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Author Topic: [Uber-Spoilers] Hypershunt Tap Acquisition  (Read 6872 times)

Hiruma Kai

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Re: [Uber-Spoilers] Hypershunt Tap Acquisition
« Reply #15 on: April 07, 2021, 09:20:22 AM »

Currently, it is bugged such that a gamma (or other core) is not reducing the real demand to 9 from 10.

From the released patch notes thread:
There's a bug here - getting minus one to the requirements should lower them but doesn't, actually, so it's not usable. Well, without putting transplutonics into the stockpile, but that's... not a good way to do it.

(Similar issue affects the Fusion Lamp, though there at least you can use it, just with the hazard penalty.)
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intrinsic_parity

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Re: [Uber-Spoilers] Hypershunt Tap Acquisition
« Reply #16 on: April 07, 2021, 09:22:28 AM »

I have heavily utilized beta cores to reduce upkeep, and the only colonies with cells in my game are the ones with alpha admins. I just killed the bases and they were disrupted for a year, so it doesn't seem like a big deal right now.
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AcaMetis

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Re: [Uber-Spoilers] Hypershunt Tap Acquisition
« Reply #17 on: April 07, 2021, 09:31:54 AM »

I see no Pather cells in the picture.  Last release, there would have been a Pather cell aching to break that colony (but foiled by the Pather bug) due to at least +7 to Pather interest (+6 from Orbital Works with forge, at least +1 from Mining, and more from cores).  Maybe Pather cell generation has changed?
Pather cell generation and mechanics are unchanged from 0.9.1 (minus fixing the operations bug), cells still generate at 7+ interest and everything, but a lot of those values can be changed in settings.json.

As for how annoying Pather cells are in practice, in my (obviously limited) experience so far there's a grand total of two states that Pather cells have. Either they're completely ineffective because you hunt down and kill every base when one pops up before they're able to do anything, or they're merciless crazies who destabilize your colonies to the tune of -3 stability at least once a month. I don't know if I got really unlucky or what, but the first time I let Pather cells go unmurdered they executed like 4-6 operations in fewer months time, and I can confirm the bug with cells being completely ineffective has indeed been fixed. I should add that if you murder bases as soon as they pop up the whole "disruption" aspect seems to be largely meaningless, as Pather bases are on a cooldown to respawn and if there's no bases active disrupted cells wouldn't be able to get support anyway. It also seems that each Pather base can support a maximum of five cells at once.
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Megas

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Re: [Uber-Spoilers] Hypershunt Tap Acquisition
« Reply #18 on: April 07, 2021, 09:32:57 AM »

I have heavily utilized beta cores to reduce upkeep, and the only colonies with cells in my game are the ones with alpha admins. I just killed the bases and they were disrupted for a year, so it doesn't seem like a big deal right now.
That may be fine if it is only one base, but if it is two or more, it becomes a real hassle, if there are other colony threats to deal with too.  (I have not played enough to see if expedition spam is still a thing.)

It seems zombie pirates have been seriously pacified.  After one pirate activity, I did not get anymore - great!  One less babysitting headache I need to deal with.
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intrinsic_parity

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Re: [Uber-Spoilers] Hypershunt Tap Acquisition
« Reply #19 on: April 07, 2021, 09:40:42 AM »

There is a bug causing expedition spam similar to last patch. When I turned on lots of free ports, I started getting constant expeditions, but my defenses are good enough to repel them, so I just ignore. I think the bug should get fixed though.

Pirate raids are much less and my colonies were almost completely safe until I got up a few sizes and turned on free port.
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Kh0rnet

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Re: [Uber-Spoilers] Hypershunt Tap Acquisition
« Reply #20 on: April 11, 2023, 04:37:57 AM »

Honestly? Why would you even care about Hypershunts and Taps?
They are totally not worth the effort. For being the "ultimate endgame" thing to acquire at the moment, the reward they provide is extremely underwhelming. Wow you get to have 1 extra industry for like a 20% increase of profits from your colony, because you totally need those extra credits at the point where your fleet can take on the doritos!

Whereas the other industry items can be very helpful in "fixing" a sub-optimal planets, or a whole system, I never find myself considering the Hypershunts something to build my colonies around.

EDIT: Forgive me, I JUST realized, that I made an almost EXACT SAME COMMENT, in THIS VERY THREAD, on the same topic, almost exactly two years ago.
« Last Edit: April 11, 2023, 04:51:32 AM by Kh0rnet »
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