This causes a situation where trying to reinforce a contested system from an adjacent system makes the fleets go back and. Hyper Relays are an earlier game phase tech, and you can spam them from galaxy view. 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. 25 hyperlain density, . They won't work if you. While you're adding several automation/QoL changes I think some kind off Hyper Relays building automation would be appreaciated too. Originally posted by esotericist: hyper relays are described as an early game tech by the devs in comparison to e. . 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. Hyper Relays are a tier 2 technology that requires Hyperlane Breach Points and access to Rare Crystals in order to roll. 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?Game was never designed for hyper fast travel at early/mid game to begin with. The building process requires a civilian construction ship. 2] checksum [7836] - Patrolling Fleets don't use Hyper Relays Properly Game Version 3. com] contributors, for cataloging all the effects, scopes, conditions, etc; that were necessary to make this mod. Hyper Relay edicts require the empire's capital system to be. Took a lengthy hiatus from Stellaris and came back for Overlords DLC which am digging aside from the bugs. 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. 6 for current Stellaris 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. Hyper Relays can be built by your Construction Ships outside the gravity well of systems, just like Gateways. spudwalt • 10 mo. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator:. On the building list menu, select Hyper Relay. A gateway can be use to instantly travel to any other gateway in 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 5 different systems in seconds, even at. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Specially when you focus in trade protection and fast-traveling within your borders and allies/vassals. 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. Mastering the Navigation through Hyper Relays in Stellaris. 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. Richard. 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. Ruled by a monarchy. . 5 > Definitive final version without errors (tested in a huge galaxy for more than 99 years). It obliges us to use it instead of using a more manoeuvrable hyperlane. 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 should do more. This are the latest hyper relay changes since you last looked the last time in the star map at them. There is always time for a spot of tea. 5 > Definitive final version without errors (tested in a huge galaxy for more than 99 years). Games. Hyper. HrabiaVulpes Divided Attention •. Normally, ships have a sensor range, and simply having an outpost next to it would reveal the star and let you advance. 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. Subscribe to downloadHyperlane Variety (Blue) Subscribe. If 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. 32 items. The new Hyper Relay Megastructure is the equivalent of a galactic highway in Stellaris, allowing players to accelerate travel across their 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. Its the stellaris version of 'roads'. We discovered that removing this mod (disable hyper relay tech) removes the funky megastructures. The AI should follow a set of rules for building hyper relays. Unless you are trying to connect to a capital three systems away, the hyper relay will be more expensive influence wise. 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. Best. 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 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. I played a lot of Civ 5 on deity, and that game is you vs the cheating computer. Stellaris Gateway is considered to be FTL Megastructure, along with 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. . 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. Instead they can immediately begin charging their hyperdrives for the next jump. . 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. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 75x tech 1x hab as a Rogue Servitor, year 2330, 80k science/month total. Just like jumpdrive use gets its. . Do notice that this isn't the same rule as L-gates and wormholes, which can be used to go to enemy territory. I think this is a problem, but at the time I figured what the heck, they’re half way. The L-cluster isnt even in the same galaxy. It doesn't help that sometimes the relays turn bright orange/red sometimes too. 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. 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. And gateways can be built in disconnected systems. 0. 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. #1. It doesn't help that sometimes the relays turn bright orange/red sometimes too. 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. Just guessing, if they were allowed to take the dyson sphere, it was probably out the core sector. At the start of the game, you can choose to disable specific types of megastructures. When large fleets fly through the hyper relay it looks better to me than the gateway. Lord Lurk May 21, 2022 @ 2:37pm. 25 gateways. Like gateways, there is a one per. Especially because the further you zoom in the thinner and more similar the hyper relay line becomes to the hyperlane line. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. A few I can think of off the top of my head: Make it possible to disable them, ideally from the galaxy map. 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 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. 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 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. g. 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. Potential explanation: Unless archived data is erroneous, developers stated that there would be a different lane identifier for systems linked by hyper relay. Militarized Hyper Relays: A proposed upgrade where hyper relays have the potential to combat piracy directly, I think they should be granted on starbase module slot for the purposes solely of mounting either Gun Batteries, Hangar Bays or Torpedo Launchers, while being given one small autocannon module regardless of the choice made if upgraded. Back in ye olden days of Stellaris, with the three FTL types, the. 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 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. On a similar note, hyper relays can't be turned off, and I find those worse for whack a mole. Fallen and Awakened Empires don't follow the usual rules for borders, in that they ignore them. Steps to reproduce the issue. r/Stellaris. it essentially lets you pave roads to move faster along certain routes. It's faster to hop from one hyper relay to another than to fly across the whole system. 4. 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. 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. . This is a good idea for systems that contain wormholes. Example 1 is so true, i think it is just a simpler implementation to do when there is hyper relay, use hyper relay. 2. - Made existing Hyper Relay tech and megastructures no longer fully deleted when loading a save. 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. Originally posted by esotericist: hyper relays are described as an early game tech by the devs in comparison to e. Toggle signature. This page was last edited on 23 May 2022, at 20:30. I would rather suggest some variant on gateways that is mobile, but limited in number and slow to re-position. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Stellaris Gateway is considered to be FTL Megastructure, along with Hyper Relay. what we need is to use influence to make our. Lot of people just dont like relays for some reason (but mostly bugs and/or weird mechanics). The technology bonus is practically the same, plus you get the perk to use on your other vassals. * NOT achievement compatible; Can be added to an existing game, but works best if the AI has not started building hyper relays yet. A link may be inactive because of closed borders, war, or if the relay is ruined. 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). Hyper relay. 4. Hyper Relays can grant additional effects based on edicts and subject specializations. 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. For an Empire cutting it close budget-wise, taking over AI systems after Hyper Relays are discovered and built can destroy your economy. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. 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. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. 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. 0. 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 don’t collect trade. 4. 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. 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. A gateway is a teleporter. 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. 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. 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. These megastructures are currently togglable: Hyper Relays. The crisis could spawn anywhere inside your borders, just like an ennemi could warp in at some point. 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 essentially lets you pave roads to move faster along certain routes. Hyper Relays are a rare Tier 2 technology that require the Hyperlane Breach Points technology and access to Rare Crystals to discover. 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. The L-cluster isnt even in the same galaxy. 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. 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. 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. Best. 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. 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. ago. A ruined Hyper Relay can be restored for 500 energy, 500 alloys, and 100 rare crystals, taking 6 months to complete. 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. 4. You'd need to find a mod to permanently disable them. As title. Technically hyper relays are tier 2 technology as are orbital rings. Disruptors and other piercing weapons, since the Contingency has strong shields and armor but poor hull. ago. Strategy Guides Stellaris: How to Build a Hyper Relay By John Higgs. Game was never designed for hyper fast travel at early/mid game to begin with. Redirect page. At first i used it just to connect my capital to other capitals, mostly from my 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. (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. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Or if you have the range advantage, you're rather the relay be on the other side of the system. # 20220712 Mod version 0. 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). With this mod, regular hyperlanes are white and thin enough to be unobtrusive but still usable. So with the reveal of the catapult what i thought the hyper relay will do is proven false. Go to Stellaris r/Stellaris. Game was never designed for hyper fast travel at early/mid game to begin with. Why is that a problem? Well, most empires, that are at the point, where broad Hyper Relay construction. Me, duh. Description. 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. Can't sure my 5 coins are related to hyper relays (as I don't have Overlord) but still in common case you also need to remove flags megastructure and has_megastructure from stellar body that serves as a basement for mega so you can build anything again. The thick red ones are also Hyper Relays, but you just don't have border access to them. The difference to how wars are fought across large empires aren’t the same. Disables the option for players or AI to research the hyper relay technology. 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. 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. hdjs_ • 7 mo. Enter hyper-relays. No, hyper relay is indicated by a thick blue line. 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. Compatible with version v3. 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. For the most part, you just have to have something suitable that you can build the structure around and by the time you get around to building Mega Structures many times I have built habitats in the system, and they take up spots where you could build a Mega Structure, but of course once the Habitat is there you can no longer build a Mega. However an empire could still start with the gateway origin. Option just doesn't pop up. There is no pathfinding, only an if/or statement. 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. Low amenities -> Lower stability -> Negative modifier to "Resources from jobs" You need amenity-producing jobs to off-set this. . 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. 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. - Disabled the Hyper Relay "bypass" feature. I thought it would be something that launched fleets wherever you want in the galaxy but thats what the catapult does. Relays just jump you system-to-system. Hyper relays are more of a punishment for buying the DLC they came. 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. Letting you learn the enemy layout just in advance of conquering, that is. With Gateways being airports. The way I deal with it is either reloading a recent save, or using a console command to get the resources for rebuilding the lost fleet. 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. Game was never designed for hyper fast travel at early/mid game to begin with. When large fleets fly through the. gate networks. Subscribe. For Stellaris 3. ago. Trade modules on starbases work through gateways and trade routes go via gateways. So let's talk Hyper Relays. Can someone explain. 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. So I've taken the same approach to Stellaris, trying to find exploits, and there are a lot of explots. 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. I run a galactic cartel megacorp that a lot of people around the galaxy don’t like. 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. 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. Theoretically to give the hyperrelay edicts an effect the hyper relays do not even have to be linked at all. 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. Two that come to mind are turning a migration policy on. Gameplay, because you need to have them know where they are going. Your ships can use these gateways, to travel to any other gate in the galaxy. Generally the problem is only large enough to warrant a fleet. After the fleet battles, Armageddon bombardments, neutron sweeps, battle frames, mega warforms and finally extermination purges had finished cleansing the galaxy of all the enemies of Machine, we built our capital on the largest, most radioactive. At tiers 2 and 3, Prospectoria gain several permanent research options. My Setup: 4 Ship Yards, each with it's own home fleet, each system is spread out amongst your empire and each ship yard system has a Jump Gate. 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. 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. Besides the double pop up on completing a gateway, I have an issue not being able to upgrade vassals hyper relays to gateways. 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. 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. Hyper Relays can grant additional effects based on edicts and subject specializations. 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. 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. The rule is, you can use the hyperrelay in your and your allies’ space, until the system changes ownership. 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. Say that starting early mid game one gets a tech to construct a single. 9. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. I know its going to be revealed this. Having your opponents able to easily send massive fleets in seconds anywhere at any time is an absolute nightmare, especially when you can't. Exactly the same way how road building in Civ 5 worked. 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. The Hyper Relay. In order for Hyper. e. 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. This is fun and should not be penalized with a lack of network edicts. 15 comments. 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. - Otherwise, a Hyper Relay should probably be placed next to a hyperlane exit, especially if the system is near to another empire that might oneday become an enemy and so lose its Hyper Relay linkage. How Does Hyper Relay Work? Hyper Relays are a rare Tier 2 technology that can only be discovered with the Hyperlane Breach Points technology and access to Rare Crystals. 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. When large fleets fly through the. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. Toggle signature. 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. Video versions of these dev diaries are available at the Stellaris Official YouTube Channel. Feudalistic and agrarian. Description. Game was never designed for hyper fast travel at early/mid game to begin with. 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. Game was never designed for hyper fast travel at early/mid game to begin with. Hyper Relays can be built from the galaxy view, which places them semi-randomly within. 75 (in small galaxies with 4 wormholes i have noticed weird. 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. 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. 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. Improved performance of checking whether a country can use a certain hyper relay or 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 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. They are constructed directly in a single stage, taking one year and costing 25 influence,. Sorta a councile of voices that help guid the main gestalt. Jump to navigation Jump to search. 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. Instead they can immediately begin charging their hyperdrives for the next jump. 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 system again. August 2, 2023. [deleted] • 5 yr. 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. g. - Moved the code to separate files to be more mod compatible. 49/EUR 19. Originally posted by Kapika96: No, every 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. I think about 2 possible options: 1) Addition of Button - Build Hyper Relays from point where Construction ship is to chosen point. 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 already has an issue with cat-and-mouse fleet chases. if you have top end hyperdrive, you're past the point they're meant for. < > Showing 1-9 of 9 comments . That goes for normal conquest, not only total war. Is that the gist of this? I have a pretty expansive empire, just want to make sure I understand this right lol. In order for Hyper Relays to work. Okay but if i have a relay network, and a fortress with a FTL inhibitor will the enemy be able to go. 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. 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. If I create & use an mod that deletes the tech that enables Hyper. - Hyper Relay. It will be a few extra months. Stellaris Gateway Network Tutorial. Speed 5 become new Speed 3 (in 2290s). 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. You cannot even manually path your fleets/ships to a system if it is linked. FinellyTrained • 1 yr. 3, so can not currently testify for how the mod works further into the game. g. 3, so can not currently testify for how the mod works further into the game. And also make strategic entries from hyperlane impossible to do. 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). Vuk Radulovic. 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 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. 4. #2. 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. Specially when you focus in trade protection and fast-traveling within your borders and allies/vassals. Hyper relays definitely could use some improvements. if you have top end hyperdrive, you're past the point they're.