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Author Topic: [0.95a] Old Hyperion 0.2.0  (Read 75290 times)

stormbringer951

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[0.95a] Old Hyperion 0.2.0
« on: March 26, 2021, 10:30:33 AM »

Download
Version Checker compatible

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
« Last Edit: March 29, 2021, 09:38:31 AM by stormbringer951 »
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Weapons Group Controls mod - deselect all weapon groups, hold-down hold-fire mode, toggle alternating/linked fire
Captain's Log - throw away your notepad: custom notes, ruins and salvageable reminders
Old Hyperion - for your dose of nostalgia
Adjustable Skill Thresholds - set fleet DP and fighter bay thresholds

Zaedark

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Re: [0.95a] Old Hyperion 0.1.1
« Reply #1 on: March 29, 2021, 08:48:54 AM »

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.
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stormbringer951

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Re: [0.95a] Old Hyperion 0.1.1
« Reply #2 on: March 29, 2021, 09:19:57 AM »

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.

0.2.0 Download

Changelog

  • Actually restored old shipsystem
« Last Edit: March 29, 2021, 09:25:17 AM by stormbringer951 »
Logged
Weapons Group Controls mod - deselect all weapon groups, hold-down hold-fire mode, toggle alternating/linked fire
Captain's Log - throw away your notepad: custom notes, ruins and salvageable reminders
Old Hyperion - for your dose of nostalgia
Adjustable Skill Thresholds - set fleet DP and fighter bay thresholds

JamesCawl

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Re: [0.95a] Old Hyperion 0.2.0
« Reply #3 on: April 24, 2021, 03:48:19 AM »

Gonna try this out just to see how well the old hyperion can perform against the new one.
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Szasz

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Re: [0.95a] Old Hyperion 0.2.0
« Reply #4 on: April 24, 2021, 06:03:25 AM »

What's your grudge with the new one? It is better in player hands and much less annoying in enemy hands.
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connortron7

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Re: [0.95a] Old Hyperion 0.2.0
« Reply #5 on: April 24, 2021, 07:01:11 AM »

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.

Szasz

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Re: [0.95a] Old Hyperion 0.2.0
« Reply #6 on: April 24, 2021, 09:43:09 AM »

Lemme rephrase that.
Why do you think there is a need for a retired, less balanced version of the Hyperion?
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connortron7

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Re: [0.95a] Old Hyperion 0.2.0
« Reply #7 on: April 24, 2021, 09:51:22 AM »

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.
« Last Edit: April 24, 2021, 09:59:24 AM by connortron7 »
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Szasz

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Re: [0.95a] Old Hyperion 0.2.0
« Reply #8 on: April 25, 2021, 01:53:10 AM »

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?
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JamesCawl

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Re: [0.95a] Old Hyperion 0.2.0
« Reply #9 on: April 25, 2021, 03:24:33 AM »

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.
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Szasz

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Re: [0.95a] Old Hyperion 0.2.0
« Reply #10 on: April 26, 2021, 05:37:53 AM »

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.
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WadeStar

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Re: [0.95a] Old Hyperion 0.2.0
« Reply #11 on: May 05, 2021, 10:49:54 AM »

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.
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halloween20

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Re: [0.95a] Old Hyperion 0.2.0
« Reply #12 on: May 25, 2021, 01:50:55 PM »

as a new player that started with 0.95.

what was changed? (would be nice if you add this obvious info in your topic :) )
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Kenshkrix

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Re: [0.95a] Old Hyperion 0.2.0
« Reply #13 on: May 26, 2021, 01:10:44 PM »

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.
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halloween20

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Re: [0.95a] Old Hyperion 0.2.0
« Reply #14 on: May 27, 2021, 06:14:34 AM »

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 ...
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