Once a place of enlightenment and research, and haven for scientists. The Zeta sector was hit particularly hard by the cataclysm - and it resorted to desperate measures unbound by morality - as it could no longer provide for its residents.
When the dead gates were a given, the isolated Zeta sector started to feed in on itself. High tech, assertive AI, and minimal personnel offered the volatile ingredients for a soup needed to create the Zorg. Under the threat of malnourishment and death through starvation, men sought to integrate themselves into their technology, postponing their inevitable deaths through careful administration of energy and recycled matter; leaving all bio-functions in the administrative hands and oversight of an eager and assimilative AI.
By recycling the bio-matter of men and by harvesting their high-energy output, the Zeta AI managed to maintain and reproduce mankind through in vitro technology. In order to satisfy its ambitious protocol for survival, the Zeta AI sought to multiply said bio-production and began constructing a complex around the faint Zeta sun. It designated the construct Z.O.R.G, or Zeta Organic Reproductive Grid: Zorg! The labour was performed by machinery at first, then cybernetically augmented humans were introduced, as the AI realised it needed a larger and more verstatile workforce.
The Zeta Zorg star would become the womb of the ultimate Zorg Expanse. Leading to the often produced phrase: "We are ZORG. You will be integrated into our complexity. Resistance is futile. We will add your starfaring technology to our own. Blueprints will be consumed and adapted into serviceable Zorg technology. Domain cultures will be assimilated and made to service us. Our ultimatum is your only option. All other considerations are irrelevant. You will comply with Zorg directive."
Having utilised its insane and self-guiding protocols, the ZETA AI started to rewrite its own directive. It brought its original tasks to the extreme. Survival of its creators, no matter the costs. What better way to ensure their survival than to eliminate all possible threats to the ZORG; whether through assimilation or total annihilation.
Nice scene. Although I'm not a trekkie at all, I always loved the Voyager series. :)
It was a great series. :)
so, to help further, maybe some suggestions ? apart of color of course.
#1 : make exactly like in star trek, phasers arent continuous, they charge up, do a beam that lasts for a few seconds then stops to recharge.
#2 : a beam that actually travels slowly. okim did something like that for his ironclad mod. it felt weird which is a good thing here
#3 : add special visual effect to the beam's chargeup/down sequence to give it more uniqueness.
number 1 and 3 just came to me while watching that little clip you linked yourself moreover ! im sure a greater mind than me can do much better
"The handler ray is a cutting-beam used by the Zorg. It resembles an industrial tool. Though it has proven devastating versus conventional military targets. It is fast, precise, long range and can quickly cut apart a spaceship when used in numbers."
"The disruptor ray fires an EMP beam that can overload and destroy or disable ship hardware. The best defense against a disruptor appears to be strong shields. It is a fast and incredibly long range weapon. Flux build up on Zorg ships increases significatly after a disruptor is powered up. The disruptor appears to be unable to fire in rapid succession."
"The concussion ray appears specifically designed to overload a ship's hardware and systems. It lacks the destructive side-effects of the disruptor. Drones can be encountered fielding a concussion ray instead of a disrupter. These Drones are at a tactical disadvantage when faced alone. However, in a support role they may pose a very real threat."
"The adaptor ray reconfigures itself to allow for maximum energy damage versus shields. The ray is only efficient within close proximity of the coordinating Zorg vessel. Otherwise the vessel's instruments will not be able to properly read the target's shield configuration."
"The transmitter ray seems designed to interact with its target, informing it of the Zorg's intentions. Although the transmitter is a tool of communication, the sheer amount of flux send through the ray ensures collateral damage."
@ #1
Not sure I understand. The concussion and disruptor rays already function like that, with a charge up and a charge down of several seconds. Or did you mean something else?
Working on the Zorg Control Matrix (capital ship)Spoiler(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_control_matrix.png)[close]
Just tried to have a go with this.
Seems you forgot to remove the normal Surveyor, or to add its line into the Ship_data.csv
Will post my thoughts later. ^^
(fixed it myself so I could play with it.)
Hmm, meh.
This is the error I got: 7119 [Thread-9] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull spec [zorg_surveyor] not found in ship_data.csv
I'm certain that I got V4, and I've re-downloaded a few times to check. So if it's not causing you any problems, it must be something my computer is doing that makes it need that line for the Surveyor.
Well, all that aside for now then. ^^
My thoughts after a single battle:
Starting out, I felt really rather ominous. Big chunk of kill-you metal. Encountered the enemy, feeling even more ominous when the weapons start going off. All this borg-ness is great.
Although I do have one complaint. Further into combat, I noticed how high the acceleration was. I mean, to me it seems like these giant hunks of metal can leap forwards, which for me spoils the whole feeling of being a giant mass of evil.
So, if I'd change one thing right now, I'd definitely slow down the acceleration.
Hmm, meh.
This is the error I got: 7119 [Thread-9] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull spec [zorg_surveyor] not found in ship_data.csv
I'm certain that I got V4, and I've re-downloaded a few times to check. So if it's not causing you any problems, it must be something my computer is doing that makes it need that line for the Surveyor.
Hmm, meh.
This is the error I got: 7119 [Thread-9] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull spec [zorg_surveyor] not found in ship_data.csv
I'm certain that I got V4, and I've re-downloaded a few times to check. So if it's not causing you any problems, it must be something my computer is doing that makes it need that line for the Surveyor.
I'm encountering the same error,which is a shame because I would love to go up against those monstrosities...
Hmm, meh.
This is the error I got: 7119 [Thread-9] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull spec [zorg_surveyor] not found in ship_data.csv
I'm certain that I got V4, and I've re-downloaded a few times to check. So if it's not causing you any problems, it must be something my computer is doing that makes it need that line for the Surveyor.
I'm encountering the same error,which is a shame because I would love to go up against those monstrosities...
Please confirm that you have no other mods activated or another version of the Zorg mod installed and sitting in your mod directory.
If you have neither, then there is a problem within the mod itself.
Well, all that aside for now then. ^^
My thoughts after a single battle:
Starting out, I felt really rather ominous. Big chunk of kill-you metal. Encountered the enemy, feeling even more ominous when the weapons start going off. All this borg-ness is great.
Although I do have one complaint. Further into combat, I noticed how high the acceleration was. I mean, to me it seems like these giant hunks of metal can leap forwards, which for me spoils the whole feeling of being a giant mass of evil.
So, if I'd change one thing right now, I'd definitely slow down the acceleration.
Just on the 'Drone and up' ships right? The Probes are supposed to be fairly fast to capture buoys early on. This is fairly crucial as lone Zorg ships cost a lot of points to field.
Yep that's confirmed. The first few times I ran it with a bunch of other mods. I just tried to run it alone and it has the same error
bug confirmed twice.
i downloaded the mod as is and got the "ship spec [zorg surveyor] not found" error.
v3 worked fine right before
bug confirmed twice.
i downloaded the mod as is and got the "ship spec [zorg surveyor] not found" error.
v3 worked fine right before
Odd. It is working fine on my end. Also, there is no [zorg_surveyor] and the mod shouldn't be looking for [zorg_surveyor] in the ship_data.csv.
There used to be an ID like that, but it got replaced by zorg_surveyor_y and zorg_surveyor_z. And I've checked for any remnant files but there aren't any.
I'll try to reupload V4.
In the meantime, try deleting any files in your saves folder. They could have saved a variant for the surveyor that no longer exists.
DELETE:
Odd. It is working fine on my end. Also, there is no [zorg_surveyor] and the mod shouldn't be looking for [zorg_surveyor] in the ship_data.csv.
There used to be an ID like that, but it got replaced by zorg_surveyor_y and zorg_surveyor_z. And I've checked for any remnant files but there aren't any.
DELETE:
Odd. It is working fine on my end. Also, there is no [zorg_surveyor] and the mod shouldn't be looking for [zorg_surveyor] in the ship_data.csv.
There used to be an ID like that, but it got replaced by zorg_surveyor_y and zorg_surveyor_z. And I've checked for any remnant files but there aren't any.
1. Zorg\data\hulls\zorg_surveyor.ship <--- this ship file
2. Zorg\data\variants\zorg_surveyor_Active.variant <---- this variant file
After that it will work ;D
i am LOVING this. i cant wait for you to transfer it to campaign.
lol that went fast, it jumped from zorg4 to zorg6 :P
also, im loving the names. "zorg allocator" just fits perfectly ;D
by the way, when you say "make it exelerin worthy" does that mean it will also be playable in itself along vanilla campaign stuff ?
lol that went fast, it jumped from zorg4 to zorg6 :P
also, im loving the names. "zorg allocator" just fits perfectly ;D
by the way, when you say "make it exelerin worthy" does that mean it will also be playable in itself along vanilla campaign stuff ?
Yes. I'll release two versions. The second version will also have the vanilla campaign with a Zorg planet on the outskirts.
I made a mod reveiwz!
*poops out*
http://www.youtube.com/watch?v=KqR3-qG1t9k (http://www.youtube.com/watch?v=KqR3-qG1t9k)
okay, lil feedback after playing Z7
#1 : please take off the voice on the weapons and the transmitter ray entirely. its funny when youre alone but the AI dosent make the difference and spam them. it gets very annoying with the latter
#2 : whats the point of the interdictor ray exactly ? the handlers are already pd and the interdictor have shorter range, which mean most of the time, theyre pretty useless
#3 : the adaptor ray dosent seem very good at all tbh, its doing a poorer job than the disruptor, and im already using that one as a very effective main weapon.
campaign please ;D
p.s.: err, whats the deal with the fourth mission ? its choosing which ship to deploy for me and its not giving me the announced flagship ???
Good news! In cooperation with Zaphide, I've made the Zorg compatible with the Exerelin mod. I'll put up a download today!
Still making a few final tweaks before I'm comfortable with releasing the Exerelin compatible download.
Working on the Zorg Worker Sphere:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_worker_sphere.png)
Ive always been confused somewhat by the nature of exerelin.
"Exerelin compatible" dosent mean the faction is "vanilla campaign" ready right ?
Ive always been confused somewhat by the nature of exerelin.
"Exerelin compatible" dosent mean the faction is "vanilla campaign" ready right ?
Right. As of now the download only offers missions as a standalone mod. But when loaded up with LazyLib and Exerelin, the Zorg mod will show up as a playable or AI controlled faction in the campaign.
Good news! In cooperation with Zaphide, I've made the Zorg compatible with the Exerelin mod. I'll put up a download today!
Still making a few final tweaks before I'm comfortable with releasing the Exerelin compatible download.
Note: Zorg weapons are built-in. However, Zorg weapons are still delivered to Zorg stations. These are used to arm 'assimilated' ships. :)
But low tech (often non-energy) ships are not worthy of assimilation. ;)
I don't think Exerelin in 6a compatible. But this might be a stupid question, do I need to start a new game for this to work or will the zorg just appear in one of my systems? I got a nice game going with every mod that is 6a compatible and I'd hate to start over now..
The Zorg star is actually an artificial star. I'll post a screenshot soon. 8)
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/zorg/ZorgGen.java, Line 61, Column 82: Cannot determine simple type name "InteractionDialogImageVisual"
station.setCustomInteractionDialogImageVisual(new InteractionDialogImageVisual("illustrations", "zorg_interior", 1200, 1200));
Hey erick, have you read my pm?
Working down a checklist. The Zorg mod's campaign is almost ready!
Yea..... erm......
Just a question, where ARE the zorg in .6? I have yet to see one of the ships, but I've gotten the weapons.
Are they simply not in campaign right now? (other then weapons?)
Working down a checklist. The Zorg mod's campaign is almost ready!
yaaaaay :D
YAAAAAAAY :DYea..... erm......
Just a question, where ARE the zorg in .6? I have yet to see one of the ships, but I've gotten the weapons.
Are they simply not in campaign right now? (other then weapons?)Working down a checklist. The Zorg mod's campaign is almost ready!
:)
It is almost ready.
I can't get a proper convoy to spawn in and deliver goods to the station:
I've tried adding a Zorg convoy to deliver random weapons and ships to Zorg Zeta.
I've added this line to the ZorgGen:
system.addScript(new ZorgConvoySpawn(sector, hyper, 1, 10, hyper.createToken(-6000, 2000), station));
Maybe I forgot to import something?
ZorgConvoySpawn.java:Codepackage data.scripts.world.systems;
import java.util.List;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.campaign.FleetAssignment;
import com.fs.starfarer.api.campaign.LocationAPI;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.fleet.FleetMemberAPI;
import com.fs.starfarer.api.fleet.FleetMemberType;
import data.scripts.world.BaseSpawnPoint;
@SuppressWarnings("unchecked")
public class ZorgConvoySpawn extends BaseSpawnPoint {
private final SectorEntityToken convoyDestination;
public ZorgConvoySpawn (SectorAPI sector, LocationAPI location,
float daysInterval, int maxFleets, SectorEntityToken anchor,
SectorEntityToken convoyDestination) {
super(sector, location, daysInterval, maxFleets, anchor);
this.convoyDestination = convoyDestination;
}
private int convoyNumber = 0;
@Override
protected CampaignFleetAPI spawnFleet() {
String type = null;
float r = (float) Math.random();
if (r > .75f) {
type = "prospectors";
} else if (r > 0.5f) {
type = "salvagers";
} else {
type = "assimilators";
}
StarSystemAPI corvus = Global.getSector().getStarSystem("Corvus");
float angle = (float) ((float) Math.random() * Math.PI * 2f);
float x = (float) (Math.cos(angle) * 12000f) + corvus.getLocation().x;
float y = (float) (Math.sin(angle) * 12000f) + corvus.getLocation().y;
SectorEntityToken spawnPoint = Global.getSector().getHyperspace().createToken(x, y);
CampaignFleetAPI fleet = getSector().createFleet("zorg", type);
spawnPoint.getContainingLocation().spawnFleet(spawnPoint, 0, 0, fleet);
fleet.setPreferredResupplyLocation(convoyDestination);
CargoAPI cargo = fleet.getCargo();
addRandomWeapons(cargo, (int) (Math.random() * 3f) + 2);
addRandomShips(fleet, (int) (Math.random() * 2f) + 0);
fleet.addAssignment(FleetAssignment.DELIVER_RESOURCES, convoyDestination, 1000);
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, spawnPoint, 1000);
convoyNumber++;
return fleet;
}
private void addRandomWeapons(CargoAPI cargo, int count) {
List weaponIds = getSector().getAllWeaponIds();
for (int i = 0; i < count; i++) {
String weaponId = (String) weaponIds.get((int) (weaponIds.size() * Math.random()));
int quantity = (int)(Math.random() * 4f + 2f);
cargo.addWeapons(weaponId, quantity);
}
}
private void addRandomShips(CampaignFleetAPI fleet, int count) {
List wings = getSector().getAllFighterWingIds();
List ships = getSector().getAllEmptyVariantIds();
for (int i = 0; i < count; i++) {
if ((float) Math.random() > 0.4f) {
String wing = (String) wings.get((int) (wings.size() * Math.random()));
FleetMemberAPI member = Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, wing);
fleet.getFleetData().addFleetMember(member);
member.getRepairTracker().setMothballed(true);
} else {
String ship = (String) ships.get((int) (ships.size() * Math.random()));
FleetMemberAPI member = Global.getFactory().createFleetMember(FleetMemberType.SHIP, ship);
fleet.getFleetData().addFleetMember(member);
member.getRepairTracker().setMothballed(true);
}
}
}
}
ZorgGen.java:
I added this line:
system.addScript(new ZorgConvoySpawn(sector, hyper, 1, 10, hyper.createToken(-6000, 2000), station));Codepackage data.scripts.world.zorg;
import com.fs.starfarer.api.campaign.FactionAPI;
import com.fs.starfarer.api.InteractionDialogImageVisual;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.campaign.CargoAPI.CrewXPLevel;
import com.fs.starfarer.api.campaign.JumpPointAPI;
import com.fs.starfarer.api.campaign.LocationAPI;
import com.fs.starfarer.api.campaign.OrbitAPI;
import com.fs.starfarer.api.campaign.PlanetAPI;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.fleet.FleetMemberType;
import com.fs.starfarer.api.impl.campaign.CoreCampaignPluginImpl;
import java.awt.Color;
import java.util.List;
@SuppressWarnings("unchecked")
public class ZorgGen {
public void generate(SectorAPI sector) {
StarSystemAPI system = sector.createStarSystem("Zorg Zeta");
LocationAPI hyper = Global.getSector().getHyperspace();
system.setBackgroundTextureFilename("graphics/zorg/backgrounds/backgroundzorg3.png");
// create the star and generate the hyperspace anchor for this system
PlanetAPI star = system.initStar("star_zorg", // id in planets.json
200f, // radius (in pixels at default zoom)
10000, -10000); // location in hyperspace
system.setLightColor(new Color(25, 75, 55)); // light color in entire system, affects all entities
/*
* addPlanet() parameters:
* 1. What the planet orbits (orbit is always circular)
* 2. Name
* 3. Planet type id in planets.json
* 4. Starting angle in orbit, i.e. 0 = to the right of the star
* 5. Planet radius, pixels at default zoom
* 6. Orbit radius, pixels at default zoom
* 7. Days it takes to complete an orbit. 1 day = 10 seconds.
*/
PlanetAPI z1 = system.addPlanet(star, "Zeta I", "rocky_metallic", 0, 100, 5000, 100);
PlanetAPI z2 = system.addPlanet(star, "Zeta II", "rocky_metallic", 90, 150, 10000, 150);
JumpPointAPI jumpPoint = Global.getFactory().createJumpPoint("Inner System Jump");
OrbitAPI orbit = Global.getFactory().createCircularOrbit(z1, 0, 1000, 10);
jumpPoint.setOrbit(orbit);
jumpPoint.setRelatedPlanet(z1);
jumpPoint.setStandardWormholeToHyperspaceVisual();
system.addEntity(jumpPoint);
FactionAPI zorg = sector.getFaction("zorg");
zorg.setRelationship("hegemony", -1);
zorg.setRelationship("tritachyon", -1);
zorg.setRelationship("pirates", -1);
zorg.setRelationship("independent", 0);
zorg.setRelationship("player", 0);
SectorEntityToken station = system.addOrbitalStation(star, 180, 500, 10, "Unimatrix", "zorg");
initStationCargo(station);
station.setCustomInteractionDialogImageVisual(new InteractionDialogImageVisual("illustrations", "cargo_loading", 640, 400));
// example of using custom visuals below
// a1.setCustomInteractionDialogImageVisual(new InteractionDialogImageVisual("illustrations", "hull_breach", 800, 800));
// jumpPoint.setCustomInteractionDialogImageVisual(new InteractionDialogImageVisual("illustrations", "space_wreckage", 1200, 1200));
// station.setCustomInteractionDialogImageVisual(new InteractionDialogImageVisual("illustrations", "cargo_loading", 1200, 1200));
// generates hyperspace destinations for in-system jump points
system.autogenerateHyperspaceJumpPoints(true, true);
ZorgSpawnPoint ZSpawn = new ZorgSpawnPoint(sector, system, 3, 12, station);
system.addSpawnPoint(ZSpawn);
for (int i = 0; i < 3; i++) ZSpawn.spawnFleet();
system.addScript(new ZorgConvoySpawn(sector, hyper, 1, 10, hyper.createToken(-6000, 2000), station));
sector.registerPlugin(new CoreCampaignPluginImpl());
}
private void initStationCargo(SectorEntityToken station) {
CargoAPI cargo = station.getCargo();
addRandomWeapons(cargo, 10);
cargo.addCrew(CrewXPLevel.VETERAN, 20);
cargo.addCrew(CrewXPLevel.REGULAR, 500);
cargo.addCrew(CrewXPLevel.GREEN, 500);
cargo.addMarines(300);
cargo.addSupplies(2000);
cargo.addFuel(1000);
cargo.addWeapons("adaptorray", 3);
cargo.addWeapons("concussionray", 3);
cargo.addWeapons("disruptorray", 3);
cargo.addWeapons("handlerray", 5);
cargo.addWeapons("interdictorray", 5);
cargo.addWeapons("transmitterray", 3);
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "zorg_allocator_Active"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "zorg_control_matrix_Active"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "zorg_control_matrix_Armoured"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "zorg_drone_ActiveY"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "zorg_drone_ActiveZ"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "zorg_surveyor_ActiveY"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "zorg_surveyor_ActiveZ"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "zorg_tactical_overseer_Active"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "zorg_tactical_probe_Active"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "zorg_worker_wing"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "zorg_worker_wing"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "zorg_disabler_wing"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "zorg_disabler_wing"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "zorg_probe_wing"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "zorg_probe_wing"));
}
private void addRandomWeapons(CargoAPI cargo, int count) {
List weaponIds = Global.getSector().getAllWeaponIds();
for (int i = 0; i < count; i++) {
String weaponId = (String) weaponIds.get((int) (weaponIds.size() * Math.random()));
int quantity = (int)(Math.random() * 4f + 2f);
cargo.addWeapons(weaponId, quantity);
}
}
}
Help? :o
When the dead gates were a given, the isolated Zeta sector started to feed in on itself. High tech, assertive AI and minimal personnel offered the volatile ingredients for a soup needed to create the Zorg. Men sought to integrate themselves into their technology, postponing their inevitable deaths through careful administration of energy and matter; leaving all bio-functions in the administrative hands of an eager and assimilative AI.
By recycling the bio-matter of men and by harvesting their high-energy output, the Zeta AI managed to maintain and reproduce mankind through in vitro technology. In order to multiply said bio production the Zeta AI began constructing a complex around the faint Zeta sun. It designated the construct Z.O.R.G, or Zeta Organic Reproductive Grid. Zorg!
The Zeta Zorg star would become the womb to the ultimate Zorg Expanse. Leading to the often produced phrase:
"We are ZORG. You will be integrated into our -COMPLEXITY-. Resistance is futile. We will add your starfaring technology to our own. Blueprints will be consumed and adapted into serviceable Zorg technology. Domain cultures will be assimilated and made to service us. Our ultimatum is your only option. All other considerations are irrelevant. You will comply with Zorg directive."
For the last sprite, c'mon Erick... 4 ships strapped together don't make a new one, you can do better than this!
It is really just the faction's framework, as I intend on adding more specialised vessels with more unique combat roles.
It is really just the faction's framework, as I intend on adding more specialised vessels with more unique combat roles.
Ah! You reassure me!
About their overpoweredness... I think they are ok. Sure it is very difficult to get close to the Zorgs without getting your face melted by their beams (especially the big ones). The trickiest part is that you can't disable their weapons, so no ion weaponry.
However, they are still extremely vulnerable to missiles swarm. A dozen of pilums can pretty easily overwhelm their PD system and drill a hole in their armor. needless to say, Kadur ships are the absolute bane of the Zorg.
In the Bor-I mean Zorg episodes, the spheres are the smallest and weakest class of Zorg ships.
Now marvel at this wonderful scale chart. :)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_scale_chart2.png)
Overall, I approve ofthe Antediluvians MkIIthe Zorg and I just wanna ask one thing before I get back to shooting at them, do they ever come with shields?
They aren't broken. It is a recent issue with Photobucket. It should resolve itself in a couple of hours.
In ye olden days Photobucket was a better alternative to Imageshack.
Imgur.....
A new ship!
It'd be nice to encounter one of these monsters once in a while.SpoilerAs a... Special treat?[close]
That armored cube looks like it could deal some crazy damage, and take a lot. I'm guessing that will be the end game ship for zorg players?
Also I wanted to say thank you for featuring my lets play on your thread!
Can this spray be weaponised to allow Zorg ships to get in close and just vomit on the enemy?
Newish to the forums :P I was wondering, can we just update our mod with like (14B-14C) and not have to start over?
Man man man man man.
I was just playing your missions and, man man man, the sounds! Did you record your own voice and changed it somehow?
Or are they straight from a movie, with borg cleverly edited to zorg?
Anyway, really awesome, both the voices and the weapon sounds. Thumbs up!
The only question remains in my head right now: Aren't they a teeny bit overpowered? ^_^'
Your own voice? Incredible. :D You're an amazing sound editor. (Or your voice really sounds like that. In that case, yipes!)
Um. King. Zorg King.
ALL HAIL THE ZORG KING!
HUZZAH!Spoiler(http://i.imgur.com/YoqdThi.png)[close]
When's the new version coming out? I want to play with the new uber-zorg-tank-ship-thing-from-hell. See how long it takes to pop a Tenzen.
EDIT:
It's already there! ERMGERD. playing with this now.
EDIT2:
The armoured Zorg I mean.
Changelog:
-15a made to work with both Exerelin and the default campaign
-Added the Tactical Matrix and Magnetometric Charger to the campaign
-Added Zorg convoys that travel through hyperspace and deliver equipment to the Unimatrix
-Tweaked ship stats
-Tweaked descriptions
-Improved / altered some ship graphics
-Gave the Tactical Probe an Antimatter Spray instead of the Zorg Displacer
This has me really excited! I can't wait to attack the Z.O.R.G. Homeworld!!!!!!!!.......er...ah....augg.....I....*Assimilation Complete. We will be victorious over the entire Sector!
I went into the Zorg's system today, prepared to receive an arse whooping. But... there were only two tiny fleets there.
I'm still using an older version, so maybe you've increased the amount of Zorg already. I hope so.
Wonderful background! Makes the system really eerie.
there's no option to start as zorg in the campaign ?
Although this was the 12 version, I find the Handler Ray. It's basically a small mount HIL. You mention that the ships are supposed to be powerful but limited to offset this, but you can get and install the Zorg weapons on other faction ships... How is that balanced?
The 'cube' didn't get into effective weapon range. It is heavily armoured but doesn't have the long? range of most Zorg ships. The charges that were fired, for example, 'grazed' the battleship and only dealt around 400 damage. It was a smart move to puncture the armour before moving in. :)
Currently adding:
-custom FX for venting, shields, etc. (mostly dark green)
-Assimilation; Dock at the Unimatrix to be assimilated and made to service the Zorg
Aww I thought you meant like in gameplay, as in you lose 150 crew because the beam was constantly on your ship :P
This would never happen...too hard to balance
Erick, you and your shield-bereft factions! Next time, make one consisting solely of shields. Like, just bubbles floating around.
Changelog:
-custom FX for venting, shields, hyperspace jump, etc. (mostly dark green) added
-Assimilation; Dock at the Unimatrix to be assimilated and made to service the Zorg
(purchase the "Zorg Assimilation" item)
-Added the Tactical Drone ship; basically an artillery ship
-Balancing, tweaks and stuff
"We are here to make your assimilation a pleasant one."
Awsome video by Chronosfear:Ummm, that BRDY ship/weapons look like really unbalanced. Or your ships are really weak. Anyway something is really wrong here cos that thing (BRDY ship) used only 1/5 of his flux and eat ship big as he is...
Watch here! (https://www.youtube.com/watch?v=I9TIMj9k7PQ)
Note: Chronosfear is piloting a BRDY battleship at high level.
That ship´s main purpose was to shred trough armor ( most weapons where HE ) and ZORG only have armor and hull as defense.Awsome video by Chronosfear:Ummm, that BRDY ship/weapons look like really unbalanced. Or your ships are really weak. Anyway something is really wrong here cos that thing (BRDY ship) used only 1/5 of his flux and eat ship big as he is...
Watch here! (https://www.youtube.com/watch?v=I9TIMj9k7PQ)
Note: Chronosfear is piloting a BRDY battleship at high level.
That ship´s main purpose was to shred trough armor ( most weapons where HE ) and ZORG only have armor and hull as defense.Yeah, ok, all HE, but still 7 sec from star firing till other equivalent ship blowing up and on top of that without taking any dmg at all is like... Wrong :D It's not like you burn drive so you can vent flux, or burn drive to avoid major dmg or teleport for same reason or dropping down shields so you can continue to fire cos enemy is low on HP so you wanna finish him fast or you take hits on one side and then turning other side to unleash firestorm, or, or anything. All i see is plowing enemy ships like hot knife through butter.
If you would take a standard variant it would be way harder ... and a level 1 char i think wouldn´t stand a chance.
Still , if you´re at a high level it doesn´t matter much which ship you´re flying.
The 'cube' didn't get into effective weapon range. It is heavily armoured but doesn't have the long? range of most Zorg ships. The charges that were fired, for example, 'grazed' the battleship and only dealt around 400 damage. It was a smart move to puncture the armour before moving in. :)
and chasing them down while they retreat can be an unholy nightmare.I upped the Allocator's hull and armour in the last update. I may have to reverse that change so that there's still a fair chance that freighters can be taken out before they flee.
Changelog V15f:
-Made the Zorg Zeta Star System slightly lighter (brighter)
-Added 'forcefield' graphic to Zorg Zeta
-Turned planets into Zorg Hive Worlds
-Added 'mechanical rings' and 'traffic' in orbit of the planets
-Fixed relations after being assimilated (Diktat + independents now also turn hostile)
-Slowed down the Inner Jump wormhole (making it easier to reach)
-Zorg now spawn WAY more fleets, including fleets that go out and raid in hyperspace
-More fleet variety; prospectors, interceptors, salvagers, assimilators, auxiliary, regulators and zeta AI
-Tactical Drone spawns in campaign
-Reduced amount of ships for sale at Unimatrix at the start of a campaign (convoys will deliver new ships in time)
-Reduced armour and hull on several ships, after having raised it too much in the previous update
-Reduced damage on Handler Rays and Disruptor Rays
-Raised CR by 5% on all ships above the frigate size (anything bigger than a Drone ship)
-Added descriptions for new content
-Removed Herobrine
-Removed Herobrine
-Removed Herobrine
Now you don't be starting that too, mister! Or I'll go call a moderator to shackle you! >:( Oh wait...
When did Erick become moderator? I must've missed that. ???
When did Erick become moderator? I must've missed that. ???
It all started when he began working on this damned Zorg mod. Erick takes assimilation way too seriously. Now a moderator, tomorrow an admin?
You should see Alex. He's been walking around with a laser eye visor thingy and two tubes sticking out of his head and when spoken to the only sound that's coming out is: Uuurgh.
This forum is becoming a dangerous place. Mark my words.
Why have only one color?
http://colorschemedesigner.com/
Might be useful to other modders as well.
Looking good! ;)
Alright quick question since I'm starting to get worried :'(
Are these updated sprites supposed to be new ships, or an additional faction? Because I was starting to fall in love with the asymmetry and bizarre ships very comparable to the Borg in Star Trek.
Alright quick question since I'm starting to get worried :'(
Are these updated sprites supposed to be new ships, or an additional faction? Because I was starting to fall in love with the asymmetry and bizarre ships very comparable to the Borg in Star Trek.
These new sprites will be made into 'new' ships. They will replace the old ones, but most are very similar to their predecessors. I'm trying to keep the 'Borg' feel. If you look at Borg ships their overall design is actually pretty symmetrical, apart from smaller details. You prefer the old sprites over these new ones?
Love this mod, the Zorg make good enemies! ;D
Changelog V16a:
-Removed all old weapons and ships
-Added new ships and weapons + their respective sprites!
-Altered descriptions to match new content
-Added a unique Zorg hull system that can only be put on Zorg ships
-Added four new portraits
-Altered missions to contain the new ships
-Re-added Exerelin compatibility by changing settings. ZORG SHOULD BE GOOD TO GO!
-Added Herobrine again
It looks like the Version 16a isn't really compatible with Exerlin.
If I try to start both mods I get a fatal error:
Fatal: Ship hull variant or fighter wing with id: [zorg_control_matrix_Active]
not found.
But I'm not sure where the problem is because I can start Zorg without Exerelin and Exerelin without Zorg but not both at the same time.
But I'm not sure where the problem is because I can start Zorg without Exerelin and Exerelin without Zorg but not both at the same time.
Intersting, Any Anomolies?
Thanks Mate :PBut I'm not sure where the problem is because I can start Zorg without Exerelin and Exerelin without Zorg but not both at the same time.
Intersting, Any Anomolies?
Yes, sorry. The last big update (V16a) made the Zorg mod no longer compatible with Exerelin. Zaphide is working on updating Exerelin to make the new Zorg version compatible again. You can still download Zorg V15f which is fully compatible.
I'm sorry for the inconvenience.
Twas in a mission.
Even so, shouldn't they have the SYSTEM tag?
^_^
They wouldn't be encountered in normal gameplay.
Changelog V16b:
-Added the Trapezoid fighter wing
-Changed built-in Zorg weapons to type SYSTEM (won't show up in missions anymore, when they shouldn't)
-Fixed the settings.json - only changes mod related content - as recommended by Zaphide
-Herobrine is still ingame (didn't find him yet? keep looking!)
Dropping in again!
I've noticed that the explosions of dying fighter class Zorg ships are... underwhelming.
Perhaps it'd be a nice touch if you gave them their own Hull Style with considerably brighter explosions?
Changelog V16d:
-Added the Pyramid (cruiser)
-Added the Atom Charger (weapon)
-Several small tweaks to mod balance
-Herobrine is still ingame (didn't find him yet? keep looking!)
Why is it necessary that Exerelin be updated? Is it that you want a new feature to be implemented from the new update or.... ???
I'm just curious because, y'know I need to wait for Zaphide so that I may fight my favorite faction :P
... Erick, I'm never going to catch up at this rate :P
Haha! I'll have a new version soon, apologies for the delay :)
27477 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.RangeCheck(ArrayList.java:547)
at java.util.ArrayList.get(ArrayList.java:322)
at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.addFleetMember(Unknown Source)
at com.fs.starfarer.loading.FleetCreationSpec.super(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.ZorgSpawnPoint.spawnFleet(ZorgSpawnPoint.java:33)
at data.scripts.world.ZorgGen.generate(ZorgGen.java:120)
at data.scripts.ZorgModPlugin.initZORG(ZorgModPlugin.java:20)
at data.scripts.ZorgModPlugin.onNewGame(ZorgModPlugin.java:27)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.float.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.H.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ã’00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Adding two more hull mods that can only be equipped by Zorg ships.WE, ARE THE BORG
The Strucutral Matrix and the Structural Alloy.
The matrix enhances hull structure and reduces crew losses. Not as effective as blast doors, but much less expensive. This allows a Zorg player to either pick the less effective and less costly zorg mods, giving the player more OP to spend on other things, like flux rating or other hull mods. Or the player could choose to put everything in hull integrity and stack blast doors and structural matrix together.
It just offers more possibilities, making Zorg vessels more customisable. I've decided to do this since Zorg weapons are already build in. By offering more choice in hull mods it should still be fun to customise Zorg ships. :)
The alloy enhances the armour rating. Again, less effective than heavy armor, but much, much less costly.
I'll see if I can add a few more hull mods.
Hmm? Zorg seems to have compatibility problems with BISO mod.Code27477 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.RangeCheck(ArrayList.java:547)
at java.util.ArrayList.get(ArrayList.java:322)
at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.addFleetMember(Unknown Source)
at com.fs.starfarer.loading.FleetCreationSpec.super(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.ZorgSpawnPoint.spawnFleet(ZorgSpawnPoint.java:33)
at data.scripts.world.ZorgGen.generate(ZorgGen.java:120)
at data.scripts.ZorgModPlugin.initZORG(ZorgModPlugin.java:20)
at data.scripts.ZorgModPlugin.onNewGame(ZorgModPlugin.java:27)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.float.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.H.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ã’00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
17221 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Error compiling [data.scripts.BISOModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.BISOModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.A$1@36d047"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/MissileAI/CustomDRONEMissileAI.java, Line 6, Column 7: Imported class "org.lazywizard.lazylib.MathUtils" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
... 7 more
The new sprites looks amazing.
I wanna Cube, I wanna, Zorg that works with sector, I dont know why, It does not want to work with Uomoz' Sector.The new sprites looks amazing.
Thanks! Now that things are fleshing out, I'll be adding some effects and animations. Moving parts, blinking lights. You know what I'm talking about. :)
I cannot seem to join the zorg.. docking with the unimatrix simply results in the standard "the zorg station powers it's weapons" with the leave option...
Then you would be playing Uomoz's sector, which doesn't allow you to join/trade with any unimplemented factions. Sorry, you gotta use console commands and type in addconsole, then type in setrelationship player zorg 1
Uhm. Wait what?'Eyes roling from left to right then stop still' ALRIGHT IT WAS FOR TAKING YOUR PHONE NUMBER, Wait, How many of you guys use lanline?
-Mechanical sounds added for Nova weapon
-Reduced Atom Charger's volume
-Increased OP on Atom Charger
-Added the Nova Charger (weapon) and the Supernova (frigate)
-Added 5 different animations across all Zorg ships.
-Increased the cost of the Trapezoid wing
-Reduced shield efficiency of all Zorg ships with shields
-Added Zorg Overload ship system (Zorg flavoured High Energy Focus)
-Added three new Zorg hull mods
-Added the new hull mods to Configurated variants
-Didn't remove Herobrine
-Some small ship balancing
New update! New ship! Animations! Hullmods and systems! And more!'Stroke to the point of head explosion'
V16g (Exerelin compatible + Uomoz's Sector compatible + Campaign mode) - Dock with the Unimatrix in Zorg Zeta and acquire Zorg Assimilators in order to join the Zorg Hive
(http://i.imgur.com/4MyZ7fD.png) (http://www.mediafire.com/download/cf5zwcxq5z06bwc/Zorg16g.zip)
Link to LazyLib: LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Link to Exerelin: Exerelin (http://http://fractalsoftworks.com/forum/index.php?topic=6053.0)
V16g is Exerelin compatible.It won't affect your existing savegameIt updates your savegame just fine, and when starting a new game you should have all the new content, except for the new Supernova ship (in Exerelin).Code-Mechanical sounds added for Nova weapon
-Reduced Atom Charger's volume
-Increased OP on Atom Charger
-Added the Nova Charger (weapon) and the Supernova (frigate)
-Added 5 different animations across all Zorg ships.
-Increased the cost of the Trapezoid wing
-Reduced shield efficiency of all Zorg ships with shields
-Added Zorg Overload ship system (Zorg flavoured High Energy Focus)
-Added three new Zorg hull mods
-Added the new hull mods to Configurated variants
-Didn't remove Herobrine
-Some small ship balancing
This will be the final version for the moment, as I am quite busy and unable to update the mod much in the near future! (unless a big bug is encountered, in which case I will release an emergency fix)
Thanks for the report.Not only the Zorg Cube, Maybe you should make a Meta ship, as the factory, have probes as drone spawns, and other zorg, as starsector puts it 'fighters;
I consistantly keep everything lower case. But a graphics program that I use sometimes changes it to upper case when I save it. I usually change it back immediatly, but it seems a few got through. I'll fix this in the next update.
but most players won't figure it out
I feel they should have some mediocre weapons as well, since most their stuff is 2000+ base range (given their size but DAYUM) super alpha strike weapons, there isn't much around that can even compare to that, weapon range is the strongest stat in the game, which also happens to be the most effective way to deal with these guys. hammer em at several thousand SU range with HE weapons.
-Added assimilated Medusa (gets delivered to the Unimatrix in Zorg Zeta)
-Added assimilated Aurora (gets delivered to the Unimatrix in Zorg Zeta)
-Added a new hullmod; Zorg Containment Directive (a cheap hullmod that slightly increases ship hull)
-Fixed the Zorg Optical Calibration hullmod; did not appear in campaign mode before (it does now!)
-Increased supply cost of Zorg ships
-Increased durability of Zorg Sphere and Diamonds
-Made Linux compatible; removed all inconsistent references
-Several other small tweaks
-Removed Herobrine (no really, I did! Hasn't anyone found him in earlier versions?!)
Thanks to Zaphide's awesome work on Exerelin, if a sector is completely taken over by the Zorg you get the Zorg background and Zeta Star:
https://www.youtube.com/watch?v=CrhPTn2_yeY
Thanks to Zaphide's awesome work on Exerelin, if a sector is completely taken over by the Zorg you get the Zorg background and Zeta Star:
https://www.youtube.com/watch?v=CrhPTn2_yeY
Awesome! If only you had non-built in weapons... :D
Btw, could it work if you had Zorg type mounts (instead of energy/ballistic/missile) on your ships and thus you could customize the Zorg ships but only with Zorg weapons? I'd love that. :)
pirate fleets
Mod looks great, can't wait to blow some of your ships up :P However, when I install your mod together with Exerelin I keep getting a null error when I play it with more then 2 other factions (valk, neutrio for example) The memory thingy has been changed to 1024-1024. Does this mean the Zorg mod is just too large to go along with more then 2 other factions? Because at the moment without Zorg I'm running Exerelin with 7 factions without any errors.
Is there any way to reduce the size of the Zorg mod? Or have I messed up something myself ::)
Cheers.
(http://i.imgur.com/E0OAa7U.png)
We are ZORG - You will be integrated into our complexity - Resistance is futileThis mod should work fine alongside other mods and vanilla Starsector, as it adds but doesn't override content. Also works with Exerelin and Uomoz's Sector.QuoteWhen the dead gates were a given, the isolated Zeta sector started to feed in on itself. High tech, assertive AI and minimal personnel offered the volatile ingredients for a soup needed to create the Zorg. Men sought to integrate themselves into their technology, postponing their inevitable deaths through careful administration of energy and matter; leaving all bio-functions in the administrative hands of an eager and assimilative AI.
By recycling the bio-matter of men and by harvesting their high-energy output, the Zeta AI managed to maintain and reproduce mankind through in vitro technology. In order to multiply said bio production the Zeta AI began constructing a complex around the faint Zeta sun. It designated the construct Z.O.R.G, or Zeta Organic Reproductive Grid. Zorg!
The Zeta Zorg star would become the womb to the ultimate Zorg Expanse. Leading to the often produced phrase:
"We are ZORG. You will be integrated into our complexity. Resistance is futile. We will add your starfaring technology to our own. Blueprints will be consumed and adapted into serviceable Zorg technology. Domain cultures will be assimilated and made to service us. Our ultimatum is your only option. All other considerations are irrelevant. You will comply with Zorg directive."
Listen to the Zorg Historical Database (https://www.youtube.com/watch?v=Yv7NEQn4jt4)
Exerelin Let's Play: featuring the Zorg (http://www.youtube.com/watch?v=wX4zXLBACJM) (dated)
Exerelin Let's Play: featuring the Zorg (https://www.youtube.com/watch?v=22ZzIdGP4Bw) (newer)
Zorg Vessels:
ZORG TRAPEZOID: 50 x 25 mSpoiler(http://i.imgur.com/BmYUmUa.png)
The Trapezoid-class Generator is a starfaring utility vessel constructed by the Zorg. It comes with a powerful forcefield generator. The Trapezoid may utilise its forcefield to protect larger ships, once ordered to escort them. On its own, this type of vessel acts as a distraction. It can preserve itself during long engagements, thanks to its flux efficiency and powerful forcefield system. Reportedly it can also dock with larger vessels and regenerate its hull rapidly once inside.[close]
ZORG DIAMOND: 125 x 125 mSpoiler(http://i.imgur.com/SGZgShi.png)
The Diamond-class Adjunct has been sighted near abandoned space buoys and relays. It appears equipped to quickly interact with these facilities and assimilate them for the Zorg. The Zorg Diamond is armed with several interdictor rays and appears relatively harmless. Though it is well-armoured for a ship of its class and size. Reportedly it can also dock with larger vessels and regenerate its hull rapidly once inside.[close]
ZORG SPHERE: 125 x 125 mSpoiler(http://i.imgur.com/XDpyaiG.png)
The Sphere-class Prospector is a relatively small vessel that is often seen in the pressence of Zorg Auxiliary. It has been seen melting rock and metal. The Sphere is armed with some sort of nuclear neutron charger, which allows it to mine asteroids and space debris. This is believed to be its main purpose within the hive. Reportedly it can also dock with larger vessels and regenerate its hull rapidly once inside.[close]
ZORG SOLAR: 75 x 150 m
(http://i.imgur.com/Yx9qNxB.png)
The Solar-class Scout moves rapidly through space, powered by a solar sail. The sail also allows the solar panel (http://www.shinesolar.net) to create a high-energy protective forcefield in a forward arc around its hull. The Zorg Solar is armed an interdictor and a handler ray. Reportedly it can also dock with larger vessels and regenerate its hull rapidly once inside.
ZORG SUPERNOVA: (without nova cylinders) 170 x 150 mSpoiler(http://i.imgur.com/vz6Bi2s.png)
A Solar scout, reconfigurated to act as a sentinel. Its solar sails have been enhanced and a new adaptation of the nuclear neutron charger have been integrated into its hull. The Zorg Supernova is the fastest Zorg vessel to date, owing to its light framework and massive solar sails. Furthermore, the Supernova can raise a defensive forward forcefield powered by the excess flux build up from its sails. The Supernova may cause an overload within its Nova cylinders, causing a massive increase in flux damage. This temporarily makes any energy discharged by the Supernova extra volatile and desctructive.[close]
ZORG OCTAGON: 225 x 225 mSpoiler(http://i.imgur.com/P2o7B3Q.png)
Named for its shape, the Octagon-class Sentinel is an unusual Zorg creation, powered by several solar sails, deployed around its main hull. The Zorg Octagon is armed with several handler rays. It also contains a built-in EMP system, powered by its solar sails. Furthermore, the Octagon can raise a defensive forcefield powered by the excess flux build up from its sails.[close]
ZORG PROBE: 150 x 150 mSpoiler(http://i.imgur.com/yhT82CF.png)
Smallest in a series of massive vessels, identified as the Zorg. The Probe-class Sentinel appears to be tasked with reconnaissance and interception. The Zorg Probe is armed with several interdictor rays and a single disruptor. It is very mobile and strikes with surgical precision. The Probe is surrounded by a hard alloy that absorbs any incoming damage. It is also configured to release a spray of antimatter when threatened.[close]
ZORG MEDUSA:Spoiler(http://i.imgur.com/ib3YHD8.png)
The Zorg integrate only the most advanced Domain ships into their hive. Assimilated ships retain much of their former technology, while augmented by Zorg engineering; creating dangerous hybrids. Standard augmentations include the change in missile launchers, which are commonly stripped and replaced with interdictor weapon arrays. The ships receive a Zorg gyroscope for movement, thus rendering their engines obsolete. These are then recalibrated to fire off an antimatter spray instead. Armour and structural integrity are enhanced, and as a result these ships become more durable and slower.[close]
ZORG AUXILIARY: 150 x 420 mSpoiler(http://i.imgur.com/JVy1POK.png)
A Zorg vessel seemingly constructed to ferry cargo between locations. Its structure is considerably less reinforced than that of other Zorg vessels. The Auxiliary-class Allocator is armed with many interdictor rays and a single Neutron Disruptor. It seems to adapt easily toward combat situations, though the overall design is obviously not combat-focussed.[close]
ZORG DRONE: 250 x 250 mSpoiler(http://i.imgur.com/EUHJjhq.png)
A vessel of intermediate size in a series of massive ships, identified as the Zorg. The Drone has been recorded searching for space wreckage and resources. The Zorg Drone-class Surveyor appears to be armed with a large number of handler and interdictor rays. The vessel's core seems to contain a Neutron Accelerator. When disturbed it quickly adapts to hunting and salvaging all non-Zorg ships in the immediate vicinity. Its accelerator seems especially efficient in disabling unshielded targets.[close]
ZORG AURORA:Spoiler(http://i.imgur.com/a2jfNSM.png)
The Zorg integrate only the most advanced Domain ships into their hive. Assimilated ships retain much of their former technology, while augmented by Zorg engineering; creating dangerous hybrids. Standard augmentations include the change in missile launchers, which are commonly stripped and replaced with interdictor weapon arrays. The ships receive a Zorg gyroscope for movement, thus rendering their engines obsolete. These are then recalibrated to fire off an antimatter spray instead. Armour and structural integrity are enhanced, and as a result these ships become more durable and slower.[close]
ZORG PYRAMID: 425 x 475 mSpoiler(http://i.imgur.com/dOREMeJ.png)
An unusual and almost desperate attempt by the ZETA AI to adapt to combat the Domain technology encountered by the Zorg. The Pyramid is an odd mimic of more conventional Domain vessels. The shape of the ship is almost irratic and much more asymmetrical compared to regular Zorg designs; including an obvious stern and aft section. One can only speculate to the reasoning of the ZETA AI for the design of this ship. Regardless, the Pyramid seems fairly efficient in its intended role. The ship's chassis is host to a Sphere which seems to control all its functions. Including a powerful atom charger that can literally rip through a vessel's shields. Multiple vessels can seemingly dock with the Pyramid's chassis.[close]
ZORG OVERSEER: 450 x 450 mSpoiler(http://i.imgur.com/Z24oXh2.png)
A large squared vessel in a series of massive ships, identified as the Zorg. The Overseer may be found in the company of smaller Zorg vessels, apparently acting in a command role. The Zorg Overseer-class Junction appears designed to act as a tactical -checkmate-. It is slow, large and well armoured, enabling it to lock down key positions on the battlefield.[close]
ZORG CORE: 750 x 750 mSpoiler(http://i.imgur.com/nDKjb7l.png)
A gigantic vessel in a series of massive ships, identified as the Zorg. The Core is a relatively rare sight. Its function within the Zorg highly disputed. The Zorg Core-class Alcove appears to be a protective framework of sorts. It is able to contain smaller vessels within and is often seen embracing Overseer-class vessels. It is usually accompanied by a large number of Zorg ships, hinting to a role of special significance.[close]
ZORG CUBE: 1000 x 1000 mSpoiler(http://i.imgur.com/lpJZh2p.png)
A juggernaugt among the stars. The Cube is a titan of Zorg engineering. Thankfully, it is a rare sight. The Cube-class Unimatrix is a slow and incredibly well armoured vessel. It can be considered a mobile space station, allowing smaller ships to dock within its complex hull.[close]
Pros and Cons:Spoiler+Strong armour and lots of hull
-No shields
+No flux overloads
-Not much flux available for special weapons
+Fast and maneuverable in battle
-Terribly slow burn speed in space
+Plenty of weapons scattered...
-...over a large and easy to hit hull
+Incredibly fast repair speed
-Incredibly fast supply consumption
+Overall plenty of cargo space on its ships
-No real dedicated (capital sized) freighter
+Huge and relatively powerful ships for their classes
-High cost to field individual ships[close]
Compatible with:SpoilerMod List:
-LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (required for several mods to run)
-Neutrino Corp. (http://fractalsoftworks.com/forum/index.php?topic=2345.0)
-Zorg (http://fractalsoftworks.com/forum/index.php?topic=6522.0)
-Omnifactory (http://fractalsoftworks.com/forum/index.php?topic=5199.0) *Requires LazyLib
-Respec Mod (http://fractalsoftworks.com/forum/index.php?topic=5570)
-Kadur Theocracy (http://fractalsoftworks.com/forum/index.php?topic=6649.0) *Requires LazyLib
-Bushi (http://fractalsoftworks.com/forum/index.php?topic=6413.0) *Requires LazyLib
-Hiigaran Descendants (http://fractalsoftworks.com/forum/index.php?topic=6347.0) *Requires LazyLib
-Junk Pirates (http://fractalsoftworks.com/forum/index.php?topic=161.0)
-The Gedune (http://fractalsoftworks.com/forum/index.php?topic=3865.0) *Requires LazyLib
-Shadowyards Heavy Industries (http://fractalsoftworks.com/forum/index.php?topic=3491.0) *Requires LazyLib
-Blackrock Drive Yards (http://fractalsoftworks.com/forum/index.php?topic=4018.0) *Requires LazyLib
-The Nomads (http://fractalsoftworks.com/forum/index.php?topic=162.0)
-Uomoz's Sector (http://fractalsoftworks.com/forum/index.php?topic=1799.0) *Requires LazyLib
-Firestorm Federation (http://fractalsoftworks.com/forum/index.php?topic=6402.0)
-ASP Syndicate (http://fractalsoftworks.com/forum/index.php?topic=2333.0)
-Project Valkyrie (http://fractalsoftworks.com/forum/index.php?topic=5066.0)[close]
V17 (Exerelin compatible + Uomoz's Sector compatible + Campaign mode) - Dock with the Unimatrix in Zorg Zeta and acquire Zorg Assimilators in order to join the Zorg Hive
(http://i.imgur.com/4MyZ7fD.png) (http://www.mediafire.com/download/f3el8ybrm8mnkl9/Zorg17.zip)
The ZORG mod adds a dozen new ships and weapons, plus new hullmods, portraits and ship systems. The campaign mode features a custom Zorg system, featuring unique celestial bodies, a Zorg station and spawnpoints. The Zorg spawn within their own system and spread out through hyperspace. The mod also includes a few missions to test the Zorg ships in. Enjoy!
10.5 MB
Link to LazyLib: LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Link to Exerelin: Exerelin (http://http://fractalsoftworks.com/forum/index.php?topic=6053.0)
Hello friend I have been searching for these mods for a while and finally got it..Really impressed with the way you have mentioned entire information.Thank you!
V18
-Fixed Zeta Override error on loading mod
Faster repair outside of combat (not sure this still works as intended) and high EMP resistance. The EMP resistance is pretty important since most Zorg ships lack shields.
This is some kind of omen for bad (evil) things to come, isn't it?
neutrino unsung