Features:
Adds the Old Hyperion back into the game as the “Theia-class”. It has same description, minus the name, has the same weight in Tri-Tachyon fleets, etc.
This does not replace the current Hyperion
Changelog:
0.2.0 – 2021-03-29
– Actually restore the Hyperion’s old ship system.
0.1.1 – 2021-03-26
– Update version file to include mod thread.
– Update mod_info to add correct current Starsector version and increment version number
0.1.0 – 2021-03-26
– Adds hyperion as old_hyperion, with the legacy weight in faction doctrine
– Renamed Hyperion to Theia in player-facing descriptions
However it seems that the ability is still the new one with no teleport allowed if the flux is higher than 0.
I tried to fiddle with the phaseteleporter.system that both Hyperions use but it doesn’t seem to work sadly. Any idea on how to modify it ? Maybe create a new ship system but the zero flux condition seems built-in the game.
Thank you for the mod, it’s nice to see that the OG Hyperion will live on.
However it seems that the ability is still the new one with no teleport allowed if the flux is higher than 0.I tried to fiddle with the phaseteleporter.system that both Hyperions use but it doesn’t seem to work sadly. Any idea on how to modify it ? Maybe create a new ship system but the zero flux condition seems built-in the game.
Oops! I can’t believe I forgot to check for this bit. Fixed that now, thanks.
Changelog
- Actually restored old shipsystem
What’s your grudge with the new one? It is better in player hands and much less annoying in enemy hands.
We must be reading different threads because i dont see anyone saying they have a grudge against it.
Why do you think there is a need for a retired, less balanced version of the Hyperion?
Lemme rephrase that.
Why do you think there is a need for a retired, less balanced version of the Hyperion?
Because its fun, problem solved.
Because its fun, problem solved.
Okay. How do I need to play it in order to be fun that cannot be done with the new one?
Because its fun, problem solved.
Okay. How do I need to play it in order to be fun that cannot be done with the new one?
Bro no one is forcing you to download the mod, just let the people have fun the way they want.
Bro no one is forcing you to download the mod, just let the people have fun the way they want.
One way to advance this conversation would be to describe a build and tactic that I could think of and is not reproducible on the current Hyperion.
If you don’t have anything constructive to add, please let someone else answer as we already established that others can have fun with the mod.
Thank you for the mod, it’s nice to see that the OG Hyperion will live on.
However it seems that the ability is still the new one with no teleport allowed if the flux is higher than 0.Oops! I can’t believe I forgot to check for this bit. Fixed that now, thanks.
heh, that’s too bad for me. I prefer the new ship system (though it’s hard to use), but want to keep the old chassis in my game.
what was changed? (would be nice if you add this obvious info in your topic )
One way to advance this conversation would be to describe a build and tactic that I could think of and is not reproducible on the current Hyperion.
If you don’t have anything constructive to add, please let someone else answer as we already established that others can have fun with the mod.
You can’t see the tactical implications of requiring a zero flux boost as opposed to costing flux?
I’m not sure where to advance a conversation when you begin with a non-starter like implying they’re tactically identical.
Also it looks different, which is plenty of reason for this mod to exist.
as a new player that started with 0.95.
what was changed? (would be nice if you add this obvious info in your topic
)
The old phase teleporter would add a bunch of flux to your ship when you teleported.
The new phase teleporter is free to use, but requires that you have the zero flux boost to activate it.
The old phase teleporter would add a bunch of flux to your ship when you teleported.
The new phase teleporter is free to use, but requires that you have the zero flux boost to activate it.
so the old one was usable throughout the fight (if there is enough flux cap).
and yeah… i see why that was changed (balance…).
my officer tends to teleport behind enemies and kill smaller ships with his 2x PL + 1 HN…
if he could do that anytime he wants …