I put there in every system from what I can tell it not like jump gates and. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. With this mod, regular hyperlanes are white and thin enough to be unobtrusive but still usable. These megastructures are currently togglable: Hyper Relays. That is to say the way I’ve been playing so far, I want it to be harder for them. 5. Hyper Relay comes much earlier and much cheaper, and later you get the more effective gateways. Note for. Example 1 is so true, i think it is just a simpler implementation to do when there is hyper relay, use hyper relay. For an Empire cutting it close budget-wise, taking over AI systems after Hyper Relays are discovered and built can destroy your economy. • 2 yr. 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. If I create & use an mod that deletes the tech that enables Hyper. Technically speaking, Hyper Relays are considered Stellaris Megastructures. ago. A relay network is a highway. 415K subscribers in the Stellaris community. Game was never designed for hyper fast travel at early/mid game to begin with. They can get prohibitively expensive if you conquer an AI empire since the AI builds them all over the place. Total war immediately switch ownership, causing the hyper relay chain to be broken (shows up as yellow/orange on the map). 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. That goes for normal conquest, not only total war. 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. The thick red ones are also Hyper Relays, but you just don't have border access to them. At first i used it just to connect my capital to other capitals, mostly from my vassals. 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. Hyper relays are meant as way to move faster throughout the galaxy in the midgame before gateways are getting built. Discuss this update in the discussions section. ninjad912 Illuminated Autocracy. Description. At the start of the game, you can choose to disable specific types of megastructures. 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. Not only am I extensively trained in biological greetings, but I have access to the entire arsenal of the Blorg Commonality Friendship Armada and I will use it to its full extent to uplift your unfriendly culture into. Game was never designed for hyper fast travel at early/mid game to begin with. 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. 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Next week we’ll take a ride on the Hyper Relay Network, finally see those three Specialist perks, look at some other balance changes and additions coming in Cepheus and Overlord, and reveal another Origin. At tiers 2 and 3, Prospectoria gain several permanent research options. I do place fewer Gateways than I used to, though, relative to before 3. Subscribe to downloadUltimate Automation 3. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. 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. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Why is that a problem? Well, most empires, that are at. but I can't build hyper relays, since I dont have overlord. Multi-stage megastructures maybe don't get removed as a feature of the star system, but instead only get logically removed -- i. From there, you can enter one of the other L-Gates to another. * NOT achievement compatible; Can be added to an existing game, but works best if the AI has not started building hyper relays yet. HrabiaVulpes Divided Attention • 6 mo. [deleted] • 5 yr. trelltron • 5 yr. They are constructed directly in a single stage, taking one year and costing 25. We discovered that removing this mod (disable hyper relay tech) removes the funky megastructures. Hyper Relays work kind of like a gateway with a range of one system. Get 2 systems with hyper relays next to each other then get one of the 2 systems attacked and see that the path the response fleet takes is inefficient. Hyper Relays: Only available with Overlord DLC. On a similar note, hyper relays can't be turned off, and I find those worse for whack a mole. Hyper relay. A link may be inactive because of closed borders, war, or if the relay is ruined. Now how i see it: - Remove disabled gateways and gateway build sides, and replace it with hyper relays. You don’t know exactly where it is, so your ships don’t know how to get there. I don't have any games correctly started with STellaris v3. Best. This will remove the hyper relayfor good. Game was never designed for hyper fast travel at early/mid game to begin with. Just select a Construction Ship and right-click. Stellaris Overlord added a few interesting Megastructures, the Hyper Relay, the Orbital Ring, and the Quantum Catapult. 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. If you’d like to read your events or manage the more important and time critical things, turn on all them options!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. Gameplay wise I think of them as kind of like a high speed railway for your ships (except your ships are kind of leapfrogging along them. They must be build in every system going from point A to point B?Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. You just right click one system, like. Stellaris - How to guide on Hyper Relays - How do they work, how much do they cost and why use the. i heard that theyll be replacing the energy costs of subterfuge operations with influence, but thats the wrong way to go about it since barely anyone uses that system anyway. 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. gate networks. The difference to how wars are fought across large empires aren’t the same. 3 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. Lord Margrave May 24 @ 2:31pm. if you have top end hyperdrive, you're past the point they're meant for. Gateways and hyper-relays can only be used if both sides are either friendly or neutral, so your enemies won't be able to use them until they control the system, in which case you're in trouble anyways already. hdjs_ • 7 mo. They can open or close their borders to you, but your borders are always open to them because they don't care whether you give them permission. Vuk Radulovic. A full list of credits regarding the use of every asset in this shipset can be found on a dedicated page in the discussion area. Hyper Relay edicts require the empire's capital system to be. 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'. A link may be inactive because of closed borders, war, or if the relay is ruined. I have done my best to ensure that every contributor has been credited so if there is any. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. Owning just the one won't let you piggy-back into an enemy's network. 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. Best. Game was never designed for hyper fast travel at early/mid game to begin with. So let's talk Hyper Relays. However, I totally forgot how Hyper Relays work. For convenience, Relays can also be built directly from the Galaxy Map. Update: Aug 25, 2022 @ 1:05am. From Stellaris Wiki. The alternative Hyper-Relay Centered does the same thing as its Hyper-Relay No PathFind Mod brother, but doesn't disable pathfinding, for those who still like to play dangerously. Gateways can be almost effectively disabled by setting them to 0 when creating the galaxy, because you need to know of one to get the tech. 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. 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. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. When large fleets fly through the hyper relay it looks better to me than the gateway. 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 are constructed directly in a single stage, taking one year and costing 25. The tactic in question overlaps L-gates and normal gates in order to eliminate the time your fleets move between them if you have both in the SAME system. 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. Valmarki May 13, 2022 Jump to latest Follow Reply Description AI does not allow for. then camping them near the hyperlanes/hyper relays of my border systems. 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 order to form the network you have to have a hyper relay in an adjacent system connected from a hyper lane. Fleets have a piracy suppression score, and that gets applied to a systems piracy value for every day that they are in the system. Do notice that this isn't the same rule as L-gates and wormholes, which can be used to go to enemy territory. I usually compare it to Roads vs Railroads in some versions of Civ. Realize your Grand Design with Stellaris: Overlord on May 12th for USD 19. 2; 1. Game was never designed for hyper fast travel at early/mid game to begin with. They must be build in every system going from point A to point B?It seems impossible to catch your enemy, since every time it look like this: enemy enters the system, your fleet follows it trying to use the relay, enemy captures the system, your fleet turns around and moves through the entire system to the hyper corridor, while enemy’s fleet is on its way to capturing another 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. To quickly jump across to the system they were positioned directly next to. Just like jumpdrive use gets its. Hyper Relays can grant additional effects based on edicts and subject specializations. 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. 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. Understanding the Range and Limitations of Hyper Relays. Stellaris Dev Diary 251 has dropped and this week we are getting the breakdown on the Hyper Relay Network, an update to unemployment & migration and a specia. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. The test started when I noticed that, despite being only three non-relayed hyper jumps away, the construction ships opted to use a route that included 7 relay jumps and two gateway jumps (I built the gate ways right next to the relay to reduce movement even more, seems to be almost instant) to get there instead of the three jumps. Depends, even for wide or very wide empires hyper relays are still useful but gateways will always be superior once you get them. 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. (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. 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. i would rather the auxiliary slots to be used for accuracy for artillery ships and speed boosters for screen ships, or hardening if im. Yes. The alternative Hyper-Relay Centered does the same thing as its Hyper-Relay No PathFind Mod brother, but doesn't disable pathfinding, for those who still like to play dangerously. This is fun and should not be penalized with a lack of network edicts. Hyper. 6 for current Stellaris version 3. KindlyWall481. I love hyper relays, it’s not revolutionary but it does feel like a significantly different way to play. How do we use these? How do they func. 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. Stellaris Gateway is considered to be FTL Megastructure, along with Hyper Relay. 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. Stellaris fleets have a tendency to become very large compared to everything else in the game. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. ago. Compatible with multiplayer only if all use it, since it changes the Checksum. You have to cheese to win as the AI gets stupid bonuses. 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. By using mass gates you are vulnerable to attacks. 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. Disabling a megastructure type will result in the technology being inaccessible and all existing megastrucutres of that type being destroyed. 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. I know its going to be revealed this. Game was never designed for hyper fast travel at early/mid game to begin with. Through vassal specializations and edicts it is possible to gain additional benefits from them. I think about 2 possible options: 1) Addition of Button - Build Hyper Relays from point where Construction ship is to chosen point. Originally posted by esotericist: hyper relays are described as an early game tech by the devs in comparison to e. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 9. Can someone explain. 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). 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. ago. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Option just doesn't pop up. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. g. Showing 1 - 2 of. Is it possible to turn off Hyper Relays at all prior to starting a new game? I've just wrapped up a game in the late 2800s (used the recent game setting's idea from the post where everything was notched up, so tech was x25 research times, growth scaling etc - made a very fun game). ago. That's literally no different either way around. 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. And it is not viable to create several bulwarks, one for each side, as each bulwark drains the overlords basic ressource production individially, which makes them too expensive. 49/EUR 19. True but i would ad Fallen Empires can use your Gateways (if activated) anytime and i think (not sure) the crisis can do this as well. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. g. spudwalt • 10 mo. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Yeah I already thought about that. It makes sense to build both. paradoxwikis. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 10. 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. The Stellaris Wiki [stellaris. 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. Ships will jump between systems that are connected to them instantly instead of needing to sublight travel to the edge. This mod is not opted-in to receive Donation Points. 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. They have to be in systems adjacent to each other, an uninterrupted chain of relays will make the hyperlane a bolder line and that's when you know they're connected. 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. . The rule is, you can use the hyperrelay in your and your allies’ space, until the system changes ownership. Tier 2 - This would begin when you unlock the tech for. Steps to reproduce the issue. Okay but if i have a relay network, and a fortress with a FTL inhibitor will the enemy be able to go. x. #2. right now influence is only good for building outposts, claiming systems, and diplomatic pacts. It doesn't help that sometimes the relays turn bright orange/red sometimes too. I can be anywhere, anytime, and I can greet you in over seven hundred languages, and that's just with my natural vocal chords. 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. Specially when you focus in trade protection and fast-traveling within your borders and allies/vassals. 6 for current Stellaris version 3. Besides the bug(?) with fleets flying to them instead of using the much closer hyperlane jump (there has to be the option to force a fleet to a hyperlane), there is another very annoying thing, that needs correction: Hyper Relays can't be destroyed in any way. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. 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. There is always time for a spot of tea. 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. This is a good idea for systems that contain wormholes. It feels incongruous that such a massive piece of infrastructure gets built in every backwater system with a single +2 energy deposit. I have all kinds of vassals but the one that is giving me the most problems is a protectorate that has borders open to the enemy. Unless they’re the Crisis or a FE. Took a lengthy hiatus from Stellaris and came back for Overlords DLC which am digging aside from the bugs. . So let's talk Hyper Relays. So I've taken the same approach to Stellaris, trying to find exploits, and there are a lot of explots. 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. It feels incongruous that such a massive piece of infrastructure gets built in every backwater system with a single +2 energy deposit. 9. Not only am I extensively trained in biological greetings, but I have access to the entire arsenal of the Blorg Commonality Friendship Armada and I will use it to its full extent to uplift your unfriendly culture into. 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 5 different systems in seconds, even at. Game was never designed for hyper fast travel at early/mid game to begin with. Originally posted by esotericist: hyper relays are described as an early game tech by the devs in comparison to e. 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. Dismantling Hyper-Relays. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. #2. If they're not using the hyperlane relay, it might just be because they'll get to the objective faster with whatever they ARE using. After using them in the DLC they essentially give a ship the ability to warp from 1 relay in the network to another relay. Why is that a problem? Well, most empires, that are at the point, where broad Hyper Relay construction. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 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. Dear Developers: Hyper Relays and Gateways. You can select relay location, and it absolutely matters. 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. There's also the edicts that spread thru hyper. Thread starter Kingman; Start date Jun 12, 2023;. Description. 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. 2] checksum [7836] - Patrolling Fleets don't use Hyper Relays Properly Game Version 3. 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. Ready to take your revenge on the galaxy? The Sith armada is here to serve! This shipset is a compilation of ships from various Sith factions from the Star Wars KOTOR Era including fan favorites such as the Harrower Dreadnought and the Interdictor Cruiser. 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. Anyone can use a hyper relay as long as both the to and from systems are not hostile to them. I personally don’t really like hyper-relays, but that’s just my taste, plenty of other people enjoy them. The Hyper Relay. Go to Stellaris r/Stellaris. 2. They are a daisy chain of relays that only connect to systems that are linked via hyperlane. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Gundalf Oct 28, 2022 @ 11:22pm. Lord Margrave May 24 @ 2:31pm. L-Gates operate a lot like Gateways, in that they let you travel vast distances in a ridiculously short amount of time. Cute little egalitarian butterflies. Game was never designed for hyper fast travel at early/mid game to begin with. I personally don’t really like hyper-relays, but that’s just my taste, plenty of other people enjoy them. 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. I haev several available edicts that only interact with hyper relays. please, PDX, i beg you: make the hyper relays dismantable! This is just an annoying feature. So initially they couldn't use them but once they take the system they can use them for reinforcements and you wouldn't be able to use them until you took the system back. Hyper lane routes are immune to piracy, the reasoning is their rapid transit ability negates the ability of pirates to interdict trade Yes (it's hyper relays though) Bases within the umbrella of a trade hub are ignored as a trade source route; the idea is the trade hubs gather it up as if there were no base instead of the base intervening. 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. 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. Besides the double pop up on completing a gateway, I have an issue not being able to upgrade vassals hyper relays to gateways. Stellaris: Overlord is now available! Realize your Grand Design with Stellaris: Overlord, the newest major expansion for Stellaris!. Regular wars do not change ownership of systems until end of the war, so you are still able to use those lanes. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Gateways. Option just doesn't pop up. Each hyper relay costs 25 influence, 500 alloys, and 100 rare crystals. 10/10 :)Game was never designed for hyper fast travel at early/mid game to begin with. They function like hyper relays but without the requirement of the systems bordering eachother. 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. But not just for Hyper Relays, I would love to be able to dismantle uninhabited Habitats, Megastructures and Gateways as well. Subscribe to downloadHyperlane Variety (Blue) Subscribe. You only need a hyper relay in ur colonized systems, so the effect applies to those systems. 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. The expansion for the space strategy from Paradox Interactive will debut in early May and will introduce a new hyper relay technology. 10. Mid game infrastructure like this and the rings was missing. #1 esotericist May 14, 2022 @ 8:11pm hyper relays are described as an early game tech by the devs in comparison to e. You can tailor the location by zooming into the system view, where you can select the Hyper Relays exact placement. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. 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. Steps to reproduce the issue. 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. No More Stellaris Mods 3. Like gateways, there is a one per. Have you ever wondered how the hyper relay system works in the game Stellaris? If you’re not sure how it functions, our resident gamers have you covered! In this guide, we’ll explain everything you. You miss a single enemy ship and it runs amok in your territory until you catch it. Flash Forge Hyper Relays This action is unique in that it is the only one that costs another resource in addition to Astral Threads. Ships will jump between systems that are connected to them instantly instead of needing to sublight travel to the edge. the tech comes with the 2nd or 3rd lvl hyper drive. they don't count as megastructures or count towards megastructure limits -- and instead they become. A game blessed by the Shroud, or how destroying the galaxy felt good. Hyper Relays can grant additional effects based on edicts and subject specializations. Also, ditch anything bigger than a Corvette since the Contingency's weapons suck vs evasion. On a similar note, hyper relays can't be turned off, and I find those worse for whack a mole. Hyper Relays should do more. In order for Hyper. Game was never designed for hyper fast travel at early/mid game to begin with. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. Just guessing, if they were allowed to take the dyson sphere, it was probably out the core sector. IMO, this just proves that the game could be better if you had the option to have smaller megastructures available earlier, and then after mega-structural. I would rather suggest some variant on gateways that is mobile, but limited in number and slow to re-position. 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. If a fleet enters a system on the 3rd, and jumps out 2 weeks later, it offers 0 piracy protection for not being in it over the tic. This are the latest hyper relay changes since you last looked the last time in the star map at them. Yes folks, your ships can literally be sitting on the exit point to another. . Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Hyper Relays are an earlier game phase tech, and you can spam them from galaxy view. Recommended Mods: Star Wars Weapons and Ship Components (by Superior General Delvardus). I know the real reason is because Gestalts are DLC features and DLCs requiring DLCs are avoided by the devs or its straighr up not allowed to make content for it. 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. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Its infuriating when using hyperlanes would be so much faster420K subscribers in the Stellaris community. 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. Hyper relay. 9. Feudalistic and agrarian. ago. At first I though it was because of one of my many mods. 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. Hyper Relays. There is no pathfinding, only an if/or statement. Stellaris Gateway Network Tutorial. But this same feature makes the Endgame crisis faster in reaching your capital. 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. All Discussions. But not just for Hyper Relays, I would love to be able to dismantle uninhabited Habitats, Megastructures and Gateways as well. New to this game,but why is it that despite me conquering 70% of an enemies territory, never losing a ship, they get to keep all but one of their systems? I was flawlessly annihilating an enemy empire, then out of nowhere they send me a message forcing me to make peace by not giving me an option to decline. For those like me who get annoyed at how THICK the Hyperlanes between Hyper Relays are. Mods are UI + leader cap. They must be build in every system going from point A to point B?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. The tactic in question overlaps L-gates and normal gates in order to eliminate the time your fleets move between them if you have both in the SAME system. Redirect page. 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. 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. Gateways and hyper-relays can only be used if both sides are either friendly or neutral, so your enemies won't be able to use them until they control the system, in which case you're in trouble anyways already. Hyper Relay connected systems are shown on the galaxy map and Construction Ships can build them directly from the galaxy map. 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. Hyper Relays are not really a security risk. ago.