Hypershunt starsector.

Ships. All ships can be categorized into one of six classes: Fighter, Frigate, Destroyer, Cruiser, Capital and Station. Fighters are generally the smallest ships and Capitals are the largest ships, while Stations are big orbital defense structures. These ships can also be broken down into three major tech levels: Low Tech, Midline, and High Tech .

Hypershunt starsector. Things To Know About Hypershunt starsector.

Population & Infrastructure is a structure. It is automatically built at all colonies. Provides a monthly income of 10 000 credits a month, increasing by the same amount for each colony size past 3. Can provide +1 stability if the demand for Domestic Goods is met. Can provide +1 stability if the demand for Luxury Goods is met. Will incur a stability penalty if the demand for Food or Organics ...Shock Repeater. "Somehow it got past the cordon and among the support flotilla. Fused sensors, nav, and life support on the crew transports before the wolves took it out. Now we've got a lifetime supply of Volturnian lobster in deep freeze, but no spare 3rd-gen air cyclers. That's executive priorities for you."The hypershunt has no mention of music, unless I'm mistaken. I think it's separate, and do feel that the setting would be a bit cheapened if the third major conflict was yet again AI. The hypershunts are mentioned by the college woman that they are the key to possibly permanently powering up the gate network, and the gate network is the link to ...Encountered as part of Sub-Ordos and Ordos, this fast and aggressive Battlecruiser features a powerful array of frontal firepower, which it could put to great use as part of a battle line, using its system to close gaps to vulnerable targets. As piloted by the AI, however, the ship's high speed means it is often the first to make contact with the opposing fleet, and its wild charge forward ...Regarding point 2, yes. Putting any AI core in Population and Infrastructure reduces the demand imposed by the Lamp or Tap by 1 unit, to 9. You can't have both at the same time though. You can get 10 units of Volatiles production by colonizing a +2 Volatiles gas giant, putting a plasma dynamo on it, and either using a story point to improve ...

r/starsector. Join. • 11 days ago. "When you, a spacer, decide to try something else besides going out and fighting the Luddic Path for the nteenth time." Art by @DinoBoiRex1. 1 / 4. 687. 28. r/starsector.The Galatia Academy is an interstellar research institution and university in the Sector. Its campus is located in orbit of Pontus, a gas giant in the Galatia Star System. The Academy provides the Galatia Academy mission chain, the main story element of the game in Starsector 0.95a. A number of repeatable missions are also provided here until the completion of "At The Gates". Around the end of ...

The hypershunt and cryptosleeper locations: (no winner planets in vicinity IMO) Hypershunt north. Dyriad blue giant star system in the Pharos constellation north of Tia and Ta'ext (core world) Hypershunt south. Freyja, blue giant south of Askonia (center core world, Sindrian faction) in the Hadreel Nebula constellation. At the map edge.

What to do next? in my last playthrough it was the previous version of the SOTF and wayward star was the last quest available, but it updated and i'm pretty sure they added a new mission (i think?) Nah the cryosleeper and it's guardian are actually vanilla content. There's usually only 2 in any given playthrough (in vanilla) so they're just ...Starsector is much like Mount and Blade, and the X series. In vanilla, you start off with a couple ships or small fleet and build up from there. There are colonies and planetary holdings you can have, but you can't order military actions.This page is to hold any miscellaneous modding tidbits which are too insightful to discard but do not currently well fit anywhere specific. BaseModPlugin method call order is onNewGame -> onNewGameAfterProcGen -> onNewGameAfterEconomyLoad -> onEnabled -> onNewGameAfterTimePass -> onGameLoad.The Hellbore Cannon is a large ballistic weapon firing high explosive shells. It has the second lowest OP cost of any heavy weapon in the game, beaten only by the Pilum LRM Catapult, and is generally unmatched in the anti-armor role against large targets. At the same time, the slow turret turn rate, rate of fire and projectile velocity leave it ineffective against smaller targets. 0.8a Halved ...Coronal Hypershunts/Taps suck. 20,000 metals, 5,000 Transplutonics all in one haul to activate it. 10 transplutonics demand to keep it running. -5 colony stability due to having 5 Industries over the max of 4. You get penalized for that.

The Eradicator is a Low Tech Fast Cruiser capable of quickly closing with and destroying targets with rapid, ballistic fire and missiles. The base variant is equipped with an Accelerated Ammo Feeder, making it more specialized towards shooting, while the pirate variant is more able to close in with targets or disengage using its Burn Drive. 0.96 Eradicator: increased deployment/maintenance ...

Alpha Site is a hidden "system" located approximately on the right upper corner of Hybrasil. As it has has no jump points the Alpha Site can only be reached by using the Transverse Jump ability. It contains only a single Irradiated rogue planet which was used by Tri-Tachyon as a secret research base before a strange incident led to its destruction. Alpha Site was home to Project Ziggurat, a ...

Coronal Hypershunt guardians early ... As best as I understand it, the mothership bug was that in \starsector-core\data\campaign\procgen\salvage_entity_gen_data.csv, the "rare_tech:1" was in the "drop_value" column (indicating the game should drop something with a credit value of 1) which is affected by the salvaging skill, when it should have ...Regarding point 2, yes. Putting any AI core in Population and Infrastructure reduces the demand imposed by the Lamp or Tap by 1 unit, to 9. You can't have both at the same time though. You can get 10 units of Volatiles production by colonizing a +2 Volatiles gas giant, putting a plasma dynamo on it, and either using a story point to improve ... After discovering your first hypershunt, a bunch of Dorito bits will fly over, send you a message about the hypershunt, and then attack. The narration mentions that you might be able to bribe them with something, but it doesn't say what.184 votes, 23 comments. 48K subscribers in the starsector community. It used to be called Starfarer. 2D RPG/Trade/Fleet Combat Game10. r/starsector. Join. • 3 days ago. Behold, I have returned to infest your nightmares once again. I have done very little over the weekend because it's the weekend, so all you get are these newfangled doodads. I've grown fond of this combat ring/star type of abomination. 240. 46.r/starsector • Behold, I have returned to infest your nightmares once again. I have done very little over the weekend because it's the weekend, so all you get are these newfangled doodads. I've grown fond of this combat ring/star type of abomination.Portrait25 through Portrait31 have inspired the faction leaders in Sid Meier's Alpha Centauri: Portait25 is based off of Chairman Sheng-Ji Yang of the Human Hive. Portait26 is based off of CEO Nwabudike Morgan of Morgan Industries. Portait27 is based off of Lady Deirdre Skye of Gaia's Stepdaughters. Portait28 is based off of Sister Miriam Godwinson of the …

May 5, 2023 · Just to make sure this isn't a simple confusion, there's a difference between the coronal hypershunt (structure in a star's corona, shows up on the system map) and the hypershunt tap (item used to take advantage of an activated coronal hypershunt for a colony in range). Googling showed that apparently the story is over for now but there is a hypershunt tesseract fight. So I tried. And it's straight up impossible. I only have enough deployment points to bring Ziggurat, Legion XIV, Conquest, Eradicator, Eradicator (P), Dominator and Heron. Enemy that unloads insane damage at you and then safely disengages, fully ...The Hyperion is a High Tech frigate with an immensely demanding upkeep for its size. With its impressive flux values and 3 medium weapon mounts, the Hyperion fills a role similar to a compact destroyer or heavy frigate. Wolfpack Tactics (SPOILERS) 0.96 Reduced mass to 200 (was: 300); affects ship/ship and ship/asteroid collisions etc Added built-in Delicate Machinery 0.95.1a Phase Teleporter ...Commerce is an industry. It can be built at any Colony that has a Spaceport. Creates an independent Open Market on the colony. The market will sell commodities the colony produces or demands, as well as ships and weapons the player has blueprint of, if they have a Heavy Industry. Increases colony income by 25%, or by 125% with an Alpha Core, a Dealmaker Holosuite, and improvements Reduces ...For just 2 points, the light mortar is a great budget HE weapon. Poor accuracy makes it unlikely to hit fast frigates at max range. Can do solid damage to destroyer armour. Medium Ballistics: Heavy Needler: B. Basically 2 needlers with 100 more range, but also a second more cooldown.

Population & Infrastructure is a structure. It is automatically built at all colonies. Provides a monthly income of 10 000 credits a month, increasing by the same amount for each colony size past 3. Can provide +1 stability if the demand for Domestic Goods is met. Can provide +1 stability if the demand for Luxury Goods is met. Will incur a stability penalty if the …Increase Hypershunt tap range. I have a colony 11 LY away from a Coronal Hypershunt, so i wanted to edit the files to increase the taps range, but can`t find where it is, can someone help? there is a mod called modified industry requirements that adjusts all the new items you can make a most on his mod page asking him.

General idea is try using Doom to lure and kite one at the start of the battle, after your capital fleet almost finished dealing with the other one, kite it back to your captial fleet. you may need to be careful about flux levels when kiting.Re: [Uber-Spoilers] Hypershunt Tap Acquisition. « Reply #1 on: April 01, 2021, 04:13:03 PM ». There's an item that you can salvage, just like all the other lost tech stuff (like nanoforges). Adds demand for 10 units of Transplutonics. If met, +1 max industries, must be within 10 LY of the Hypershunt. (installed in population + infrastructure).The pinnacle of the Domain's battleship designs, though perhaps less the result of military necessity and more of the ambitions of certain senior strategic staff of the Domain Navy with considerable backing from the Tri-Tachyon corporation, among other major contractors.No ship can outlast or outgun the Paragon-class, a true Leviathan of a bygone epoch.In-Game Description The Paragon-class ...The Heron is a midline cruiser carrier. It is very fast, as fast as the Falcon, which means it can easily keep itself out of trouble and quickly join the fight if it enters the battle as reinforcement. Its shipsystem increases damage done by fighters of all types. It's only downside is that it is a pure carrier and so it has almost no way of contributing to the fight outside of its three ...What to do next? in my last playthrough it was the previous version of the SOTF and wayward star was the last quest available, but it updated and i'm pretty sure they added a new mission (i think?) Nah the cryosleeper and it's guardian are actually vanilla content. There's usually only 2 in any given playthrough (in vanilla) so they're just ...Special thanks to; Vermy, Naggy, and the rest of the core team for helping this mod come true at last. Selkie & Timid, Mayu, Histidine and the rest of a certain place's residence, for their support ranging from useful art criticism all the way to balancing concerns. UAF's loyal fanbase and supporters for their amazing support and trying out the mod! ...As it happens that was the premise of my last playthrough. Speedrun the hypershunt battles, and then savescum them to try to get the weapons I wanted. (Result: the types of weapons dropped after the battle is largely fixed, however there is some randomness to the quantity of each weapon type dropped.

Crew Replacer is a mod library built with one goal in mind: to make it easy and quick to mod in new items to be used in jobs. crew replacer lets multiple modders modify the same tasks, by adding a system that lets a modder add an 'crew' (really any type of commodity) to an 'job'. were said 'job's replace all the instances of crew i could find ...

Coronal Hypershunt. This class of megastructure once powered the unfathomable industrial might of the Domain, putting the human civilisation well toward Kardashev type II status. It is capable of extracting energy on an astronomical scale directly from the linked star.

I was searching around this topic, since using either the Orbital Fusion Lamp and the Hypershunt Tap leaves you with an obscene amount of commodities to import, and even makes me doubt wheter or not meeting the demands by local production seems difficult.. I haven't been able to test this lately, since im a bit busy IRL and im what could be …Coronal Hypershunt and Unidentified Vessel. I wouldn't worry about it bro, just go lick it and then it'll [REDACTED] It's only two cruisers, doesn't look too dangerous. Welcome to the scrap zone , those used to be ships two minutes ago. A few kites should be able to handle them.A Spaceport is a structure. Its construction is automatically begun for free at all colonies, or can otherwise be built manually if destroyed. A spaceport costs 50 000 credits to construct and has a build time of 15 days. Provides +60% accessibility to the colony. Allows the construction of an Orbital Station, Patrol HQ, Waystation, and Commerce. Provides +2 growth points to the colony. Note ...The other hypershunt seems to always spawn at Ulubis. This is using 0.95a RC15. Not sure if this affects anything, but I noticed that (using devmode) there are usually 3 purple systems, the third being Gamma Thalos, which is a "false" (no hypershunt) system, so not sure if it's something happening when the code selects hypershunt locations.Sinistral Shard. Logistical Data. Recovery rate (per day) 6%. Maintenance (sup/month) 24. Cargo capacity. 10. Maximum crew. I was searching around this topic, since using either the Orbital Fusion Lamp and the Hypershunt Tap leaves you with an obscene amount of commodities to import, and even makes me doubt wheter or not meeting the demands by local production seems difficult.. I haven't been able to test this lately, since im a bit busy IRL and im what could be considerated as midgame, so i wanted to ask others ...Population & Infrastructure is a structure. It is automatically built at all colonies. Provides a monthly income of 10 000 credits a month, increasing by the same amount for each colony size past 3. Can provide +1 stability if the demand for Domestic Goods is met. Can provide +1 stability if the demand for Luxury Goods is met. Will incur a stability penalty if the demand for Food or Organics ...Move in the direction you want to go and activate the "Hyperwarp Jump" ability. Warp distance is based on current burn level: 0.5 light-years per burn level. Press "W" during autopilot to set your fleet to the correct velocity for warping directly to your destination. Can't be activated near non-allied fleets.

May 5, 2023 · Re: Coronal Hypershunt guardians early « Reply #7 on: July 31, 2022, 05:39:24 AM » Somebody beat the Tesseracts with only 2 Onslaught (XIV), so if you get the neural link skill, a bunch of personal skills, and somehow scrounge two Onslaughts, you could pull it off fairly early. Flux Hypershunt hullmod: - New passive system added: Flux Discharge - When the ship's flux level is above 50%, the build-up flux can be released as a deadly discharge by venting, and this deals energy damage to nearby enemy ships. - When installed on a modular ship, the hullmod will extend to the modules. High-Throttled …The AI Remnants are a minor faction hiding in the outer reaches of the Sector. They present a serious threat to unwary explorers. They are usually known as the [REDACTED] by the game's community, as this faction's existence is a spoiler. Systems that are inhabited by the Remnant can be identified by the warning beacons in hyperspace. The beacon's color …I've been out of the Starsector loop for a couple of years and decided to hop back into it with a truckload of mods, since I didn't do much with mods when I last poured a lot of time into the game. In my exploration, I managed to scavenge an apparently incredibly rare Lostech derelict hull, the Nirvana, which is basically a timewarp ship that ...Instagram:https://instagram. publix pharmacy highland plazaicd 10 joint pain multiple sitessolix assurance wirelesspge outage address lookup Starsector > Announcements > Starsector 0.95a (Released) Patch Notes ... Was also wondering, regarding the balancing for sunlamp/hypershunt tap. Does the colony output/input system work in a manner if say. I have a colony that is outputting 10 Volatiles (in theory). Said colony can supply an infinite amount of input demands long as each demand ...A video showcasing the power of the Ziggurat. If you have both phase skills it's pretty much untouchable. Really fun ship, feels like a new and better player... licentia modlistsmartsheet live data connector EDIT: Wanted to add that one thing I had trouble verifying was purple being a hypershunt. My save has 3 purple systems which does not match having 2 hypershunts. One of the 3 systems is a red star which can't spawn a hypershunt (and it indeed does not have one) but it has the planet with the planetary shield. alyssa bustamante boyfriend The Synchrotron Core is a special item. It can be installed into the Fuel Production industry. It generates 4 Pather interest, compounding to Fuel Production's 2, resulting in a total of 6. Synchrotron Cores have a base price of 250 000 credits. No atmosphere. When installed into a Fuel Production industry, a Synchrotron Core increases the industries' production of Fuel by 3 units. As an ...Organics are a commodity found throughout the sector on most habitable planet types; Arid, Jungle, Terran, Tundra, and Water planets, excluding the Desert ones, and sometimes rarely be found on Toxic and Barren-Desert types as well. Note: as of 0.95a Cryovolcanic and Frozen worlds can spawn with organics at any rarity level They are extracted by the Mining industry (pop size + modifier), and ...True to its name, the Dragonfire DEM Torpedo is the low capacity, hard hitting version of the DEM family. The torpedo fires from 1000 units away and its beam has base 8000 DPS applied for half a second, making it particularly devastating against armor, but ineffective against shields, against which the Dragonfire can only generate easily dispersible soft …