Astria porta game




















Install Steam. Your Store Your Store. Categories Categories. Special Sections. Player Support. Community Hub. Enter the doomed world of Astria, a land destroyed by Cataclysm where all living things are dying. Play as Gwen, an Astrian willing to make his last move before everything ends. All Reviews:. Popular user-defined tags for this product:. Is this game relevant to you? Sign In or Open in Steam. Profile Features Limited.

Languages :. English and 1 more. The team travelled almost Lightyears in a few seconds, although their commbadges still worked while the gate was opening.

The team arrived at Alexandria City Station which appeared to have a ring of its own. The station itself proved to be of the same race as the people that built the Astria Porta. It was also discovered that the Borg Collective, who had been defeated by the Cealier in the Milky Way Galaxy in and were thought to be extinct, had infact been using assimilated Astria Porta technology in order to create power neutrino surges and pull ships to this region of space for assimilation as they rebuilt themselves.

Travel through an Astria Porta is strictly one-way: from the dialing gate to the receiving gate. This is not a limitation of the wormhole, but of the technology; wormholes will transmit anything that enters them, but no solid matter could survive the process.

Thus, each gate in the pair takes on a specific role: the dialing gate converts the traveler into its most basic components sub-atomic particles and transmits it, while the receiving gate reassembles the transmitted matter back into its original form.

If you are unable to make these changes the gate will not work properly. Currently these are the commands working on channel Prior to being able to Hypergrid you will need to rez the "Grid Registration" device. This will register your unique grid with the database and allow for seamless hypergrid travel. Registering your grid is required prior to being able to use the hypergrid feature in the APN gates.

To register simply rez the "Grid Registration" box on your sim and click it. If you have your OpenSim. Happy gating! The Stargates require a power source outside the Stargate. In a future version of the Stargates we will be adding the 'destroyable' features that will disable the DHD. Thus, each gate in the pair takes on a specific role: the dialing gate converts the traveler into its most basic components sub-atomic particles and transmits it, while the receiving gate reassembles the transmitted matter back into its original form.

Doing the reverse is not only fatal for the traveler, but would just result in the dialing gate deconstructing the object upon arrival, converting it into energy much like the process of ascension. It is unknown what would happen if someone entered the dialing Stargate via the 'back' the opposite side of the gate from the one that generates the 'kawoosh' rather than the 'front' the side generating the 'kawoosh' ; Bra'tac apparently knew someone who attempted that on one occasion, but only stated that the man's subsequent death was "most unpleasant", although further details are unknown.

The Stargate is an enormous superconductor composed almost entirely of Naquadah , and is capable of harnessing power from virtually any source, though some sources are apparently inferior to others.

Its design renders it incredibly durable; direct meteor impacts have failed to destroy a gate, and they have also survived within a crashing vessel unharmed. The naquadah construction of a Stargate allows it to hold many times the necessary amount of power for a wormhole to form, but it does have a limit.

Surpassing this limit will create an explosion of considerable size, enough to potentially kill all life on a planet the size of Earth. Most Stargate addresses require six symbols points in space and a point of origin in order to connect.

Though Stargates vary in design, they share several common elements. First, all Stargates have a group of glyphs spaced around the inner ring 39 for Milky Way gates, 36 for Pegasus and Destiny -style gates and nine chevrons spaced equally around the outer edge. The glyphs on Milky Way and Pegasus gates represent constellations , while Destiny -style gates use a collection of abstract symbols for lack of consistent stellar landmarks.

These two features are used as a coordinate system for the gate to target and form a connection with another gate; each chevron is locked to a specific glyph, thereby allowing the gate to connect to another. This is known as an address for a gate; gate addresses are described in terms of how many chevrons are needed to dial them, seven at the least and nine at the most. For a standard seven-chevron address, the first six glyphs represent points in space, forming three-dimensional coordinates.

The seventh represents the point of origin , a glyph which is unique to each gate. For Stargates to access a destination outside of their galaxy, eight chevrons are used; the first six target a destination as normal, while a seventh glyph prior to the point of origin adds a distance calculation to the address, targeting a gate outside the galaxy as opposed to a local one. A nine-chevron address is more of a code than a location, and this allows connection to specific Stargates - regardless of their location.

So far, the only two known nine-chevron address connect to the Ancient ship Destiny , and from Destiny to Earth , but it is possible that more of these addresses exist. This network automatically compensates for stellar drift , allowing every gate with a functioning DHD to properly connect to other gates. In the absence of this, the gate will either fail to connect entirely or roughly eject the passengers due to unexpected deviations in the position of the gate. A first-generation planetary Stargate.

The Stargate on the Destiny , and by extension those constructed by Seed ships , are suspected to be a prototype version on which all future gates are based. Stargate glyphs do not represent local constellations as the later models do, since they are used in many different galaxies.

The glyphs are also separated, as opposed to the Pegasus and the Milky Way gates, where they are on an inner ring. The chevrons are also different; the triangular part of the chevrons is smaller and more angular at the ends, and the three lines on either side of the triangle are more distinct as individual lights. The chevrons also stay lit constantly, with the glyphs themselves lighting up to indicate a lock.

Unlike later gates, the platform in which these Stargates are built is a part of the mechanism, and the entire Stargate spins when dialing, and locks its glyphs by moving them to the topmost position. The gate rotates clockwise for the first glyph, then changes direction for the next, alternating until the point of origin is locked. Planetary gate bases possess a large ramp, with lights on either side that activate whenever the gate is active, marking the path to the event horizon.

Planetary gates and the one in Destiny have a chevron in front of the gate that lights up when the gate is active. The Stargate aboard Destiny with the gate bearing lit. Destiny's specific gate has its own unique features. An orb-shaped bearing that hangs above the gate lights up in tandem with the locking glyphs, and once the wormhole forms it stays lit along with a final chevron in the floor.

When the wormhole disengages, a short blast of CO 2 is emitted from vents on either side of the gate. This appears to be superfluous, given that planetary gates have no such attachments. Most likely because Destiny -style Stargates do not have an external power source, they have a limited range. Unlike Milky Way or Pegasus gates, Destiny -style Stargates cannot normally dial every gate in the galaxy, but instead can only dial gates in relatively close proximity. Still, if provided enough power, such as when connected to the ship's power source, the Stargate on board Destiny is capable of dialing Earth.

This indicates that the range limitation is more of an efficiency issue, with either the older gates or their power source, rather than a physical limitation. Something that is ultimately a limitation of newer gate generations as well, only to a lesser extent, given that Milky Way and Pegasus era gates can only dial intergalactic addresses with a ZPM as a supplemental power source and dialing Destiny from a Milky Way era gate still necessitated extracting massive amounts of raw energy from the Icarus planet's Naquadriah core.

SGU : " Air, Part 1 ". The gate on Destiny is reached from other galaxies through the use of the ninth chevron, the function of which was unknown until Destiny's address was discovered in the Atlantis database in ; otherwise, it is reachable through a normal seven-chevron address.

However, they were unable to make a connection from the Milky Way until Eli Wallace discovered that the address, unlike normal addresses, is actually a code requiring nine specific symbols, rather than a set of coordinates and a point of origin.

Due to how far Destiny is from the Milky Way, the power required to dial Destiny is immense, more than a single or even several Zero Point Modules could provide. Dialing the address causes Destiny to drop out of FTL to accept the connection.

On the other hand, other Destiny -style Stargates are unable to dial Destiny while it is in FTL, which may be due to their older design, or indicate that the nine chevron address also functions as an override code of a sort. An active first-generation planetary Stargate.

The network formed by prototype Stargates functions differently than the full-fledged networks in the Milky Way and Pegasus galaxies. The Stargates are seeded in a relatively straight line, from one end of a galaxy to the other, leaving a course for Destiny to follow. Over extended periods, these will drift out of alignment due to stellar motions.

Destiny is either close enough behind the seed ships that the line is still straight when it passes through a seeded galaxy or the Ancients compensated for stellar drift and sent the seed ships to planets that would eventually be along the corridor by the time Destiny passes through. These Stargates communicate with each other constantly and update their positions via short-range subspace transmitters, and then link up with Destiny once it comes into range.

Because of the limited dialing range of the prototype Stargates, Destiny usually drops out of FTL near the area it wishes to dial, connecting to a few Stargates at a time.

Though far away gates are normally out of range, any other gate in the chain within a single galaxy can be reached by leapfrogging through the gates in-between, though intergalactic dialing is not possible from a normal gate. However if Destiny has left a galaxy, a connection can still be made from a gate at the periphery of a galaxy, provided the ship is still in range and has dropped out of FTL. The prototype network has no local Dial Home Device ; instead, it links up with Destiny and other compatible devices, transmitting the relevant addresses within range for use by the crew.

For planetary dialing, Destiny has numerous Ancient remote controls , multi-purpose devices which serve as hand-held DHDs among other things. Manual dialing has never been attempted, so it is unclear if the prototype Stargates can be dialed in this manner - the crew of Destiny does not appear to be aware of any such function. However, given that the gates spin, just like Milky Way gates, it is likely that this is possible, as the Ancients explicitly removed the ability of the gates to spin when they wanted to lock out this dialing method.

While the unavailability of a remote means the gate is ostensibly unusable, the remotes are actually more helpful in that a traveler does not need to memorize a gate address and manually plot it in. Rather, they simply have to browse the list of available addresses on the remote, and press on the one they want to commence the dialing sequence.

SGU : " Lost ". It's possible that these Stargates are made up of materials other than Naquadah. The materials appear to be weaker as a single shot from a Berzerker drone was capable of destroying a large segment of the Stargate. Normally a Stargate would be capable of absorbing large amounts of energy, and this is the only time partial destruction of a gate has been confirmed. It may also be that the gates are composed of some sort of alloy, whereas newer generations were designed with a higher composition of Naquadah both for resilience and for energy conduction.

SGU : " Common Descent ". The second-generation, Milky Way-style Stargate on Earth. Milky Way Stargates are the second known model of Stargate designed by the Ancients. They are 6. They are dark gray in appearance with red-orange colored chevrons.

The triangular lower half of the Stargate's top chevron extends and retracts while locking a symbol. The glyphs are built into an inner ring. Most of the gates are built into a stone platform with a stairway for easy access.

Those that aren't have often been moved from where they were first found. SG1 : " Redemption, Part 2 ". The inner ring spins while dialing and can be moved, with some difficulty, by hand to dial the gate in the absence of external controls, if enough power is provided to unlock the ring.

The dialing computer used by Stargate Command essentially employs this method to dial the gate; the system instructs the motors inside the gate to move the ring to the relevant position. A Dial Home Device bypasses the need for the inner ring to spin, simply allowing the user to enter the relevant address.



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