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 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. Having your. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 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. Move fleet to adjacent system, then way point the fleet next to the triangle entrance to the. Hyper relays are more of a punishment for buying the DLC they came. 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. CacoSteven. Currently at war with the other half of the galaxy. 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 build gate in a different place than a relay, then You. Hyper Relays are an earlier game phase tech, and you can spam them from galaxy view. 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. Regular wars do not change ownership of systems until end of the war, so you are still able to use those lanes. 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. Description. Say that starting early mid game one gets a tech to construct a single. The technology bonus is practically the same, plus you get the perk to use on your other vassals. Gundalf Oct 28, 2022 @ 11:22pm. Stellaris Overlord added a few interesting Megastructures, the Hyper Relay, the Orbital Ring, and the Quantum Catapult. 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. Yes. That's not too bad on the grand scheme. You'd need to find a mod to permanently disable them. I think this is a problem, but at the time I figured what the heck, they’re half way. Paradox Interactive, for making the awesome game that is Stellaris. I kinda wish we had a hyper relay mapmode. Technically speaking, Hyper Relays are considered Stellaris Megastructures. The rule is, you can use the hyperrelay in your and your allies’ space, until the system changes ownership. It makes sense to build both. 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. Just like jumpdrive use gets its own flags. Enemies can use the parts of the "relay highway" that they control, while you can not (as long as they control it. Gateways don’t collect trade. 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. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. 2 (7836) What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia, Leviathans Story Pack. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. 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. 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. Just guessing, if they were allowed to take the dyson sphere, it was probably out the core sector. Hyperrelays are made for overall movement, while stargates - quick jumps. 4. 6 for current Stellaris version 3. 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. It feels more appropriate for the hyper relay to be built like a space highway system linking important 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. The thick blue lines are systems that are connected by Hyper Relays. if you have top end hyperdrive, you're past the point they're meant for. ago. 15 comments. Its just that the "FTL = Yes/No" switch needs to be split (at the code level) in to "Can_pathfind_Hyperlanes = Yes/No" and "Can_pathfind_bypasses = Yes/No" Bypass use and hyperlane use should be separate flags. Description. ago. You miss a single enemy ship and it runs amok in your territory until you catch it. Your ships can use these gateways, to travel to any other gate in the galaxy. 9. 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). Normally, ships have a sensor range, and simply having an outpost next to it would reveal the star and let you advance. Sep 14, 2022 @ 10:45am. 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 edicts require the empire's capital system to be part of the network, while the benefits granted by subject. Hyper Relays: Only available with Overlord DLC. ago. Valmarki May 13, 2022 Jump to latest Follow Reply Description AI does not allow for. Stellaris Real-time strategy Strategy video game Gaming. The third tier 1 perk, Prospectorium Supply, is tied to the Hyper Relay Network, so we’ll get back to that one in a future dev diary when we talk about that. 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. Game was never designed for hyper fast travel at early/mid game to begin with. Okay but if i have a relay network, and a fortress with a FTL inhibitor will the enemy be able to go. Best. 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. Toggle signature. Once researched, this action will become something entirely new: Flash Forging Hyper Relays. 0. Meaning your ships can make jumps without having to use sub light to reach a hyperlane. Stellaris Overlord added a few interesting Megastructures, the Hyper Relay, the Orbital Ring, and the Quantum Catapult. 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. Stellaris already has an issue with cat-and-mouse fleet chases. Stellaris Real-time strategy Strategy video game Gaming. I have to wonder how easy it will be for the devs to balance in future if relays stay DLC only. You can get a lot if you vassal cheese and get ridiculous science outputs. 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. 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. 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. Game was never designed for hyper fast travel at early/mid game to begin with. Hyper Relays are not really a security risk. Hyper relays are meant as way to move faster throughout the galaxy in the midgame before gateways are getting built. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. 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. In 1 collection by RegiZero. From Stellaris Wiki. 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. 75x tech 1x hab as a Rogue Servitor, year 2330, 80k science/month total. Game was never designed for hyper fast travel at early/mid game to begin with. This causes a situation where trying to reinforce a contested system from an adjacent system makes the fleets go back and. 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Hyper Relays can grant additional effects based on edicts and subject specializations. Gateways just jump you from 1 to the other, regardless of distance. Option just doesn't pop up. There is always time for a spot of tea. Game was never designed for hyper fast travel at early/mid game to begin with. 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. e. 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. Go to Stellaris r/Stellaris. 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. A better use for Influence. Besides the double pop up on completing a gateway, I have an issue not being able to upgrade vassals hyper relays to gateways. This is a good idea for systems that contain wormholes. Do notice that this isn't the same rule as L-gates and wormholes, which can be used to go to enemy territory. the tech comes with the 2nd or 3rd lvl hyper drive. ago. 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 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. Low amenities -> Lower stability -> Negative modifier to "Resources from jobs" You need amenity-producing jobs to off-set this. But atm, ships can ONLY chose to use relay movement if it is available to them. 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. Game was never designed for hyper fast travel at early/mid game to begin with. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Pretty much why the scourge can be so damaging with their missiles - even with 8 PDs on your battleships they won't do shit because of the few little. (Among others) Orbital rings are pretty powerful economic boosts to planets. 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. 0. Game was never designed for hyper fast travel at early/mid game to begin with. Stellaris: Overlord is now available! Realize your Grand Design with Stellaris: Overlord, the newest major expansion for Stellaris!. #1 esotericist May 14, 2022 @ 8:11pm hyper relays are described as an early game tech by the devs in comparison to e. It feels incongruous that such a massive piece of infrastructure gets built in every backwater system with a single +2 energy deposit. Also adds some new origins, progenitor is a really unique and strong one for hivemind. Toggle signature. Hyper Relays should do more. Other modders, whose work allowed and inspired me to learn how to write my own mods for 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. Stellaris. 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. After the construction is finished, ships in Stellaris can use the relay to jump to any adjacent systems without having to travel to the relevant hyperlane entrance. 75 (in small galaxies with 4 wormholes i have noticed weird. Hello and welcome to my channel, thank you for stopping by. L-Gates operate a lot like Gateways, in that they let you travel vast distances in a ridiculously short amount of time. You can tailor the location by zooming into the system view, where you can select the Hyper Relays exact placement. 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. 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'. For convenience, Relays can also be built directly from the Galaxy Map. In order for Hyper. * NOT achievement compatible; Can be added to an existing game, but works best if the AI has not started building hyper relays yet. Mid game infrastructure like this and the rings was missing. 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. 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. Albionest. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. You miss a single enemy ship and it runs amok in your territory until you catch it. But this same feature makes the Endgame crisis faster in reaching your capital. hdjs_ • 7 mo. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. If a system also has a gateway or black hole, place the Hyper Relay next to it, or your fleet will need to travel through the system to get to the bypass. Hyper Relay edicts require the empire's capital system to be. To quickly jump across to the system they were positioned directly next to. 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. With Gateways being airports. DeathGP • 10 mo. At first i used it just to connect my capital to other capitals, mostly from my vassals. But thinking about it, you can just choose it as the first ascension perk, and then create a scholarium vassal, which would give more or less the dame science bonus than the normally first chosen perk. Games. In this case, you will need to use other approaches. ago. gate networks. 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. 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. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. I don't have any games correctly started with STellaris v3. Jump to navigation Jump to search. 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. (Among others) Orbital rings are pretty powerful economic boosts to planets. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Technically speaking, Hyper Relays are considered Stellaris 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. - Made existing Hyper Relays non-traversable. These allow ships to jump to any adjacent system that also contains a hyper relay. 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 place fewer Gateways than I used to, though, relative to before 3. 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. ago. FinellyTrained • 1 yr. There is no vulnerability by using gateways. Besides that, hyper relays are pretty useful. 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. A Hyper Relay network can be immensely helpful for fighting a defensive. When large fleets fly through the hyper relay it looks better to me than the gateway. However, I totally forgot how Hyper Relays work. 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. I like how Hyper Relays creates a highway inside your star empire, but I was thinking they could be improved if like starbase you could purchase module once built that add protection to the lane and curve down the chances of pirates popping-up. 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. Owning just the one won't let you piggy-back into an enemy's network. This is good to know, first time on pc version and I decided to skip the tutorial. The L-Gates don’t work like normal gateways for whatever reason and enemy fleets can use them regardless of who owns Terminal Egress. 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. Vuk Radulovic. What i think happened here is, i disabled L-gates in my last game, and the hyper relays now use the megastructure icon. Recommended Mods: Star Wars Weapons and Ship Components (by Superior General Delvardus). 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 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. Redirect page. Game was never designed for hyper fast travel at early/mid game to begin with. 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. After using them in the DLC they essentially give a ship the ability to warp from 1 relay in the network to another relay. Specially when you focus in trade protection and fast-traveling within your borders and allies/vassals. 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. 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. ago. Anyone can use a hyper relay as long as both the to and from systems are not hostile to them. ; About Stellaris Wiki; Mobile view I'm sure this works, but hyper relays make traversing your empire so much faster it's kinda bad to not have them tbh. Game was never designed for hyper fast travel at early/mid game to begin with. 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. 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. g. Stellaris fleets have a tendency to become very large compared to everything else in the game. Usually fleets use the shortest path to the objective. A Relay Network is more like Railways. Hyper Relays are a tier 2 technology that requires Hyperlane Breach Points and access to Rare Crystals in order to roll. ago. They won't work if you. It doesn't help that sometimes the relays turn bright orange/red sometimes too. Thread starter Kingman; Start date Jun 12, 2023;. 2; 1. Hyper relays are usually researched well before gateways. 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. If you have not yet researched Hyper Relay technology, Hyper Relay Insight will give you a boost to get started in doing so. 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. They must be build in every system going from point A to point B?Description [3. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Just select a Construction Ship and right-click. g. Just select a Construction Ship and right-click. But not just for Hyper Relays, I would love to be able to dismantle uninhabited Habitats, Megastructures and Gateways as well. 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. Enter hyper-relays. 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. . 9. Game was never designed for hyper fast travel at early/mid game to begin with. Now how i see it: - Remove disabled gateways and gateway build sides, and replace it with hyper relays. On the building list menu, select Hyper Relay. 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. Game was never designed for hyper fast travel at early/mid game to begin with. Hyper relays definitely could use some improvements. Allowing them to skip the travelling across the system part cuts down on travel time quite significantly. < > Showing 1-9 of 9 comments . No More Stellaris Mods 3. . A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by…Yeah I already thought about that. Enemies can't use hyper relays under your control, so at worst any system they conquered would connect to THEIR hyper relay system, speeding up reinforcements from potentially taking months or years to only taking weeks or a few months. 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 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. Flash Forge Hyper Relays This action is unique in that it is the only one that costs another resource in addition to Astral Threads. 9. It feels more appropriate for the hyper relay to be built like a space highway system linking important locations. Anyone can use a hyper relay as long as both the to and from systems are not hostile to. Besides the double pop up on completing a gateway, I have an issue not being able to upgrade vassals hyper relays to gateways. 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. gate networks. 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 only reason to not do it is the alloy cost, you. 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. Tier 1-The Hyper Relays should be an earlier Gateway Tech, acting with a limited range like the old Wormhole Stations, however Tier 1 Relays will only be able to connect to other Relays, not the Gateways or L-Gates, and obviously they can only connect if you are within their limited range. Game was never designed for hyper fast travel at early/mid game to begin with. Stellaris. How do we use these? How do they func. 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. It will be a few extra months. 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. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. 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. 4. 2. Total war immediately switch ownership, causing the hyper relay chain to be broken (shows up as yellow/orange on the map). No, hyper relay is indicated by a thick blue line. 4. This mod disables the Hyper Relay technology for players and AI and disables their construction, and disables traversal through existing 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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. As title. 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. However I find myself not. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. While you're adding several automation/QoL changes I think some kind off Hyper Relays building automation would be appreaciated too. 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. Thread starter Archael90; Start date May 24, 2022; Jump to latest Follow Reply Menu We have updated our. Example 1 is so true, i think it is just a simpler implementation to do when there is hyper relay, use hyper relay. 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. 2] checksum [7836] - Patrolling Fleets don't use Hyper Relays Properly Game Version 3. With this mod, regular hyperlanes are white and thin enough to be unobtrusive but still usable. Steps to reproduce the issue. 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. 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. Example 1 is so true, i think it is just a simpler implementation to do when there is hyper relay, use hyper relay. 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. Game was never designed for hyper fast travel at early/mid game to begin with. Instead they can immediately begin charging their hyperdrives for the next jump. At the start of the game, you can choose to disable specific types of megastructures. Hyper. Game was never designed for hyper fast travel at early/mid game to begin with. I like hyper relays in concept, but the implementation is just really bad in some situations. 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. Hyper Relay edicts require the empire's capital system to be. 0. Stellaris Gateway is considered to be FTL Megastructure, along with Hyper Relay. 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. Disables the option for players or AI to research the hyper relay technology. 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. 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. g. Hyper relays definitely could use some improvements. Tier 2 - This would begin when you unlock the tech for. This may very well be the yellow coloration. The new Hyper Relay Megastructure is the equivalent of a galactic highway in Stellaris, allowing players to accelerate travel across their Empire. 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. 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. Additionally you have edicts that will allow better resource generation and the like based on your networks. I agree with @Tale that it would make multiple fleets and positioning less meaningful, and throw away much of the difficulty of defending a large expansive territory. Theoretically to give the hyperrelay edicts an effect the hyper relays do not even have to be linked at all. 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. 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. Stellaris. Game was never designed for hyper fast travel at early/mid game to begin with. 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. 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. You use both. Enemies can use the parts of the "relay highway" that they control, while you can not (as long as they control it). 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. Depends, even for wide or very wide empires hyper relays are still useful but gateways will always be superior once you get them. 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. You have to cheese to win as the AI gets stupid bonuses. 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. 25 gateways. (so focusing heavily into a weapon that counters your enemy’s defence and defences that counter your enemies weapons - so going heavy into Kinetics and Missiles and Shields against someone. The building process requires a civilian construction ship. (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. - now towards the cost of building a hyper relay. All vassals are under the most strict policies. Multi-stage megastructures maybe don't get removed as a feature of the star system, but instead only get logically removed -- i. IWonByDefault Necrophage • 6 mo. 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 can be built by your Construction Ships outside the gravity well of systems, just like Gateways. 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. Sorta a councile of voices that help guid the main gestalt. This used to be mainly gateways, but with the addition of hyper relays it's become more apparent. 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. We discovered that removing this mod (disable hyper relay tech) removes the funky megastructures. They can get prohibitively expensive if you conquer an AI empire since the AI builds them all over the place. 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. 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. The crisis could spawn anywhere inside your borders, just like an ennemi could warp in at some point. 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.