Fractal Softworks Forum

Starsector => Mods => Topic started by: Erick Doe on August 21, 2013, 05:08:31 AM

Title: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Erick Doe on August 21, 2013, 05:08:31 AM
(http://i.imgur.com/E0OAa7U.png)

We are ZORG - You will be integrated into our complexity - Resistance is futile

This 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.

Quote
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.


Spoiler
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)
[close]


Zorg Vessels:

ZORG TRAPEZOID: 50 x 25 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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
Spoiler
(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 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.
[close]

ZORG SUPERNOVA: (without nova cylinders) 170 x 150 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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:
Spoiler
Mod 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]


V18 (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/xwc91rt57gmskbd/Zorg18.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)
Title: Re: ZORG - V1
Post by: Erick Doe on August 21, 2013, 05:09:11 AM
The first official Zorg download is up - featuring a single mission to test out the Zorg ships with!
Title: Re: ZORG - V1
Post by: phyrex on August 21, 2013, 12:20:04 PM
haha, gonna try it out immediatly :P

edit :
reporting !

that was pretty fun ! needed some getting used to and finding the weapons on the sprite to see the stats wasent easy :P
overall its a pretty interesting concept that i'd love to see expanded further.

Pro :
#1 : actually pretty fun despite the apparent simplicity of the ships
#2 : the ships are also somewhat lumbering but not too much that its annoying like i feared when you mentionned the zorg displacer.

Con :
#1 : the mission lacks control points to get more DP, youre basicly forced to do the whole thing with only 1 or 2 ships (3 max, i counted)
#2 : in 1v1, the zorg ship are hella strong, in the mission, everything was coming to me one at a time to the slaughterhouse. i think the worst damage i took was when the onslaught burn drived into a wrecked hull which sent it colliding into me just before the onslaught itself. No clue how the ships would fare against multiple foes tho

Mid :
#1 : The overall maneuvrability of the ships along with the zorg displacer just feel like a f***ing heavy ship with maneuvering jets. If you wanted to achieve a more unique "feel" to this whole system, you still got work to do

Overall : A pretty fun mod for the time being, im eager to see more of it and also to see how it will fare in bigger fights

edit 2 : new report. i have found out that handler beams are utterly useless apart from some slight PD business. just going "disruptor beam> vent> disruptor beam> vent" takes care of anything. i saw what you were aiming for with the zorg in that other thread. you might have to tweak a few things to achieve it.
i would almost suggest using kinetic/explosive damage even if theyre beams to further ciment what theyre supposed to be used for.
Title: Re: ZORG - V1
Post by: Erick Doe on August 21, 2013, 06:02:08 PM
Thanks for the feedback. I certainly have some tweaking to do. I want to play around some more with the weapons and ship handling. For one, I'd like to create more specialised weapons that purely focus on, for example, EMP damage or bringing down shields (kinetic).

Venting and repeatedly using a disruptor beam only works with certain enemies. Especially low-tech ones. A high-flux and well shielded target can be impossible to harm with just this tactic. In which case it will become necessary to swarm the target. The handler can do some serious damage to larger and shielded targets in high numbers (i.e. above four firing simultaneously). I'm not sure what you mean with 'slight' PD bonus? For me they quickly take down entire swarms of missiles or strikecraft.

Anyway, I've updated the download. The mission is now has buoys to capture and more enemies to defeat.
Title: Re: ZORG - V1
Post by: xenoargh on August 22, 2013, 01:38:35 AM
Suggestion:  take a look at my physics scripts and write a damping script that handles the Zorg like really big, heavy objects with a lot of friction.  Should give you the "heavy" feel you want.  Haven't taken a look at your System for changing their maneuverability, but if it's bumping the main stat, be aware that that has knock-on effects elsewhere.  IIRC Alex got strafe dis-entangled with acceleration in general for 0.6, but until then, something like my friction scripts might help you get the feel you're going for :)
Title: Re: ZORG - V1
Post by: Erick Doe on August 22, 2013, 06:04:47 AM
Introducing the Disabler:

ZORG DISABLER:
Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_disabler.png)
The Disabler can often be seen in the company of larger Zorg vessels. Disablers appear to compliment vessels that lack the ability to efficiently utilise electro-magnetic rays. The Zorg Disabler is armed with a single handler and a concussion ray. Reportedly it can dock with Tactical Overseer-class vessels and regenerate its hull rapidly once inside.
[close]
Title: Re: ZORG - V1
Post by: Erick Doe on August 22, 2013, 06:31:01 AM
Zorg V3 released.
Title: Re: ZORG - V3
Post by: Erick Doe on August 22, 2013, 06:54:17 AM
Lovely scene:

watch here. (http://www.youtube.com/watch?v=4bkw69E_C4g)

In case you are not familiar with the Borg, they have obviously heavily inspired the Zorg. The Borg vessel in this video looks quite similar to a Zorg Drone. Enjoy!
Title: Re: ZORG - V3
Post by: Gotcha! on August 22, 2013, 07:22:44 AM
Nice scene. Although I'm not a trekkie at all, I always loved the Voyager series. :)
Title: Re: ZORG - V3
Post by: Erick Doe on August 22, 2013, 07:37:43 AM
Nice scene. Although I'm not a trekkie at all, I always loved the Voyager series. :)

It was a great series.  :)


I am now working on the (for now) final Zorg ship. A capital classed vessel called the Zorg Apex. It is a strategical 'checkmate' ship. Incredibly expensive and taking up enormous amounts of fleet points. Yet larger than a Tactical Overseer and much, much stronger.
Title: Re: ZORG - V3
Post by: MrDavidoff on August 22, 2013, 08:47:58 AM
It was a great series.  :)

Watching it right now, really like the show, star trek at its finest. :)

The sound effects of the BZorg made my chin drop, good job!
Title: Re: ZORG - V3
Post by: phyrex on August 22, 2013, 10:10:41 AM
i havent tried the V3 yet but i'd like to just say a little something.
im finding the weapon a little lame. sticking to beams is a good thing but i feel like you could make them more...unique ? give them a little something special either in appearance or mechanics.
the base idea for disruptors and handler beam isint bad, its just not rly well done as is
Title: Re: ZORG - V3
Post by: HELMUT on August 22, 2013, 11:47:14 AM
Agreed with phyrex for the weapons. While i won't go as qualifying them as "lame", they are still pretty confusing to use. The difference between each beams is very small and i am not very sure what i'm firing or what i'm getting shot by during battles. So some specials effects to differentiate each weapons would be good.

You should ask Ravendarke about his weapons script with fancy effects. And both of yours factions are the same kind of space cyber-monstrosities, so they should fit well.
Title: Re: ZORG - V3
Post by: phyrex on August 22, 2013, 12:25:03 PM
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
Title: Re: ZORG - V3
Post by: Erick Doe on August 22, 2013, 04:37:09 PM
I agree that individual weapons need to get a more distinct look to their rays. They already have differing fx, but I am going to tweak the colours and width of the beams. I do not want them to be overly different from each other though, as I'm trying to maintain a uniform look. I also like that they may confuse an enemy (i.e. the player that fights against them). It shouldn't confuse the player controlling the Zorg. After all, the weapons have descriptions of their roles. One simply has to memorise which weapon does what.

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

@ #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?

@ #2
Thanks, I'll look into that.

@ #3
I'll just try and see if I can't come up with a unique fx for a few of the weapons.


Right now we have the...
Handler Ray; which is a very useful PD tool and also acts as a secondary combat weapon. It has a thin continuous beam, doesn't use up much flux and a decent range of 1000.
Quote
"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."

Disruptor Ray; main combat weapon, fairly high damage vs hull and shields. Also deals some EMP damage. Naturally the disruptor is more effective against unshielded targets because of the added EMP. High flux, very long range at 2000 and a wide beam. Charges up for 5 seconds and then powers down in 1. Long enough for the sound effect to be played fully.
Quote
"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."

Concussion Ray; basically the other side of the Disruptor coin. Fairly low damage but very high EMP damage. Best fired when a target's shields are down. The beam is as thick as the disruptor's but has a different effect. Fairly long range at 1500. Same charge time as the disruptor but less flux cost.
Quote
"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."

Adaptor Ray; only has a range of 1000. A continuous beam, like the handler ray. The adaptor is meant to help bring down a target's shield as it does kinetic damage.
Quote
"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."

Transmitter Ray; not really a weapon. The transmitter simply sends a flavour sound across the battlefield, telling the enemy to surrender. It doesn't use up much flux and it does nearly no damage. It has a long charge time though, so it can't be fired repeatedly. That would be annoying as it would spam the same message over and over.
Quote
"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."
Title: Re: ZORG - V3
Post by: phyrex on August 22, 2013, 05:22:16 PM

@ #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?


Oh sorry, i forgot about it in my frenzy to give you some feedback.
In this case, its mostly because the whole thing lack distinction. Every part of the firing sequence lacks personality, the charging up, the firing, the charging down, its a bit bland. Point in case, if you actually putted a charge-up sfx, i didint even realize it !

I also got wrapped up too much in the firing vfx of the voyager in that video you linked so that got me confused a bit (the yellow spark circling the bridge then firing backward)
Its probably because the disruptor in your mod last longer but that isint a bad thing in itself, its just me being picky.

p.s.: Yes, i will sound awefully picky but that only happens when something grabbed me by the heart and caught my weakspot ;)

edit : you still deserve credits where its due, this is fantastic work and i cant wait to swarm corvus with zorg ships
Title: Re: ZORG - V3
Post by: Erick Doe on August 23, 2013, 02:50:30 AM
Don't worry Phyrex. I appreciate the feedback.  ;)

I'm just very stubborn and set in my ways, so it is always hard for me to change things. But I do take other people's opinions into account.
Title: Re: ZORG - V3
Post by: Erick Doe on August 23, 2013, 07:15:23 PM
Working on the Zorg Control Matrix (capital ship)

Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_control_matrix.png)
[close]
Title: Re: ZORG - V3
Post by: phyrex on August 24, 2013, 01:36:43 PM
Working on the Zorg Control Matrix (capital ship)

Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_control_matrix.png)
[close]

with that one added, that makes for 6 ships but there's only 5 ship category, which ones are the same class ?
Title: Re: ZORG - V3
Post by: MShadowy on August 24, 2013, 01:49:30 PM
At a guess, the two smallest are probably "fighters."
Title: Re: ZORG - V3
Post by: Erick Doe on August 24, 2013, 02:31:21 PM
Fighters:
-Probe
-Displacer

Frigates:
-Drone Z
-Drone Y (different built-in weapons)

-Destroyers:
-Surveyor Z
-Surveyor Y  (different built-in weapons)

Cruisers:
-Tactical Overseer

Capital:
-Control Matrix
Title: Re: ZORG - V3
Post by: Erick Doe on August 25, 2013, 05:25:16 AM
Thanks to Thule I am now adding multiple sounds for each weapon. This prevents sounds from becoming repetitive.
Title: Re: ZORG - V3
Post by: Erick Doe on August 25, 2013, 06:55:54 AM
ZORG V4 now up for download.

DOWNLOAD (http://www.mediafire.com/download/eip0u41eoi5fpnp/Zorg4.zip)

Includes:
-Zorg Control Matrix
-Updated weapon FX and sounds
-Updated missions


Planned:
-Zorg transport ship for optimal Exelerin compatibility

[edit]
Any suggestions for new ships?  :)
Title: Re: ZORG - V3
Post by: Hyph_K31 on August 25, 2013, 07:11:35 AM
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.)
Title: Re: ZORG - V3
Post by: Erick Doe on August 25, 2013, 07:13:25 AM
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.)

I am experiencing no problems. Are you sure you just downloaded V4?

There is a Surveyor Y and a Surveyor Z. Both should be working fine. I do not see any remnant of the original Surveyor?
Title: Re: ZORG - V4
Post by: Hyph_K31 on August 25, 2013, 07:29:07 AM
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.

Title: Re: ZORG - V4
Post by: Erick Doe on August 25, 2013, 07:46:55 AM
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.



Hopefully someone else will download V4 and tell us if they are having the same issue as you are having. Be sure to delete any older version of the Zorg you have installed. "zorg_surveyor" by itself should not even be referred to by the game. The only id's for this ship are "zorg_surveyor_y" and "zorg_surveyor_z".
Title: Re: ZORG - V4
Post by: Hyph_K31 on August 25, 2013, 08:03:40 AM
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.
Title: Re: ZORG - V4
Post by: Erick Doe on August 25, 2013, 08:05:25 AM
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.
Title: Re: ZORG - V4
Post by: Ronald Klein on August 25, 2013, 08:57:43 AM
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...
Title: Re: ZORG - V4
Post by: Erick Doe on August 25, 2013, 08:59:48 AM
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.
Title: Re: ZORG - V4
Post by: Ronald Klein on August 25, 2013, 10:02:27 AM
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.

 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
Title: Re: ZORG - V4
Post by: Hyph_K31 on August 25, 2013, 10:41:37 AM
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.

I used all of them ^^
Title: Re: ZORG - V4
Post by: Erick Doe on August 25, 2013, 11:04:45 AM
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

Are you running it on Windows or Linux?
Title: Re: ZORG - V4
Post by: phyrex on August 25, 2013, 11:25:05 AM
bug confirmed twice.
i downloaded the mod as is and got the "ship spec [zorg surveyor] not found" error.

v3 worked fine right before
Title: Re: ZORG - V4
Post by: Erick Doe on August 25, 2013, 12:03:37 PM
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.
Title: Re: ZORG - V4
Post by: phyrex on August 25, 2013, 01:01:21 PM
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.

Nope, didint worked, and i practically reinstalled my game and erased every single thing that wasent vanilla stuff. im still getting the error :/
Title: Re: ZORG - V4
Post by: arcibalde on August 25, 2013, 02:37:43 PM

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:
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


Matrix behave ok, maybe a bit slower turning and acceleration and deceleration. Tactical Overseer is to fast for its size. That is how i feel at least. Ok ill go test it a bit more.
Title: Re: ZORG - V4
Post by: Erick Doe on August 25, 2013, 02:44:10 PM

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:
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

???

That's weird! How did that get into V4?  :o

I checked and you're right, it is in the Zorg4.zip, but it shouldn't be. It wasn't in the working version on my computer. My apologies everyone.

Here's the fixed zip:
DOWNLOAD (http://www.mediafire.com/download/o1ff99ejoreoz5k/Zorg5.zip)

Title: Re: ZORG - V5 - Fixed Download
Post by: phyrex on August 25, 2013, 04:08:17 PM
i am LOVING this. i cant wait for you to transfer it to campaign.
Title: Re: ZORG - V5 - Fixed Download
Post by: Erick Doe on August 26, 2013, 06:05:37 AM
i am LOVING this. i cant wait for you to transfer it to campaign.

Working on it.

My main goal is to get it Exelerin worthy.

Here is the freighter for the Zorg, at long last:

The Zorg Allocator:
Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_allocator.png)
[close]

Armed with only two handler rays. Still, it can defend itself.
Title: Re: ZORG - V5 - Fixed Download
Post by: Erick Doe on August 26, 2013, 07:29:02 AM
ZORG V6 now up for download.

DOWNLOAD (http://www.mediafire.com/download/ua1x11exrkos19c/Zorg6.zip)


Changes:
-Added the Allocator-class freighter
-Improved sound FX
-Added custom sounds to Zorg Displacer
-Added auto-fire group to Control Matrix
-Several small tweaks.
-Added a Zorg mission vs. mid-epoch ships

Planned:
-Zorg planet
-Zorg campaign faction
Title: Re: ZORG - V6
Post by: phyrex on August 26, 2013, 08:18:46 AM
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 ?
Title: Re: ZORG - V6
Post by: Erick Doe on August 26, 2013, 03:05:35 PM
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.
Title: Re: ZORG - V6
Post by: phyrex on August 26, 2013, 03:07:51 PM
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.

woot ! cant wait  ;D
Title: Re: ZORG - V6
Post by: HELMUT on August 27, 2013, 12:46:27 PM
I think they are a bit too powerful right now. I tried the mission against the Independants, i was able to wreck them without having to bring in the cruiser and the capital ship. Also,  i like the noise it make when they use their ship systems (a tad loud though). However i think you could have tried something more fancy for their special moving system. Right now it is an improved maneuvering jet but i expected something more "advanced" and weird for them.

I say this but i don't really have suggestions about it... Still, wouldn't be a bad thing to replace their maneuvering jet with something a bit more original if you can come up with something.
Title: Re: ZORG - V6
Post by: Erick Doe on August 31, 2013, 08:16:31 AM
I'll tone down the volume on the ship system. The fleet points on several Zorg ships will be increased according to their power.

New ship:

Zorg Tactical Probe:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_tactical_probe.png)

A heavily armoured probe that can be flown as a frigate, instead of a fighter. Armed with a single handler ray.
Title: Re: ZORG - V6
Post by: Erick Doe on August 31, 2013, 09:00:32 AM
Zorg Cube? The Zorg Control Matrix in (fake) 3D:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorgcubemedium01.png)

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorgcubemedium02.png)
Title: Re: ZORG - V6
Post by: Erick Doe on September 05, 2013, 09:30:40 AM
Just finished an Exerelin compatible version and send it to Zaphide.


[edit]
Also updated public download to V7. There is no campaign mode yet in the standalone download.
Title: Re: ZORG - V7 - (No Campaign Mode Yet)
Post by: Erick Doe on September 05, 2013, 10:02:00 AM
Would someone like to undertake a review video of the Zorg faction? I'd appreciate the effort and post a link of such a video on the OP.

Of course, the mod isn't 100% finished yet. But commentary on the ships, their look and their feel would be nice.
Title: Re: ZORG - V7 - (No Campaign Mode Yet)
Post by: FasterThanSleepyfish on September 05, 2013, 04:06:01 PM
I made a mod reveiwz!

*poops out*
http://www.youtube.com/watch?v=KqR3-qG1t9k (http://www.youtube.com/watch?v=KqR3-qG1t9k)
Title: Re: ZORG - V7 - (No Campaign Mode Yet)
Post by: Erick Doe on September 06, 2013, 06:47:06 AM
I made a mod reveiwz!

*poops out*
http://www.youtube.com/watch?v=KqR3-qG1t9k (http://www.youtube.com/watch?v=KqR3-qG1t9k)

Nice review, Foxer. Thanks!

The Disabler and the Probe are indeed fighters and are not meant to be piloted directly. Hence they could move through asteroids and had 0 FP. (as fighter wings they have 7 and 5 FP respectively)

The Drone is a frigate. The Allocator is just a freighter. Hence it isn't as beefy. :)

You missed out on the Surveyor (destroyer) and Tactical Probe (another frigate) though!

The adaptor ray is the only kinetic weapon of the Zorg and is meant to help bring down shields.

Hope that clears a few things up. I'll put your review video on the OP now. :)
Title: Re: ZORG - V7 - (No Campaign Mode Yet)
Post by: FasterThanSleepyfish on September 06, 2013, 07:17:55 AM
Sorry for the confusion, there were so many different files and variants with _x _z after them! XD I'll see if I can edit them in and re-upload.
Title: Re: ZORG - V7 - (No Campaign Mode Yet)
Post by: phyrex on September 07, 2013, 10:46:08 AM
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  ???
Title: Re: ZORG - V7 - (No Campaign Mode Yet)
Post by: Erick Doe on September 07, 2013, 12:24:38 PM
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  ???

#1 - I will not take off the voice on weapons. But I will reduce the chance of them playing. They already do not play every time you fire, but I'll reduce the likelyhood even further.
#2 - The interdictor is just as great at PD, but less effective against stronger ships. I put them in to replace some of the handlers on ships that would otherwise be too powerful. It is also something for future ship designs, in case I want something PD focussed.
#3 - True. The adaptor ray needs a buff in damage.

The fourth mission was just a test for me where the AI deploys and handles the Zorg ships and doesn't require much player involvement.

Thanks for the feedback!
Title: Re: ZORG - V7 - (No Campaign Mode Yet)
Post by: phyrex on September 07, 2013, 02:22:55 PM
did i mentionned i cant wait for the campaign ? playing zorg with the usual limitations and bonuses of the campaign mode will be so fun  ;D

to clarify : i LOVE the zorg mod

edit : i also see that pretty much all the zorg ships have ITA, why not just take it off and adjust the FP and weapon range accordingly ?
Title: Re: ZORG - V7 - (No Campaign Mode Yet)
Post by: Erick Doe on September 08, 2013, 04:16:00 AM
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.
Title: Re: ZORG - V7 - (No Campaign Mode Yet)
Post by: Erick Doe on September 08, 2013, 04:23:29 AM
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.  :)
Title: Re: ZORG - V7 - (No Campaign Mode Yet)
Post by: Erick Doe on September 08, 2013, 04:59:24 AM
Zorg V8 released:

DOWNLOAD: Exerelin Compatible (http://www.mediafire.com/download/ebiif61tkty3gyq/Zorg8.zip)

Load it up with Exerelin and LazyLib! Adds the Zorg faction to the Exerelin mod.

(Zorg faction colour may appear similar to that of the Antediluvians. Will be fixed in a future release!)
Title: Re: ZORG - V8 - (Exerelin Compatible!)
Post by: Erick Doe on September 08, 2013, 07:25:07 AM
Working on the Zorg Worker Sphere:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_worker_sphere.png)
Title: Re: ZORG - V8 - (Exerelin Compatible!)
Post by: Hyph_K31 on September 08, 2013, 07:44:52 AM
Working on the Zorg Worker Sphere:

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_worker_sphere.png)

He's adorable.  ;D

Can I name him Joe?
Title: Re: ZORG - V8 - (Exerelin Compatible!)
Post by: Erick Doe on September 08, 2013, 07:51:17 AM
Yes you may.  ::)
Title: Re: ZORG - V8 - (Exerelin Compatible!)
Post by: phyrex on September 08, 2013, 10:06:34 AM
Ive always been confused somewhat by the nature of exerelin.
"Exerelin compatible" dosent mean the faction is "vanilla campaign" ready right ?
Title: Re: ZORG - V8 - (Exerelin Compatible!)
Post by: Erick Doe on September 08, 2013, 11:11:07 AM
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.
Title: Re: ZORG - V8 - (Exerelin Compatible!)
Post by: phyrex on September 08, 2013, 11:59:59 AM
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.

awwww  :'(
Title: Re: ZORG - V7 - (No Campaign Mode Yet)
Post by: phyrex on September 08, 2013, 02:37:37 PM
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.  :)

Soooo...what do "assimilated" ship with ballistic slots do ?

For some reason (maybe its just the perfectionist in me), i feel like many variant of each weapon should be made for various size and slot type. it might make for a lot of stuff but it would allow to deck "assimilated" ships better.
Assuming you really want to put some flavor into "assimilated" ship of course
Title: Re: ZORG - V8 - (Exerelin Compatible!)
Post by: Erick Doe on September 08, 2013, 02:39:37 PM
But low tech (often non-energy) ships are not worthy of assimilation. ;)
Title: Re: ZORG - V8 - (Exerelin Compatible!)
Post by: phyrex on September 08, 2013, 03:59:51 PM
But low tech (often non-energy) ships are not worthy of assimilation. ;)

ooooh ok yeah i get it  ;D
scrap them for supplies to maintain a fleet of more "efficient" ships  8)

btw, as far as feedback goes (dunno if it'll be helpful), idk if that means anything but i just did every vanilla mission that included tri-tach ship, swapping every weapon i could for zorg handlers with emphasis on vents.
i easily aced every single one of them.
forlorn hope is the only one where i even used a disruptor tbh and it basicly looked like "i wait, they come, they die, have a cookie". but again, they were coming to me in a slow stream so it was easy to handle.
Title: Re: ZORG - V9 - (Exerelin Compatible!)
Post by: Erick Doe on September 08, 2013, 05:16:18 PM
V10 is out. Includes the Worker Sphere. In Exerelin it replaces the Mining Drone wing. (pending Zaphide's update)
DOWNLOAD: Exerelin Compatible (http://www.mediafire.com/download/3mm7q09akuic8h2/Zorg10.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)
Title: Re: ZORG - V11 - (Exerelin Compatible!)
Post by: Erick Doe on September 13, 2013, 05:06:14 AM
V11: final tweaks before Starsector 0.6 comes out. Compatible with Exerelin. Just load it up along with the Exerelin mod and LazyLib.

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/download02.png) (http://www.mediafire.com/download/3iqb2mzzc1ayh04/Zorg11.zip)


List of recommended factions to be included in the latest Dev version of Exerelin, along with the Zorg:

Spoiler
-Antediluvians
-Blackrock Driveyards
-Bushi
-Hiigaran Descendants
-Interstellar Federation
-Junk Pirates
-Council
-Neutrino
-Relics
-ASP Syndicate
-Nomads
-Thule
-Zorg

Gedune and Relics are currently not compatible when launched together, apparently.

At this time I do not recommend running with:
-Nihil
-Valkyrians
-Lotus Conglomorate.

...because they overwrite vanilla game UI sounds and files. In the future Exerelin will ensure that vanilla files and sounds will be used instead.
[close]
Title: Re: ZORG - V11 - (Exerelin Compatible!)
Post by: Erick Doe on September 22, 2013, 07:18:05 AM
Updating for 0.6a.

-Changing out sounds
-Zorg ships get low max burn, very high repair rate and high supply consumption
-Speed ratings are being rebalanced
-Building Zorg system
Title: Re: ZORG - V11 - (Exerelin Compatible!)
Post by: Erick Doe on September 22, 2013, 08:03:23 AM

V12: 0.6a compatible. Compatible with Exerelin (as long as Exerelin is 0.6a compatible). Just load it up along with the Exerelin mod and LazyLib.

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/download02.png) (http://www.mediafire.com/download/jbztpdgnbobelxi/Zorg12.zip)

Version 12 of Zorg is 0.6a compatible, but does not have a campaign yet. That is what I am currently working on: a Zorg system called Zorg Zeta.
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: joey4track on September 22, 2013, 08:48:31 AM
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..
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Erick Doe on September 22, 2013, 09:04:27 AM
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..

Good question. As of now the Zorg only have missions. They do show up in the Exerelin mod though. But like you say, as long as Exerelin is not updated to 0.6a, this version won't work. The download two posts above this one (V11) should work with the old Exerelin mod.

I am still working on getting a working Zorg system in the campaign mode. So, no. The Zorg won't show up in your singleplayer game yet.
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: joey4track on September 22, 2013, 10:12:38 AM
Cool, I'll just wait for everything to get updated. I love 6a, so hard to go back to 54a haha
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Erick Doe on September 22, 2013, 02:37:16 PM
The Zorg star is actually an artificial star. I'll post a screenshot soon.  8)
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Gotcha! on September 22, 2013, 02:48:54 PM
No need for screenshots, that's a no-brainer. ::)

Spoiler
(http://images2.wikia.nocookie.net/__cb20080722194009/starwars/images/1/15/Deathstar_negwt.jpg)
[close]
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Erick Doe on September 22, 2013, 02:50:09 PM
Actually... that's not far off.
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Gotcha! on September 22, 2013, 02:56:20 PM
I know.
Spoiler
(http://libertyunyielding.com/wp-content/uploads/2012/12/obama-smirk-21.jpg)
[close]
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Erick Doe on September 22, 2013, 03:00:51 PM
Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/java2013-09-2223-55-23-68.png)

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/java2013-09-2223-55-30-19.png)
[close]
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Gotcha! on September 22, 2013, 03:05:43 PM
This omen does not bode well.

It looks a bit blurry. Does it help if you let photoshop sharpen it?
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Erick Doe on September 22, 2013, 03:11:27 PM
Its a placeholder anyway. I initially intended for it to be smaller, hence the texture is so blurry.
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Flare on September 22, 2013, 03:11:35 PM
The Zorg star is actually an artificial star. I'll post a screenshot soon.  8)

An artificial star or an artificial planet/moon?

There is a massive difference.
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Erick Doe on September 22, 2013, 03:14:14 PM
Why would I repeatedly write "star" if I meant planet or moon. It is a star.  ;)
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Erick Doe on September 23, 2013, 05:22:48 AM
Working down a checklist. The Zorg mod's campaign is almost ready!

However, I ran into this issue while trying to have a custom image at a station:
Quote
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/zorg/ZorgGen.java, Line 61, Column 82: Cannot determine simple type name "InteractionDialogImageVisual"

That refers to:
Quote
station.setCustomInteractionDialogImageVisual(new InteractionDialogImageVisual("illustrations", "zorg_interior", 1200, 1200));

I can't figure out why it isn't working. There is a "zorg_interior.png" in the illustrations folder. "station" is the token of the station in ZorgGen.java.

Any ideas?
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Uomoz on September 23, 2013, 05:30:21 AM
Hey erick, have you read my pm?
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Erick Doe on September 23, 2013, 06:06:40 AM
Hey erick, have you read my pm?

I have and response send.
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: phyrex on September 23, 2013, 10:40:03 AM
Working down a checklist. The Zorg mod's campaign is almost ready!

yaaaaay  :D
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Gotcha! on September 23, 2013, 12:05:03 PM
Yay! Can't wait to try some pot shots against that gigantic control matrix thing.
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: ssthehunter on September 23, 2013, 09:51:33 PM
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?)
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Erick Doe on September 24, 2013, 04:25:01 AM
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

:)

It is almost ready.
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: ssthehunter on September 24, 2013, 05:24:31 AM
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!


:)

It is almost ready.
YAAAAAAAY :D
Keep up the good work then (though I'm scared.  Zorg X_X)

yaaaaay  :D
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Erick Doe on September 24, 2013, 06:03:00 AM
Today's checklist:
-Zorg ships spawn DONE
-Zorg cargo at station DONE
-Add description for Zorg Zeta DONE
-Fix missing dialog bug DONE
-Add custom station illustration DONE (Good grief! This took me forever!)
-Add Zorg relations toward other factions DONE (Finally!)
-Create alternate start for Zorg player NOT DONE
-Add Zorg delivery convoy NOT DONE

We're close now. I'd like to thank Uomoz for helping me out with a few things! Now all I have to do is add a Zorg convoy that delivers goods to Zorg Zeta. And I'll add an alternate download, where you start as part of the Zorg faction, which can be done rather quickly.
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Erick Doe on September 24, 2013, 07:03:55 AM
Right now this is the only thing stopping me from releasing the campaign version:

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:
Code
package 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));

Code
package 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
Title: Re: [0.6a] ZORG - V12 - (Exerelin Compatible!)
Post by: Erick Doe on September 24, 2013, 07:41:37 AM
Alright, in wait of the convoy fix, I've decided to release an all-hostile Zorg mod. Basically the Zorg system in the campaign mode is hostile to everyone in this:

Zorg V14
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/download02.png) (http://www.mediafire.com/download/ru5688bi4q5aa7z/Zorg14.zip)

Enjoy!

V14 should work with Exerelin. If not, download Zorg V12!
Title: Re: [0.6a] ZORG - V14a - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 25, 2013, 04:06:34 AM
V12a (Exerelin compatible)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/download02.png) (http://www.mediafire.com/download/db7m37vga4vx7bd/Zorg12a.zip)

V14a (Exerelin compatible + early campaign mode)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/download02.png) (http://www.mediafire.com/download/vqcaq2d9qllaihv/Zorg14a.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)


Updated V12 and 14. Increased cargo capacity of several ships, to support their carnivorous supply consumption.
Title: Re: [0.6a] ZORG - V14a - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 25, 2013, 05:32:07 AM
Working on adding a 'frigate' built to absorb huge amounts of damage, while dishing out next to nothing. It will likely be armed with two efficient PD weapons. Similar to the Tactical Probe. It will be more heavily armoured though.

Zorg Tactical Sphere:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_tactical_sphere.png)


Experimenting with a larger and more durable version. A dedicated buoy or comm relay capturing ship. All armour and very little fire-power.

Zorg Tactical Conjuction:
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_tactical_conjunction.png)
Title: Re: [0.6a] ZORG - V14a - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 25, 2013, 08:57:41 AM
Super duper new video, showcasing the history of the Zorg!

Watch the video here! (https://www.youtube.com/watch?v=Yv7NEQn4jt4)

Spoiler
Quote
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."
[close]
Title: Re: [0.6a] ZORG - V14a - (Exerelin Compatible!) - Early Campaign Mode!
Post by: phyrex on September 25, 2013, 10:09:32 AM
i fear that the admiral AI might not know how to properly use a ship so heavily armored but underarmed
Title: Re: [0.6a] ZORG - V14a - (Exerelin Compatible!) - Early Campaign Mode!
Post by: HELMUT on September 25, 2013, 01:45:30 PM
Zorg ships aren't under-armed but they have pretty poor venting and can't fire for very long, in big engagement they tend to suffer a lot because of this.. And yes, the AI don't know how to use the ship system to show the enemy the armored side.

I played a bit with them. I have to say i won't be playing much with their ships. Once you pilot a frigate, it's as if you piloted all of their ships as they are exactly the same, just bigger or smaller. That's kinda sad because i like the idea of big laser box faction, unfortunately their is no much points trying different ships or strategies because all you can do is throwing your big boxes at the enemy, making them spin to avoid located damage, and pray for victory (didn't end up well against Kadur judgement fleet though).

I would really like at least to be able to fiddle with the weapons layout for each ship, as for now they are all built in. And maybe some different ship system.

The campaign integration is still early. For the next updates, i suggest you give them bigger fleets. Right now i find that they are not very menacing (haven't tried to fight them with small fleets though). And also make them able to wander somewhere else than just their home system.

For the last sprite, c'mon Erick... 4 ships strapped together don't make a new one, you can do better than this!
Title: Re: [0.6a] ZORG - V14a - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 25, 2013, 02:09:16 PM
For the last sprite, c'mon Erick... 4 ships strapped together don't make a new one, you can do better than this!

Well it does say "experimenting".  :D

I think Phyrex was refering to the Tactical Sphere when he said heavily armoured but underarmed. But essentially it should do its job as the AI tends to throw frigates and fighters at capture points. As for using the ship system to turn, yes, the AI doesn't use it as a player would, unfortunately.

Basically the main ships are bigger and stronger versions of themselves with each class. That's how I designed them. It is really just the faction's framework, as I intend on adding more specialised vessels with more unique combat roles.
Title: Re: [0.6a] ZORG - V14a - (Exerelin Compatible!) - Early Campaign Mode!
Post by: ssthehunter on September 25, 2013, 02:17:17 PM
To be fair, he really did capture the spirit of the borg in the zorg.  Massive ships with huge amounts of armor and powerful weapons.
Great job :D
I'm going to say this though, neutrino + this= op power of doom XD.
Title: Re: [0.6a] ZORG - V14a - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 25, 2013, 02:23:10 PM
I'm not going to deny that there's a certain OPness to Zorg ships. This was intended. Though for all of their strengths they also have weaknesses:  :)

+Strong armour and lots of hull
-No shields
+No flux overloads
-Not much flux 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 freighter
+Huge and relatively powerful ships for their classes
-High cost to field individual ships
Title: Re: [0.6a] ZORG - V14a - (Exerelin Compatible!) - Early Campaign Mode!
Post by: HELMUT on September 25, 2013, 02:24:11 PM
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.
Title: Re: [0.6a] ZORG - V14a - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 25, 2013, 02:26:33 PM
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.

Exactly. It is up to the player to find a weakness or a way to defeat the Zorg. Just like the Federation had to develop special weaponry to deal with the Borg.  ;)
Title: Re: [0.6a] ZORG - V14a - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 26, 2013, 06:03:34 AM
V12b (Exerelin compatible)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/download02.png) (http://www.mediafire.com/download/otkppieife8z1nu/Zorg12b.zip)

V14b (Exerelin compatible + early campaign mode)
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/download02.png) (http://www.mediafire.com/download/1jq8j5j4i4vbq2l/Zorg14b.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)


Updated V12a and 14a. Several small tweaks to supply usage and CR deployment percentages.
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 26, 2013, 07:24:31 AM
Right now, I have an Exerelin compatible version of the mod and a basic campaign version that is not yet compatible with Exerelin.

What I'd like to do is:

-As long as the main campaign version isn't compatible with Exerelin; maintain a Exerelin compatible version.
-Improve on the main campaign version (add supply convoys and have Zorg fleets roam through Hyperspace) and have it set the Zorg as hostile to all.
-Add a new campaign version in which you are part of the Zorg Hive. Featuring a unique Zorg themed UI and a special starting ship for the Zeta AI (You!).

For this role I'll add this as a special starting ship, which counts as a frigate and is basically a more powerful version of the Tactical Probe:
Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_tactical_sphere.png)
[close]
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 27, 2013, 06:04:01 AM
I really started to dislike the sprite for the Tactical Overseer. So I'm going to replace it with this:

Spoiler
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_tactical_sphere-1.png)
[close]
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: FasterThanSleepyfish on September 27, 2013, 06:54:56 AM
In the Bor-I mean Zorg episodes, the spheres are the smallest and weakest class of Zorg ships.
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 27, 2013, 07:14:23 AM
In the Bor-I mean Zorg episodes, the spheres are the smallest and weakest class of Zorg ships.

Actually, this is not true. Although the Sphere in the film First Contact was rather quickly defeated. This was probably done for movie purposes.

Let's look at Star Trek Voyager, for example. The Borg Probe that chased Voyager was roughly on par with the Starship. A Borg Sphere is much more powerful than an Intrepid-class Starship and a Borg Probe. In fact, Voyager was only able to defeat a Borg Sphere because it was armed with anti-Borg Transphasic torpedoes from the future.

In canon Star Trek the Borg Scout is the weakest ship. Then the Borg Probe, which is roughly as large as a Starship. Then the Borg Sphere, which is large enough to hold a starship in its hull. And then followed by the Borg Cube and the Borg Tactical Cube. The Borg Diamond or Octahedron is seen as the Borg Queen's special ship and is rather powerful. Probably more powerful than a Sphere but weaker than a Cube.

In Star Trek video-games the classes differ slightly. It has the Borg Interceptor (which is actually the Borg Probe) as the weakest ship. Followed by the, Borg Pyramid, Borg Diamond, Borg Assimilator, Borg Sphere, Borg Tactical Sphere, Borg Cube, Borg Tactical Cube.

Both in the games and in the series the Borg Sphere is actually one of the stronger Borg vessels. It is used as a stronger long-range scout ship, or as a tactical warship.


[edit]
As for the Zorg, the Worker Sphere is the weakest. But the Tactical Overseer Sphere is the second strongest ship, just behind the Zorg 'Cube' (Matrix). Kind of like how the Borg Sphere is second only to the Borg Cube.
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 27, 2013, 07:20:00 AM
Now marvel at this wonderful scale chart.  :)

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_scale_chart2.png)
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 27, 2013, 07:29:03 AM
Part of the full Zorg version (in which you are part of the Zorg Hive) will consist of altered UI and icons.

I hope that it will one day be possible to create a custom type of crewmember. In the case of the Zorg, I'd like to create a Zorg Drone that costs less than Regular crew members, has the same stats, but can not level up to Veteran or Elite status.

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/man01.png)
Regular Crew

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/man03.png)
Zorg Crew
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Silver Silence on September 27, 2013, 07:46:59 AM
Now marvel at this wonderful scale chart.  :)

(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_scale_chart2.png)

Needs a Lasher and Onslaught somewhere in there for scale.
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 27, 2013, 07:47:38 AM
Good idea, Silver Silence!
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 27, 2013, 07:58:57 AM
(http://i1022.photobucket.com/albums/af343/erick_doe/Starfarer/Zorg/zorg_scale_chart4.png)

Here you go! The ships above and below are of the same class.

I.E. the Control Matrix and the Onslaught are both capital ships.
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: HELMUT on September 27, 2013, 08:48:49 AM
I like the sphere, however wouldn't some more greebling on the edge to make it less... Flat? I tried some quick modifications to show my point.

Spoiler
(http://i.imgur.com/mL7c3mn.png)
[close]

I have done it poorly, but the idea would be to not make it perfectly spherical and rather adding some antennas and bits sticking out of the main frame.
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 27, 2013, 08:55:26 AM
Indeed. That is exactly why I already added some greebles. Not nearly enough, mind you. It was done sort of hastily. I appreciate the feedback. In the future I do plan on adding more detail to the ship.

Antennae always seem to get the job done.  ;)
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Silver Silence on September 27, 2013, 02:47:32 PM
To break up the profile even more, you could also cut into it so that while it IS a sphere (or circle), it's not a perfect sphere (or circle :P).
Just faced my first Zorg ships in Exerelin, it was just a couple freighters and some of their "fighters".
Saw the fighters first, "Huh, what are they? They're a wing? They're fighters? Those things are HUGE".
Then the freighters with their subtle dubstep wobwob engines readily keeping pace with my destroyer.

I hope that not all big Zorg ships are that fast. Control Matrices could be a horrible experience if they can literally run rings around a capital (if and when I get one).


Overall, I approve of the Antediluvians MkII the Zorg and I just wanna ask one thing before I get back to shooting at them, do they ever come with shields?
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 27, 2013, 02:53:07 PM
Overall, I approve of the Antediluvians MkII the Zorg and I just wanna ask one thing before I get back to shooting at them, do they ever come with shields?

No, but you can put a front shield emitter on them. I am considering adding some forcefield hullmod or ship system.
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Silver Silence on September 27, 2013, 03:28:00 PM
Wasn't planning on flying them, just hoping they don't come with shielding as well.  :P

Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 28, 2013, 06:52:52 AM
I am about to release a video that shows two large Zorg ships taking on a unified fleet of Bushi and Hiigaran ships. The whole thing mimics the Borg / Federation battle at Sector 001.

Err... Only eventually the 'Federation' loses the battle in my iteration.

Battle at Sector 001
Watch here! (http://www.youtube.com/watch?v=vPzJSBHG4pI)
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 28, 2013, 06:57:28 AM
Zorg Battle:
Watch here! (http://www.youtube.com/watch?v=xDut9TikRRE&feature=youtu.be)

The whole thing is AI controlled.
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Grug on September 28, 2013, 09:10:15 AM
All your photos are broken. Tl;dr, don't use photobucket. Ever.
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 28, 2013, 09:28:45 AM
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.
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 29, 2013, 05:05:21 AM
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.

Switched to imgur. Replaced the images in the OP.
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Silver Silence on September 29, 2013, 05:15:26 AM
Imgur.....
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 29, 2013, 05:40:53 AM
Imgur.....

That was a very productive post.  :-\


Now here's an armoured version of the Control Matrix:

(http://i.imgur.com/Czy8lS7.png)

More greebles should be added to the armour itself.

I'm wondering if I should just replace the normal Control Matrix with this sprite, or to turn it into a stronger version of the regular Control Matrix (i.e. new ship).


Or possibly a more symmetrical design:

Spoiler
(http://i.imgur.com/9IGKeda.png)
[close]
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Gotcha! on September 29, 2013, 06:01:12 AM
A-symmetrical is the right choice. You know it. *mind controls*
A species like the Borg/Zorg wouldn't care about symmetry. It doesn't make their ships more effective.
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Hyph_K31 on September 29, 2013, 06:08:12 AM
A new ship!

It'd be nice to encounter one of these monsters once in a while.

Spoiler
As a... Special treat?
[close]
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 29, 2013, 06:38:01 AM
A new ship!

It'd be nice to encounter one of these monsters once in a while.

Spoiler
As a... Special treat?
[close]

Yeah. I'll probably add it as a super-armoured version of the Control Matrix. Remove many of its weapons. And add a new weapon type that I've had planned. I don't want to turn it into a stronger and similar ship. Maybe replace the Zorg Displacer with the Zorg Forcefield system, which is a temporary shield.

Here you can see how I added the armour plating before adding textures and shading:
Spoiler
(http://i.imgur.com/5VNMFyC.png)

(http://i.imgur.com/Czy8lS7.png)
[close]
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Tokshen on September 29, 2013, 06:32:39 PM
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!
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 30, 2013, 04:19:00 AM
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!

Yes, it will be. It will receive a unique ship system. It won't need the Zorg Displacer as badly, since it is very very heavily armoured. It also has less common weaponry, but instead gets a new weapon I've been working on: the Magnetometric Charge. Basically a slow firing large energy weapon that does devastating amounts of damage, but takes some effort to aim.
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 30, 2013, 06:59:53 AM
The Zorg have a new ship system.

Zorg Antimatter Spray:
In some respect similar to a flare launcher. A ship armed with an antimatter spray will be able to fire off a spray of short-range antimatter projectiles in almost every direction. These easily destroy fightercraft and missiles, and can even cripple frigates that get too close.

It functions like a 'panic button' for the Zorg. In case their flux build-up is too high and PD weapons can no longer keep enemy missiles and ships at bay. Releasing an antimatter spray will severely cripple or destroy anything in close proximity of the ship.
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Silver Silence on September 30, 2013, 07:06:08 AM
Can this spray be weaponised to allow Zorg ships to get in close and just vomit on the enemy?
Title: Re: [0.6a] ZORG - V14b - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 30, 2013, 07:25:04 AM
Can this spray be weaponised to allow Zorg ships to get in close and just vomit on the enemy?

No, it is a ship system. However, it is still possible to ram an enemy ship (with their large mass Zorg ships are rather effective rammers) and fire off this ship system, causing much damage overall.

So your 'vomit' tactic might work with a ship that has the antimatter spray for a shipsystem.  :D
Title: Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on September 30, 2013, 08:04:39 AM
Updated the Exerelin compatible version to V12c and the campaign version to V14d.
-Added the Tactical Matrix (armoured cube)
-Added the Magnetometric Charger
-Added the Antimatter Spray
-Altered the Tactical Overseer (Sphere version)
-Few more tweaks

These are the final versions before the Exerelin and Campaign version (V15), which will be fully Exerelin compatible and have a full campaign.

V12c (Exerelin compatible)
(http://i.imgur.com/4MyZ7fD.png) (http://www.mediafire.com/download/hl6kkb3d1in62ae/Zorg12c.zip)

V14d (Exerelin compatible + early campaign mode)
(http://i.imgur.com/4MyZ7fD.png) (http://www.mediafire.com/download/m5prp490fm43za1/Zorg14d.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)
Title: Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Sproiet on September 30, 2013, 06:44:20 PM
Newish to the forums :P I was wondering, can we just update our mod with like (14B-14C) and not have to start over?
Title: Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on October 01, 2013, 08:19:02 AM
Newish to the forums :P I was wondering, can we just update our mod with like (14B-14C) and not have to start over?

Unfortunately the changes will not take effect in your current game. So yes, you'd have to start over.

Zaphide and I are currently working on a single version of the Zorg Mod that will both be Exerelin compatible and have a campaign mode. It will feature new features like Zorg convoys, roaming fleets and some new ships and weapons. I suggest you wait for that version to come out before starting anew.
Title: Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Gotcha! on October 01, 2013, 09:42:20 AM
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? ^_^'
Title: Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on October 01, 2013, 09:49:31 AM
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? ^_^'

That is my own voice. I do minor voice acting for mostly amateur projects (mods, indie projects and stuff). I really appreciate the compliment! (each weapon is also done by my voice   :D)

Overpowered? Powerful, yes. When compared to vanilla Starsector and (especially) the Exerelin mod I think the mod isn't overpowered. Zorg ships certainly have some (sometimes over-the-top) advantages, but they also have very real weaknesses. CR, fleet point and supply cost are three factors I use to severely limit Zorg usefulness in the field. These factors aren't noticeable when playing missions; but in the campaign this translates to 'few powerful ships being able to be deployed'. The ships are also slow and it is difficult for a large / strong Zorg fleet to intercept weaker enemy fleets.

I will note though that I am not yet fully done balancing the faction. I am likely to slightly increase CR cost a bit more, since Zorg ships are so big and powerful. Limiting the amount of times they can be deployed in battle.

As always, feedback is most welcome. And your opinions help me shape the mod factions I create.
Title: Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Gotcha! on October 01, 2013, 10:10:37 AM
Your own voice? Incredible. :D You're an amazing sound editor. (Or your voice really sounds like that. In that case, yipes!)

I only played the missions so far, so yeah, you're probably right. I can imagine the CR cost of that huge ship is extraordinary.
But I'll be taking great care when taking them on, that's for sure.  :)
Title: Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on October 02, 2013, 05:53:02 AM
Today I'm putting the finishing touches on Zorg V15a.

It has an improved campaign mode AND is Exerelin compatible. It should also play nice alongside the Uomoz's Corvus mod.
Title: Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Hyph_K31 on October 02, 2013, 05:59:21 AM
Your own voice? Incredible. :D You're an amazing sound editor. (Or your voice really sounds like that. In that case, yipes!)

It has been kept secret until now, but the truth is...

Erick is a Zorg Queen.

Um. King. Zorg King.
Title: Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on October 02, 2013, 06:21:32 AM
Um. King. Zorg King.

Yes... That's better.  8)
Title: Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Hyph_K31 on October 02, 2013, 06:34:31 AM
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.
Title: Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
Post by: Erick Doe on October 02, 2013, 06:39:20 AM
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.

The last releases (12c and 14d) do have the 'armoured cube'.

I will release 15a today, in about an hour or so, making version 12 and 14 obsolete.
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 02, 2013, 06:47:24 AM
ZORG V15a

I'd like to thank Zaphide for helping me realise a version that is both Exerelin and default campaign compatible, rendering series 12 and 14 obsolete!

V15a (Exerelin compatible + Campaign mode)
(http://i.imgur.com/4MyZ7fD.png) (http://www.mediafire.com/download/z4tqzzevq2rbz0v/Zorg15a.zip)


Code
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

Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: etherealblade on October 02, 2013, 10:05:46 AM
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!
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Gotcha! on October 02, 2013, 10:10:56 AM
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.
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: phyrex on October 02, 2013, 12:47:27 PM
there's no option to start as zorg in the campaign ?
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 02, 2013, 01:08:45 PM
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!

Resistance is futile!  ;)


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.

Given time there will be more fleets in that sector. The Unimatrix spawns only 1 fleet every 3 days. Also, the old version doesn't have supply convoys.

There's now:
-Supply convoys
-Small raider group
-Medium raider group
-Big raider group
-Big defense fleet

But the raiding fleets currently only raid within Zeta Zorg. In the future they will also pillage other systems. The big supply convoys do move through hyperspace though.


there's no option to start as zorg in the campaign ?

Not yet. But this will be added in the future! You can play as Zorg in the Exerelin mod though.
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Sidie Hawkton on October 02, 2013, 04:54:32 PM
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?
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 02, 2013, 04:57:41 PM
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?

High ordnance points and flux usage. Most energy based ships are high-tech and get overloaded quickly, so most Zorg weapons can not be fired for long on these ships. Also the cost to mount Zorg weapons is fairly high.

I'll have another look to see if the Handler Rays need to get their ordnance points upped.
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 03, 2013, 01:28:26 AM
Awsome video by Chronosfear:
Watch here! (https://www.youtube.com/watch?v=I9TIMj9k7PQ)

Note: Chronosfear is piloting a BRDY battleship at high level.

Quote
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. :)
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 03, 2013, 02:40:58 AM
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
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 03, 2013, 06:40:01 AM
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

After playing against the Zorg, I feel like upping the armour a little and the hull integrity a fair bit. If you've experienced differently, please let me know.

The goal is to make these ships a bit more durable, as I've found it too easy to pick them off. Increasing their durability will not give them a tactical advantage, but should give them enough longevity on the battlefield to get some damage done.
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 03, 2013, 06:45:13 AM
Quick sketch of a new drone type that is heavily armoured, has less conventional weapons, but sports a devastating single magnetometric charger. It will have an antimatter spray instead of a Zorg displacer.

(http://i.imgur.com/ojYf08K.png)
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Hyph_K31 on October 03, 2013, 06:57:43 AM
That's already lookin' nice!

For some reason, I want to see a version that features a huge, flux eating frontal cannon... The ship looks like a potential flying gun!
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 03, 2013, 06:12:10 PM
I'm excited to say that assimilation finally works. In part thanks to Gotcha! and Zaphide. Will be included in the next update.

Basically you allow Zorg drones to board your ship after docking with the Unimatrix in Zorg Zeta.  :D
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Sproiet on October 03, 2013, 06:36:27 PM
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
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 03, 2013, 06:39:04 PM
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

Nah. It is basically just a fancy way of joining the Zorg faction ingame.  :D
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Cycerin on October 03, 2013, 06:44:49 PM
Ahaha, that was a fun video. I don't think it would have been possible without such a high-level character, but those cannons are pretty damn effective against shieldless targets. ;D I got to say I absolutely love the constant evil speech coming from the Zorg, it's the best touch ever.

Erick, you and your shield-bereft factions! Next time, make one consisting solely of shields. Like, just bubbles floating around.
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 03, 2013, 06:48:31 PM
I can see it now: A solar sail faction, very brittle but with great shields!
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Sproiet on October 03, 2013, 06:49:56 PM
And and, when you try to communicate there is a spherical being there.
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Gotcha! on October 03, 2013, 06:50:31 PM
Erick, you and your shield-bereft factions! Next time, make one consisting solely of shields. Like, just bubbles floating around.

Well, that'd sure save Erick Doe work on spriting. ;D
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 03, 2013, 09:16:06 PM
ZORG V15e

It is finally here! You'll be able to join the Zorg Hive now.

V15e (Exerelin compatible + Campaign mode)
(http://i.imgur.com/4MyZ7fD.png) (http://www.mediafire.com/download/tugtjxancsxnd3k/Zorg15e.zip)


Code
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


Zorg Tactical Drone-class Auxiliary
(http://i.imgur.com/kNUrtwE.png)
Slower, heavily armoured version of the Drone, armed with a powerful magnetometric charger and equipped with antimatter sprayers.


Zorg Assimilation
(http://i.imgur.com/Hn3IHxU.png)
"We are here to make your assimilation a pleasant one."
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Gotcha! on October 04, 2013, 04:19:59 AM
"We are here to make your assimilation a pleasant one."

Lies, I tell ya! Lies! I could deal with the facial deconstruction and internal organ removal, but the probing... the probing... *sob*
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: arcibalde on October 04, 2013, 05:11:18 AM
Awsome video by Chronosfear:
Watch here! (https://www.youtube.com/watch?v=I9TIMj9k7PQ)
Note: Chronosfear is piloting a BRDY battleship at high level.
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...
Title: Re: [0.6a] ZORG - V15e - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 04, 2013, 05:13:56 AM
I think it is more a case of human player + very high level + smart enough to stay out of weapon range.

If a player takes control of a Conquest at high levels and is pitched against an Onslaught, they'll most certainly win.

Anyway, since that video the Zorg have had a little boost in the hull and armour department.
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: Chronosfear on October 04, 2013, 05:18:18 AM
Awsome video by Chronosfear:
Watch here! (https://www.youtube.com/watch?v=I9TIMj9k7PQ)
Note: Chronosfear is piloting a BRDY battleship at high level.
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...
That ship´s main purpose was to shred trough armor ( most weapons where HE ) and ZORG only have armor and hull as defense.
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.
Title: Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
Post by: arcibalde on October 04, 2013, 05:38:28 AM
That ship´s main purpose was to shred trough armor ( most weapons where HE ) and ZORG only have armor and hull as defense.
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.
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.
Sorry Eric for OffTopic in your thread.
Title: Re: [0.6a] ZORG - V15e - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 04, 2013, 06:58:12 AM
I've added a poll. Everyone can vote for 3 options. Your votes will help me get an idea of the general opinion on the mod.
Title: Re: [0.6a] ZORG - V15e - (Exerelin Compatible!) - Campaign Mode!
Post by: Chronosfear on October 04, 2013, 07:18:21 AM
Hello Erick.

I have something to say about it :

-The AI suffers from extreme high flux cost weapons ( and then loosing damage ). They could prevent that just by venting when flux gets high even when under threat
 (custom AI possible? that is more into venting )
-If a "Human" takes control , they are pretty OP . Just vent when flux gets high so you don´t lose much damage because hits don´t bother your ship much
-I´ve added "resistant flux conduits" to my ships to increase venting speed and reduce emp dmg ( maybe make this one a standard of ZORG ships , too )

oh and the "inner system jump points" is moving to fast ... sometimes it´s not possible to use that gate.

all of them with the ZORG V15e
Title: Re: [0.6a] ZORG - V15e - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 04, 2013, 07:25:58 AM
Thanks for the feedback, Chronosfear.

-Intentionally imposed high flux cost, so the AI doesn't spam the more powerful weapons and the player is forced to choose carefully what to fire. HOWEVER, you have a point. Especially the larger Zorg ships could do with better venting. When the AI is overwhelmed by enemies the Handler and Interdictor rays take up too much flux, preventing the use of stronger weapons. I will look into custom AI.

-Human players do make the faction incredibly efficient. To make it more challenging for a player, I may have to increase CR cost for deploying ships, to make the Zorg limited in their ship deployment (since each individual ship is fairly powerful).

-Resistant Flux Conduits are already the standard for most Zorg ships. Just look at their variants and you'll see. Most ships use this hull mod.

-I haven't noticed the Inner System Jump rotating too fast. Then again I've been using very fast fleets to enter the system. I will look at it.
Title: Re: [0.6a] ZORG - V15e - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 04, 2013, 08:23:17 AM
Working on V15f:
-Raising deployment CR on Zorg ships by 2 - 5% (except for fighters)
-Adding player portraits
-Attempting to add custom hull mods

I decided that the Inner System jump is just fine at its current speed. Why? It allows smaller and faster fleets to enter the system near the Unimatrix. Larger and often hostile fleets will have to enter the system's fringe.
Title: Re: [0.6a] ZORG - V15e - (Exerelin Compatible!) - Campaign Mode!
Post by: BoardroomHero on October 04, 2013, 11:57:03 AM
The Zorg are a faction that's weakened a fair bit when the AI uses them, as opposed to a faction like Neutrino, which (often) plays a bit more to the AI's strengths. As such, it's kinda' difficult to tell how overpowered/underpowered they are. If you could get the AI to properly rotate to present undamaged portions of the hull, I feel it'd go a long way toward explaining that.

That being said, their early-game choices can be frustrating to fight with other early-game choices. Their ability to stay out of range and bombard with high-power shots leads to very rock-paper-scissor matchups, and chasing them down while they retreat can be an unholy nightmare.
Title: Re: [0.6a] ZORG - V15e - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 04, 2013, 02:48:17 PM
It is indeed hard to balance strengths and weaknesses between AI and player usage.

As seen in these video's by Chronosfear.

Watch #1 here! (https://www.youtube.com/watch?v=I9TIMj9k7PQ)
Note: Chronosfear is piloting a BRDY battleship at high level.

Quote
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. :)

Watch #2 here! (http://www.youtube.com/watch?v=uruRC5DiWaY&feature=youtu.be)
It must be said that I've never tested or balanced the Zorg vs. Kadur's Theocracy. I did test with all the previously compatible Exerelin factions.


Quote
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.
Title: Re: [0.6a] ZORG - V15e - (Exerelin Compatible!) - Campaign Mode!
Post by: Thule on October 04, 2013, 05:02:20 PM
Uhm, Erick, did i miss something? When did you get moderator, congratulation anyway ^^
Title: Re: [0.6a] ZORG - V15e - (Exerelin Compatible!) - Campaign Mode!
Post by: Gotcha! on October 04, 2013, 05:18:42 PM
I have a hunch he assimilated Alex and promoted himself.
We'll have to behave very good on this forum now, to avoid being injected with nanos. :-\
Title: Re: [0.6a] ZORG - V15e - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 04, 2013, 07:01:31 PM
Thanks Thule. I was assimilated by the Moderators a few days ago.  ;)


Zorg Zeta is now covered in a transparent forcefield:
Spoiler
(http://i.imgur.com/6O4OWcgh.jpg)
[close]
Title: Re: [0.6a] ZORG - V15e - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 05, 2013, 05:12:34 AM
Alright. The poll is telling me to tone down the Zorg a little. For the next update I will reduce damage on several weapons and lower the hull and armour rating a bit. Also increasing CR requirement by 2 - 5%.

To make things less boring I will also be adding different fleet compositions. Currently there's 1 convoy fleet and 4 different fleets that spawn in Zorg Zeta. I am adding new compositions that will guard certain locations in Zorg Zeta and several others that go out into hyperspace to raid.

Furthermore I am adding new content, like portraits. And I'm spicing up the Zeta Zorg system.
Title: Re: [0.6a] ZORG - V15e - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 05, 2013, 02:00:13 PM
Zorg space architecture:
Spoiler
(http://i.imgur.com/ophy6B7h.jpg)
(http://i.imgur.com/6O4OWcgh.jpg)
[close]

The rings around the planets now consist of three parts:

Spoiler
The ring itself:
(http://i.imgur.com/ZBS6czk.png)

The Moving module that slides along the ring:
(http://i.imgur.com/iOFsMpC.png)

Traffic next to the ring:
(http://i.imgur.com/Of0Pm0w.png)
[close]

All parts moving together looks pretty great.
Title: Re: [0.6a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 05, 2013, 06:37:21 PM
V15f is out!

V15f (Exerelin 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/zntckchimpz8fvb/Zorg15f.zip)

Code
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
Title: Re: [0.6a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Gotcha! on October 05, 2013, 07:00:00 PM
-Removed Herobrine

Now you don't be starting that too, mister! Or I'll go call a moderator to shackle you! >:( Oh wait...
Title: Re: [0.6a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 06, 2013, 07:06:18 AM
-Removed Herobrine

Now you don't be starting that too, mister! Or I'll go call a moderator to shackle you! >:( Oh wait...

I'm sorry Gotcha! Couldn't resist.  ;)


Assimilating some portraits:
(http://i.imgur.com/JeZCioG.png)
(http://i.imgur.com/8vFVfB0.png)
(http://i.imgur.com/233oCUr.png)
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Gotcha! on October 06, 2013, 07:23:47 AM
Niiice. ;D
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 06, 2013, 08:07:30 AM
The Zorg go out in a blast in Tokshen's Zorg Let's Play's final episode:
https://www.youtube.com/watch?v=_4DJo_Xmj6Y&feature=c4-overview&list=UU-XVEjLnK6sDFo5Zu7mD-Vg
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Silver Silence on October 06, 2013, 08:32:23 AM
Wai-wai-wai-wai-wait
Hold da fone.

When did Erick become moderator? I must've missed that.  ???
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Uomoz on October 06, 2013, 08:51:31 AM
Wow that video was amazing! I can't say I like how the faction works in player hands, but the production quality is classic Erick Doe stuff. Vey very good job.
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Gotcha! on October 06, 2013, 09:02:26 AM
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.
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Silver Silence on October 06, 2013, 09:15:06 AM
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.

 :P

Who knows, dude? Some of that Zorg efficiency and this game'll be out by the end of the month.  :D
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 07, 2013, 05:26:19 AM
Here's a thought:

Change the faction's overall colour to something other than green.

A lot of mods have a green theme already. And while it definitely fits the 'Borg' theme, it might be fun to try something else.

Red is a very menacing colour. But then, the green had a cool coldness about. Which fits the calculating emotionless aphathy of the Zorg.

So, dark blue maybe? This is also a cold colour.
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Gotcha! on October 07, 2013, 05:28:52 AM
Purple, like X's Kha'ak. :)
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Hyph_K31 on October 07, 2013, 05:30:08 AM
But the Kha'ak turned out to be the victims! Sort of...

My vote goes with cold blue.
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Gotcha! on October 07, 2013, 05:32:43 AM
Victims of what? ???
Meh, blue doesn't scream "WE'RE EVIIIILLL!" like black, red, purple and toxic green does.
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Uomoz on October 07, 2013, 05:45:45 AM
Orange?
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 07, 2013, 06:10:28 AM
Purple, orange and blue are all colours I'm willing to consider.

Improved earlier portraits and added a new one:
(http://i.imgur.com/EONvZKr.png)
(http://i.imgur.com/nD0Md7g.png)
(http://i.imgur.com/LKmwrgX.png)
(http://i.imgur.com/T8SJIpT.png)
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Gotcha! on October 07, 2013, 06:30:15 AM
Well, you know my vote. :P
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Doogie on October 07, 2013, 07:37:09 AM
Why have only one color?
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Cycerin on October 07, 2013, 11:46:33 AM
http://colorschemedesigner.com/

Might be useful to other modders as well.
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 07, 2013, 01:35:36 PM
Why have only one color?

How do you suggest I implement multiple colours?


http://colorschemedesigner.com/

Might be useful to other modders as well.

Thanks Cycerin! Looks useful.
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 08, 2013, 04:54:35 AM
Redoing all Zorg ships and weapons...

Work so far:

Spoiler
Zorg Worker Sphere: (fighter)
(http://i.imgur.com/Z0dys8t.png)

Zorg Tactical Probe: (frigate)
(http://i.imgur.com/m1bCVNz.png)

Zorg Nuclear Neutron Charger: (Zorg Worker Sphere's main weapon)
(http://i.imgur.com/MYzehnW.png)(http://i.imgur.com/ZH2mQLl.png)(http://i.imgur.com/txoAlIT.png)(http://i.imgur.com/WC4ql8H.png)(http://i.imgur.com/5lnVVUQ.png)(http://i.imgur.com/OPhsQdq.png)(http://i.imgur.com/mO7rUgv.png)

Zorg Neutron Disruptor Charger: (Zorg Tactical Probe's main weapon)
(http://i.imgur.com/CfGfJJW.png)(http://i.imgur.com/T4h5zOS.png)(http://i.imgur.com/7xoXJBo.png)(http://i.imgur.com/wJjRI6p.png)(http://i.imgur.com/TVstlGk.png)

All ships will also get basic secondary weapons, apart from their unique primary weapons. I'll also be adding several decorative effects like blinking lights and whatnot.
[close]
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 08, 2013, 05:53:00 AM
Zorg Drone Scout: (destroyer)
Spoiler
(http://i.imgur.com/LpkVKup.png)

Neutron Disruptor Charger Mk2:
(http://i.imgur.com/PgVjGQ3.png)(http://i.imgur.com/GCu22sx.png)(http://i.imgur.com/kxlM0vp.png)(http://i.imgur.com/TI2PNZc.png)(http://i.imgur.com/240BcIR.png)
[close]
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Gotcha! on October 08, 2013, 07:01:29 AM
Looking good!  ;)
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 08, 2013, 07:19:45 AM
Looking good!  ;)

Thanks!

Zorg Overseer Alcove: (cruiser)
(http://i.imgur.com/C2zA1q8.png)


Spoiler
(http://i.imgur.com/Z0dys8t.png)(http://i.imgur.com/m1bCVNz.png)(http://i.imgur.com/LpkVKup.png)(http://i.imgur.com/C2zA1q8.png)
[close]
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Doogie on October 08, 2013, 11:07:06 AM
It needs more noise in the more central, unarmored region. Otherwise, tis fantastic.

If you're still going on about colors, you may want to try a sickly yellow.
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 08, 2013, 01:30:08 PM
Added more noise to the centre of the ship:
Spoiler
(http://i.imgur.com/rDRPYpv.png)
[close]

Created the new Allocator:
Spoiler
(http://i.imgur.com/VEGgByb.png)
[close]
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 09, 2013, 04:13:19 AM
Introducing the 'Core Alcove': An Overseer Junction set in the protective chassis of a Control Matrix:

Spoiler
(http://i.imgur.com/Kzj4cM7.png)
[close]
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 09, 2013, 08:04:23 PM
Replacing all ships and weapons is time consuming. But the end results are going to be great. Here's some screenshots of the Zorg Core ingame. It has many built-in weapons that have their own unique animations.

Spoiler
(http://i.imgur.com/Y4YJFRM.png)

(http://i.imgur.com/DHxJPR9.png)

(http://i.imgur.com/r6gEh3w.png)

(http://i.imgur.com/3y2ndbN.png)

(http://i.imgur.com/DYgc36z.png)

(http://i.imgur.com/qCvGSLB.png)
[close]
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Sproiet on October 09, 2013, 08:43:52 PM
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.
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 10, 2013, 04:52:05 AM
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?
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 10, 2013, 05:39:20 AM
I've created a custom hullmod that can only be used by Zorg ships. It increases weapon durability, repair rate and EMP resistance. The Zorg special weapons can now be disabled, hence the extra protection.
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: dmaiski on October 10, 2013, 06:54:35 AM
Conquests make killing zorg so easy, also heavy armor mod basicly make your ships zorg proof

on the other hand the zorg overseer can evenly match a BISO C1 with is cool
Spoiler
(http://i.imgur.com/06YjKzN.png?1)
(http://i.imgur.com/E5300X6.png?1?7441)
needs manual controll cause AI is terible at using BISO warships
[close]

imo zorg are really fast and have awsome Anti-missile systems wich makes them harder to kill if you dont come with fast/long range ships
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: BigNose on October 10, 2013, 09:52:52 AM
Love this mod, the Zorg make good enemies! ;D
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Sproiet on October 10, 2013, 03:53:24 PM
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?

I don't know about prefer...but I definitely think that the old sprites had a certain flair to them, Just doing a quick search on Google images yields that you are, infact, correct. The borg do have symmetry about their ships but I really liked how the old sprites did not look like something had purposefully put metal plates on the ship to protect it. Granted the new visuals are going to be awesome! (I love new effects and sounds) I will undoubtedly miss the old sprites, unbelievable spitting image of the Borg.
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 11, 2013, 08:56:09 AM
Love this mod, the Zorg make good enemies! ;D

Thank you!

I've nearly finished V16. It features the new ships and weapons, integrated into the campaign, missions, etc.
Title: Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 12, 2013, 08:04:02 AM
V16a is out!

V16a (Exerelin 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/14886h7ql55abdl/Zorg16a.zip)

Code
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

WARNING: Zorg16 will be Exerelin compatible as soon as Zaphide updates Exerelin!

But Zorg16 is already compatible with most other mods:
-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)


[edit]
Made a small booboo. Zorg Drone didn't have the right tech. Uploaded V16a!
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 12, 2013, 08:54:09 AM
Quite a few votes toward the Zorg being overpowered. As a big balancing change:

-Zorg ships have less secondary weapons. Handler rays won't overwhelm a target as easily as they did in the past
-The Handler ray cost has been increased from 10 to 15 OP
-Handler Rays and Interdictor Rays are the only weapons that are still available for sale (and can be mounted on "assimilated" ships), more powerful weapons have been removed from sale and station delivery
-Primary weapons, while somewhat more powerful, are now tied to fire in a single direction. They can now also be disabled, unlike before.

Overall Zorg weapons look and feel nicer, but are less overwhelming. All primary weapons can be disabled.

All these changes are included in Zorg V16a.
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 12, 2013, 09:00:49 AM
I've reset the poll, now that large changes have been made to the mod.
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
Post by: Hyph_K31 on October 12, 2013, 09:32:37 AM
I'm not so keen on this update, which is a shame - the new ships look so very good.

Things I don't like so much:

The huge oversized weapon animations on the larger ships. It feels clunky, and to me it seems that you've sacrificed weapon mobility for a couple of animations. This goes for the magnetometric cascade charger and the neutron beam - Which I feel should be able to rotate. Having forward facing weapons on low mobility ships just seems like a really bad idea.

I like that I can see where some of the larger beams come from now, but why can't I see where the PD lasers are mounted? There ought to be some sign of their existence, even if it's only 16 pixel dark patch.

Something I really don't like at all:

When the magnetometric cascade charger goes offline, so do my eyes. Those huge flashes of light are both distracting, and somewhat painful.

Spoiler
(http://i.imgur.com/IigPFll.png)
[close]

Aside from that, this mod is still great! The new ships look fantastic.

I really am sorry for being so negative  :'(

By way of apology:

Spoiler
(http://i.imgur.com/Q6yJmAh.jpg)
[close]
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 12, 2013, 10:04:36 AM
-I am not going to trade back the animated fixed weapons for rotating ones. A big reason for this is that the new weapons are handled better by the AI. Also, it is not possible to have these new animations -and- rotating weapons. This is also part of fighting the OPness of the faction.

-All handler rays have visible weapon ports. The interdictor rays don't. They never had visible mounts. Though they will have visible mounts when mounted on a non-Zorg ship.

-You have a point with the Magnetometric Cascade Charger. It is blinding. I can fix this by replacing the bright white lights by a darker core light.


You're not negative. You're expressing your opinion and giving me valid feedback. Thanks  :)


(also, the animations are meant to feel 'clunky'. things are clunky and crude with the Zorg. Though, I might have to edit the sound files to reflect this. Some mechanical sounds would go great with the animations, I think.)
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
Post by: DeathRay on October 12, 2013, 01:56:36 PM
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.
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
Post by: Wunder on October 12, 2013, 02:19:02 PM
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.

I believe that Zorg Used to have its own Atlas In Exerlin, I may be wrong, But if Mr Tore Up plenty Placed the new Auxillery As the Transporter, That may of damaged the mod

Make Sure to Reinstall Exerelin If its Archives havent Adapated  :D to the mod.
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
Post by: DeathRay on October 12, 2013, 02:25:37 PM
reinstalled both mods and deleted all other mods.
Still the same problem.
 :'(
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
Post by: DeathRay on October 12, 2013, 02:28:30 PM
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.
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
Post by: Wunder on October 12, 2013, 03:01:19 PM
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?
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 12, 2013, 03:15:58 PM
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?

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.
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: DeathRay on October 12, 2013, 11:49:33 PM
Okay thanks for the information. ^^
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
Post by: Wunder on October 13, 2013, 01:26:14 AM
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?

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.
Thanks Mate  :P
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 13, 2013, 07:16:50 AM
Looking at the poll, I guess it is time to add some new ships. The new version only has 7 ships. The previous version had 11. So I have some catching up to do.  :)
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Hyph_K31 on October 13, 2013, 07:20:34 AM
Oh, ah, uhm....

Spoiler
(http://i.imgur.com/fHjKJJk.png)
[close]

I'm pretty sure this shouldn't be a thing.
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 13, 2013, 07:24:55 AM
...

Did you equip that in a mission? Because I'm pretty sure they don't drop from defeated Cores.

Or did you run with Exerelin? V16a and Exerelin aren't compatible at the moment. And these shouldn't be delivered to stations.
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Hyph_K31 on October 13, 2013, 07:48:09 AM
Twas in a mission.

Even so, shouldn't they have the SYSTEM tag?

^_^
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 13, 2013, 08:05:48 AM
Twas in a mission.

Even so, shouldn't they have the SYSTEM tag?

^_^

They wouldn't be encountered in normal gameplay. But I guess I should change its type to SYSTEM. Same with the Nuclear Neutron charger, Neutron Disruptor and the Neutron Accelerator.

Consider it done.


Also, here's a neat new ship:
(http://i.imgur.com/BmYUmUa.png)

The Trapezoid is a small 'fighter' that comes in wings of four. Each Trapezoid has a large shield radius (200 pixels in diameter) that it uses to protect its fellow Zorg ships. Best tactic with the Trapezoid is to order them to escort a larger ship. Their forcefields will keep a lot of damage away from the larger ships.

Might include the Trapezoid as a ship system later on.
Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Hyph_K31 on October 13, 2013, 08:16:15 AM
At last! The Zorg have shields! Sort of.

They wouldn't be encountered in normal gameplay.

I consider a mission to be normal gameplay.  ;)



Title: Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 13, 2013, 09:07:37 AM
V16b is out!

V16b (Exerelin compatible PENDING EXERELIN UPDATE! + 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/gajgf0s3aaqax69/Zorg16b.zip)

Code
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!)

WARNING: Zorg16b will be Exerelin compatible as soon as Zaphide updates Exerelin!

But Zorg16b is already compatible with most other mods:
-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)
Title: Re: [0.6.1a] ZORG - V16b - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Hyph_K31 on October 14, 2013, 12:48:24 PM
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?
Title: Re: [0.6.1a] ZORG - V16b - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 16, 2013, 12:05:37 AM
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?

That wouldn't look right on the much smaller Trapezoid though.

I suppose its possible to do a seperate hull type for just the Diamond and the Sphere. We'll see. The explosion is already quite bright. The core is already entirely white and changing the fringe will just rob them of their unique colour theme.
Title: Re: [0.6.1a] ZORG - V16b - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 18, 2013, 07:26:44 AM
Reset the poll. Thanks for voting! It helps me gauge your opinions on the mod.  :)

There was a big vote for more content. So I'll start adding some new weapons and ships. I shall also update some of the existing ships; add a bit more weapon variety.

Votes on overpowered and underpowered were about equal, telling me that the mod is fairly balanced at the moment. But player control likely makes the faction too easy. I'll try to find a way to make player control more interesting via weapons and weapon placement, while also making the ships fairly effective in the hands of AI.


Planned content:
-New cruiser. Detailed animated main gun that fires through everything. OR a cruiser with a magnetometric dragnet that does no damage but completey disables a ship caught within.

-New utility ship. Allows fighters to dock and improves logistics.

-New fighter. More conventional fighter type.

-Re-introduce the Transmitter and Adaptor rays.
Title: Re: [0.6.1a] ZORG - V16b - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 18, 2013, 08:44:15 AM
Working on the Zorg Pyramid. A 'cruiser' that allows 'fightercraft', including Spheres, to dock. Lore-wise it is controlled by a Zorg Sphere and it acts like an exterior chassis (much like the Overseer with the the armoured chassis that turns it into a Core). It comes armed with 3 Handler rays, 1 Nuclear Neutron charger, 1 Neutron Lance and several Interdictor rays.

(http://i.imgur.com/Ynxg0bE.png)
Title: Re: [0.6.1a] ZORG - V16b - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: HELMUT on October 18, 2013, 09:44:01 AM
Speaking of ship with an extension. Is it possible to make a ship spawn another one on death? I remember watching that Star Trek clip where a Borg Cube would eject a Sphere just before exploding. It would be interesting to see the Zorgs doing something similar, Matryoshka doll style. And it would actually fit for the current ship you are doing.
Title: Re: [0.6.1a] ZORG - V16b - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 18, 2013, 11:12:13 AM
That's a neat idea, but I don't think it is possible.

Could create a ship system though that does something similar, just like with drones. Only the parent ship will have to be alive for it to work.
Title: Re: [0.6.1a] ZORG - V16b - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: HELMUT on October 18, 2013, 11:34:35 AM
http://www.youtube.com/watch?v=pRPQ4_EG7h8

In this video Psiyon managed to make some ships spawn on the screen, dunno how it actually work but here's the DL link anyway, maybe you'll find something useful.

https://dl.dropbox.com/u/71512473/ohgod.zip
Title: Re: [0.6.1a] ZORG - V16b - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 18, 2013, 12:03:34 PM
Thanks!
Title: Re: [0.6.1a] ZORG - V16b - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 18, 2013, 12:14:42 PM
ZORG PYRAMID:
Spoiler
(http://i.imgur.com/f4Wx6N0.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 hull. Multiple vessels can seemingly dock with the Pyramid's chassis.
[close]
Title: Re: [0.6.1a] ZORG - V16b - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 19, 2013, 04:24:40 AM
I've added the Core and Overseer to this scale chart:  8)

[edit]
I've added all Zorg ships over 100 meters in size to this scale chart:

Spoiler
(http://i.imgur.com/UPjyh5e.jpg)
[close]


Thinking of doing a "1 pixel = 10 meters" map for a bunch of mod factions.
Title: Re: [0.6.1a] ZORG - V16b - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 19, 2013, 05:17:46 AM
V16d is out!

V16d (Exerelin compatible PENDING EXERELIN UPDATE! + 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/sztazs8h2jlmq81/Zorg16d.zip)

Code
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!)

WARNING: Zorg16d will be Exerelin compatible as soon as Zaphide updates Exerelin!

Zorg16d is already compatible with most other mods:
-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)

[edit]
Quick fix! The Pyramid had 75000 mass instead of 7500.
Title: Re: [0.6.1a] ZORG - V16d - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Sproiet on October 19, 2013, 06:48:59 AM
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
Title: Re: [0.6.1a] ZORG - V16d - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 19, 2013, 06:56:37 AM
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

Because I've added all these new ships and weapons while removing all the old ones.


[edit]
That doesn't mean you can't play this mod! It works fine alongside most other mods and vanilla Starsector! But if you plan on playing Exerelin with the Zorg, you'll need to wait for an update.
Title: Re: [0.6.1a] ZORG - V16d - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 20, 2013, 06:07:26 AM
Majority vote for more fighter-craft. So...

Zorg Solar-class
(http://i.imgur.com/Yx9qNxB.png)

Zorg ship with a solar sail. Counts as a fighter, comes in a wing of two. Has a frontal shield (generated by the solar sail), a handler and an interdictor ray. Hull and armour rating weaker than most Zorg ships (except for the Trapezoid).


[edit]
I'm so going to create an animated solar sail for this ship!  :D
Title: Re: [0.6.1a] ZORG - V16d - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 20, 2013, 07:23:02 AM
And a new frigate:

Zorg Radiator-class
(http://i.imgur.com/P2o7B3Q.png)

A frigate with solar sails and four handler rays. It also has a 360 degrees omni shield. Hull and armour rating fairly feeble compared to other Zorg ships. No idea on a ship system yet.
Title: Re: [0.6.1a] ZORG - V16d - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: FasterThanSleepyfish on October 20, 2013, 02:46:09 PM
EMP emitter? Or sensor drones? (Not vanilla, make your own adaptation)
Title: Re: [0.6.1a] ZORG - V16e - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 21, 2013, 03:21:45 AM
Went for the EMP emitter.  :)


V16e (Exerelin compatible PENDING EXERELIN UPDATE! + 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/csjhbb9ckjhd7d6/Zorg16e.zip)


New ships:
ZORG SOLAR: 75 x 150 m
Spoiler
(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 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.
[close]

ZORG OCTAGON: 225 x 225 m
Spoiler
(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]
Title: Re: [0.6.1a] ZORG - V16e - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Zaphide on October 21, 2013, 05:03:50 AM
... Erick, I'm never going to catch up at this rate  :P

Haha! I'll have a new version soon, apologies for the delay :)
Title: Re: [0.6.1a] ZORG - V16e - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 21, 2013, 06:11:05 AM
... Erick, I'm never going to catch up at this rate  :P

Haha! I'll have a new version soon, apologies for the delay :)

Yeah, I was worried that I might be adding content too fast.  :D But, should be pretty easy to integrate these new ships since they don't have a 'special' function within Exerelin (like mining drones or big transports).
Title: Re: [0.6.1a] ZORG - V16e - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 23, 2013, 05:51:44 AM
Adding two more hull mods that can only be equipped by Zorg ships.

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.
Title: Re: [0.6.1a] ZORG - V16e - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: HELMUT on October 23, 2013, 10:19:03 AM
Hmm? Zorg seems to have compatibility problems with BISO mod.

Code
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)
Title: Re: [0.6.1a] ZORG - V16e - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Wunder on October 23, 2013, 11:51:05 AM
Adding two more hull mods that can only be equipped by Zorg ships.

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.
WE, ARE THE BORG
YOU WILL BE ASSIMULATED INTO OUR COPYRIGHT SYSTEMS
 ;D I Kinda watched that video you put up a few months ago.
Title: Re: [0.6.1a] ZORG - V16e - (Exerelin Compatible, pending update) - Campaign Mode!
Post by: Erick Doe on October 23, 2013, 02:18:06 PM
Hmm? Zorg seems to have compatibility problems with BISO mod.

Code
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)

I've never tested it alongside the BISO mod. Seems there is an issue with the ZorgModPlugin and several scripts? Does BISO run fine alongside other mods?

ZORG runs fine alongside all of these mods, so I don't think there's an issue with the mod itself.

-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)
-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

I'll download BISO and have a look though.

[edit]
I can not reproduce your problem, HELMUT. For me, the BISO mod is presenting an error.

Code
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


[edit 2]

Oops! Forgot to load up LazyLib. Now everything works just fine. I can run BISO and ZORG alongside each other. Did you maybe edit some files? What version of ZORG are you running?
Title: Re: [0.6.1a] ZORG - V16e - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 24, 2013, 02:28:09 AM
Latest version is once again Exerelin compatible!  :D
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 24, 2013, 01:14:05 PM
Spoiler
(http://i.imgur.com/2jhXI6w.png)
[close]

-Some balancing
-Added new ship: Zorg Cube
-Added new hull mods
-Tested fully Exerelin compatible (Zorg Cube won't spawn yet)

V16f (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/cc5e6ow12nbo359/Zorg16f.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)
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Uomoz on October 24, 2013, 02:50:31 PM
The new sprites looks amazing.
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 25, 2013, 03:18:09 AM
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.  :)
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Swizzlewizzle on October 25, 2013, 06:34:20 PM
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...
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: FasterThanSleepyfish on October 25, 2013, 11:40:51 PM
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
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Wunder on October 26, 2013, 01:15:13 AM
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 wanna Cube, I wanna, Zorg that works with sector, I dont know why, It does not want to work with Uomoz' Sector.
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 26, 2013, 03:12:39 AM
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

I wasn't aware of that. But yes, after you type in those console commands you should be able to dock and get an assimilation team that further sets your relations.
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 27, 2013, 04:53:56 AM
Adding custom animations that run passively on Zorg ships. Including blinking lights, energy patterns running over the hull and moving machinery.  8)
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Wunder on October 27, 2013, 08:37:03 AM
Alright, I got something
Prodigious
v
Zorg Cube
Vote Now!
Doddodododdoooooooooooodo
dododo
dododo
dooooooododo
doododododododododododododdooooooooooooooooooooooooooooooooooooooooooooo
Thanks for voting!
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 27, 2013, 09:13:13 AM
Uhm. Wait what?
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Wunder on October 27, 2013, 03:16:40 PM
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?
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 28, 2013, 05:32:26 AM
Very excited to announce that I've created 5 different custom hull animations that play an animation loop on the Zorg ships. I've also created a new ship that I'm very excited about. Its solar sails light up and parts of its hull open up and show its inner workings, just before it fires its weapon.

Furthermore I'm adding new hull mods and portraits.

[edit]
Consider the next update to arrive in 6 hours or so.
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Hyph_K31 on October 28, 2013, 10:38:18 AM
The Atom Charger fire sound is very, very painful to listen to. Nearly blew my head off when I first heard it! (Will never play Zorg whilst wearing headphones EVER again)

Would you be willing to change it? At least, to something less likely to burst a artery.

I've also noticed, that if you ram the corners of some Zorg ships with a small shielded quick frigate, you can cause some serious damage! I think something about the sharp angles of the Zorg bounds has something to do with this. I found I could take on and destroy some of the larger Zorg ships just by exploiting that. It may be worthwhile to just make some bounds a bit softer, two 45 degree angles instead of one 90 degree angle.

Edit:

Spoiler
(http://i.imgur.com/Xjd0sMJ.png)
[close]
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 28, 2013, 03:52:11 PM
Oops! Been meaning to turn that sound down. It is indeed very loud.

Not sure how sharp corners cause more damage.  ???
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 28, 2013, 04:16:58 PM
Screenshots of the new ship firing its weapon. Notice how the 'nova' weapon opens up when charging. And the solar sails light up.
Spoiler
(http://i.imgur.com/dvSPhmg.png)

(http://i.imgur.com/JOSLenF.png)
[close]


Screenshot of the Octagon firing its EMP, which is now animated.
Spoiler
(http://i.imgur.com/c9Q4Zte.png)
[close]

The animation looks like one of those plasma balls
Spoiler
(http://ep.yimg.com/ay/yhst-54334793715728/8-plasma-ball-globe-lamp-8.png)
[close]
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on October 29, 2013, 06:43:44 AM
New update! New ship! Animations! Hullmods and systems! And more!

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 savegame It 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)
Title: Re: [0.6.1a] ZORG - V16g - (Exerelin Compatible!) - Campaign Mode!
Post by: Trylobot on October 29, 2013, 12:17:20 PM
Wow, and another big update today. Between you and Psiyon, and the BF4 release, I'm gonna be hella busy now!
Title: Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
Post by: Wunder on October 30, 2013, 07:02:12 AM
New update! New ship! Animations! Hullmods and systems! And more!

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 savegame It 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)
'Stroke to the point of head explosion'
Title: Re: [0.6.1a] ZORG - V16g - (Exerelin Compatible!) - Campaign Mode!
Post by: Garmine on November 01, 2013, 08:49:15 AM
I noticed that the code asks for /graphics/zorg/illustrations/zorg_interior.png while the file is /graphics/zorg/illustrations/zorg_interior.PNG.

Nothing too serious, but Linux cares about lower and upper cases, so you might want to rename it! :)

Edit: found another mismatch, code asks for graphics/zorg/weapons/deco/node/zorg_effect4_01.png while the file is graphics/zorg/weapons/deco/node/Zorg_effect4_01.png (zorg vs Zorg)!

Edit 2: same with graphics/zorg/weapons/deco/node/zorg_effect4_02.png - graphics/zorg/weapons/deco/node/Zorg_effect4_02.png.
(Gonna wait 'till I find all the mismatches next time to avoid a bajillion edits :D)

Edit 3: and more:
graphics/zorg/weapons/deco/coil/Zorg_effect3_0?.png -> graphics/zorg/weapons/deco/coil/zorg_effect3_0?.png
graphics/zorg/ships/z_pyramidFINAL.png -> graphics/zorg/ships/Z_pyramidFINAL.png
Aaand that's all!

P.s.: awesome mod once you get it working on Linux! Thanks for it :)
Title: Re: [0.6.1a] ZORG - V16g - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on November 01, 2013, 03:17:06 PM
Thanks for the report.

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.
Title: Re: [0.6.1a] ZORG - V16g - (Exerelin Compatible!) - Campaign Mode!
Post by: Wunder on November 01, 2013, 04:23:25 PM
Thanks for the report.

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.
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;
but the factory could be 1250m-750m
Have a few arrays defending the launch bays, ooh, and so much more....
EDIT:
And maybe If you kill it (Massive fleet surrounding it) you could buy it at the Zorg station for a limited time and they could not expand operations untill they kill you and get it back so you dont have a chance of surviving without an escort, put sell it at another store and zorg begins their invasion again!
Title: Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
Post by: ValkyriaL on November 11, 2013, 03:17:30 AM
I get a message downloading saying that this file may damage your computer, what you up to eric? XD
Title: Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on November 11, 2013, 03:42:58 AM
First I've heard about that.  :o

Are you sure it isn't your settings?  ;)


Scanned the download link and the file. Both are perfectly safe, ValkyriaL.
Title: Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
Post by: Garmine on November 11, 2013, 05:30:35 AM
Hmm, the Z_pyramidFINAL.png is still miscapitalized in the newest version. But every other is gone now! Thanks :)
Title: Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
Post by: drakhades on November 11, 2013, 03:49:33 PM
I hate to be "that guy" but man, zorg need some rebalancing.  they are too overpowered.

what makes them over powered is that they have the fastest ships, AND the longest weapon range.   

so the zorg AI always just flys out to the limit of their range, and shoot from there.   So it's impossible to fight a zorg fleet because your ships never have the range nor the speed of their ships.

sure there are some very nitche strategies to fight the zorg (super long-range balistics), but most players won't figure it out, as fighters and missiles are fodder to the zorg 1000 range point-defense.

So I would humbly suggest that you cut the range of the zorg weapons....   in half.    the zorg are still OP but at least players will be able to fight them.
Title: Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
Post by: Hyph_K31 on November 11, 2013, 04:42:13 PM
I find the best way to beat the Zorg is with fast ships that pack a punch...

Not to advertise, but the Gedune are rather good at that ;)

You can make most ships fast enough fight Zorg ships using hull mods.
Title: Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on November 11, 2013, 05:13:04 PM
Quote
but most players won't figure it out

I don't think you're giving our community enough credit. :)

They're also not that fast. The Zorg ships that pack a real punch and have the longest range are also often the slowest. It is also possible to outrange the Zorg, by getting long range weapons and hullmods to increase that range (the zorg use a range hullmod that isn't as effective as some of the vanilla ones).

That said, the weapon range and durability of their ships are their strong points. You'll just have to find a strategy that works for you. Tokshen has a series of videos on youtube in which he fights the Zorg. He adapts by using ships that prove to work well vs the Zorg and by equipping them with explosive damage weapons. It has allowed him to effectively fight the Zorg.

No shields also means it is possible to slowly wither them down. Many Zorg ships have their main weapons facing in one direction. So avoid the main weapon and try to pierce the armour safely from the back. Interdictor rays and handler rays are often not enough to breach the shields on cruisers and up.

Basically, the challenge lies in finding a way to beat the Zorg. And what works for one faction may not work with another.

Stats on Zorg ships are the result of careful balancing and testing versus various factions and loudouts. They aren't just slapped together. That's not to say there's no room for improvement. But cutting down weapon range by 50% would just make the faction sitting ducks. Unable to fire at anything, while being taken out from a distance.

And hey! They're supposed to be menacing!
Title: Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
Post by: FasterThanSleepyfish on November 11, 2013, 08:08:51 PM
For me, it just is hard to tell what ships are a good match for other Zorg vessels of their class.

Pyramid: The pyramid is pretty well armed for a carrier. Its only a cruiser, but it's faster than most Zorg vessels, allowing it to bring around its firepower more effectively that the heavier cruisers.

The biggest ship: Just a giant meat shield, I feel that it could be much more than it currently is, like perhaps some universal large mounts. The Zorg want to experiment with foreign weapons too, right ?
Title: Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
Post by: ValkyriaL on November 12, 2013, 01:31:56 AM
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.
Title: Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
Post by: Doogie on November 12, 2013, 09:50:51 AM
I found that just spamming handler rays is the most deadly.
Title: Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
Post by: drakhades on November 12, 2013, 04:41:07 PM
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.

that's what my strategy is too, because none of my fleet is fast enough to catch up, so it's basically just finding long range HE stuff to counter.

so not that it's impossible to win against the zorg, it just requires a VERY specific counter, which is pretty annoying
Title: Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on November 13, 2013, 04:15:21 AM
Upcoming changes:

-Increased supply consumption
-Adding assimilated Aurora and Medusa
-Adding a Zorg utility ship
-Some small tweaks to individual ships
-Full Linux compatibility

Assimilation script won't be live yet, because it isn't working as I want it to work.
Title: Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on November 13, 2013, 05:55:53 AM
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)

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)

Exerelin will have to be updated to include the new ships. But V17 is still Exerelin compatible!

Code
-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?!)
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on November 13, 2013, 11:22:38 AM
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

Also shows the Zorg can be defeated.  ;)
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Garmine on November 13, 2013, 12:05:42 PM
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. :)
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on November 13, 2013, 12:14:05 PM
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. :)

That... might actually work. Kind of how the Zorg hullmods can only be put on ships with a "zorg_" prefix in their id.  :)
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on November 14, 2013, 08:10:03 AM
Tokshen has started an awesome new Let's Play:
http://www.youtube.com/watch?v=22ZzIdGP4Bw

This time it's the Zorg Mod V16h!
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Aik on November 19, 2013, 07:02:02 AM
I'm finding that the pyramid obliterates entire fleets of vanilla cruisers with ease. I'm playing Kadur Theocracy, but ever since I picked up one of these I've smashed through everything with it barely scratched. I suspect I could just sit back and watch it take out pirate fleets without any support. Every big battle used to be pretty dangerous before this and require some careful thinking, but now it's a cakewalk.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: HELMUT on November 19, 2013, 07:10:23 AM
pirate fleets

You just explained the reason. Pirates are only a challenge at early game, after that, they're just meat. Try fighting big players like Valkyrians or Patrians, that's much more tricky, even with Zorg ships.

Also, with experience points, you can drastically improve any ships you pilot so it's not surprising to take down entire fleets with only your flag ship.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Aik on November 19, 2013, 08:58:17 PM
So, Zorg are not meant to be balanced against vanilla at all? The pirates are using Dominator and Venture class cruisers along with large numbers of bombers and fighters and can't land a single hit on this one ship.
Also, I don't use it as a flagship, so that's not a factor.

It's fine that not everything is perfectly balanced, but I think it's going a bit too far. It's fast enough and has long enough range that it can stay outside the range of anyone else's guns while still attacking, while the point defence lasers it has take out any missiles, fighters, or bombers that get near. Its main weapons overload shields almost instantly, and of course the enemy AI can't adjust for that and ends up just floating around overloaded and useless while getting picked off.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: FasterThanSleepyfish on November 19, 2013, 09:23:10 PM
This illustrates that mod balance is different from vanilla balance . The Zorg need to fight more powerful factions from modded content too. Vanilla is pretty tame compared to mods. (Most of the time)
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Doogie on November 19, 2013, 10:59:35 PM
You have to factor more variables in than just raw firepower. Like the fact that the zorg hulls are massive targets and that they don't have the same weapon/hull ratio like other ships. Also take in the fact that a zorg ship is probably just as strong as another ship that is the same size as it, not the same class.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: martinw on December 03, 2013, 04:54:35 AM
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.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on December 03, 2013, 05:09:03 AM
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.

The Zorg mod is actually not very demanding. I've pretty much optimised it and removed any unnecessary files. The Zorg mod can easily run alongside a dozen other mods.

The issue might be that you've got too many factions running as is. Then again, you say you've tried it with only two other mods and it produced a null error? That is very odd. I recommend you re-download the mod. Perhaps something got corrupted.

If you click the icon in my signature, you can see that the Zorg mod runs perfectly alongside all the other mods listed in the Modded Starsector Package.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: martinw on December 03, 2013, 10:20:57 AM
I have removed all my mods and installed the mod in your signature, same thing happens I get the null error after the loading is done. I have tested it with memory settings on 512-1024 and 1024-1024. Any suggestions what else I can test?
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: FasterThanSleepyfish on December 03, 2013, 02:10:46 PM
1. Go to the starsector directory

2. Open the starsector_core file

3. Open up the starsector.bat with something like jedit

4. Delete the "..\jre\bin" section, and change the two values of -Xms512m -Xmx512m to -Xms1024m and -Xmx2048m (assuming you have 1 and 2 gb of free RAM)

5. Go back to the orginal starsector directory, the one with the "mods" folder.

6. Drag the "mods" folder, or copy\paste it, into the starsector_core

7. Double click on the starsector.bat, and play!

8. (Optional) Follow the same process for the "saves" folder as you did with the "mods" folder
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: martinw on December 05, 2013, 01:08:56 AM
Thanks for the suggestions! I've tried Foxer's solution and nothing worked either. Eventually I reinstalled the game and without changing the memory settings or anything else BAM everything worked like a charm.

Time to purge the galaxy of the Zorg infestation  ::)
Thanks again.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Lopunny Zen on January 08, 2014, 02:27:04 PM
Zorg need a nerf hard...they have weapons way too overpowered if armor like a turtle wasnt enough...i find this to be an issue that they dont follow the balance rules...there should be a ship half my size with a weapon twice as good as me...they need a weapons and/or armor nerf hard...at this state they are too expensive for the player...even though the faction can just pump them out and un-enjoyable for the allied player and the opposing player fighting them
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Doogie on January 08, 2014, 02:58:58 PM
^They don't have shields and are twice the size of ships in their class. They also don't have the same weapons-to-area ratio that other ships have. Player-controlled ships won't really have too much of a hard time, especially in the case of strike ships like Blackrock's.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: ValkyriaL on January 08, 2014, 03:31:14 PM
while being twice the size, they also move twice as fast as any ship in the same class, and most of their weapons has a range exceeding 1500 SU, and with a hull mod or 2 that quickly escalates to ranges that shots from one end of the battlefield to the other. they are VERY weak to custom built fleets tho, HE damage trashes these guys, if you manage to get in range that is.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on January 09, 2014, 01:52:24 AM
They are balanced towards their intended gameplay role and function exactly as intended. They have very distinct strengths and weaknesses. If you find yourself loosing badly against the Zorg, then it is time for a change of strategy or loadout. Nevertheless, they are meant to pose a serious threat. A high deployment cost ensures that Zorg ships are always outnumbered by a fleet of similar DPs. A 100 FP fleet may only churn out five Zorg ships while it may churn out 20 ships for another faction.

I'd also hardly call the weapons overpowered. Looking at main Zorg weapons they are often unable to break through the shields of several faction's ships. They have a long cooldown and cost enormous amounts of flux to fire. Also, of course the ships are expensive. A 40 DPs Cube isn't going to be as cheap as a 28 DPs Onslaught. Players are encouraged to operate fleets of small numbers.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Ishman on January 09, 2014, 02:43:13 AM
I personally really like fighting zorg fleets, they're easy food for my fleets - but that's because I like to play with ballistic focused factions like hegemony/BRDY/IFED, I've found shadowyard and tri-tach ships to have a bad time thanks to their lack of good HE options. Kadur ships seem to trade equally since they've got the range to duel with the zorg. Midline ships have difficulty thanks to all the energy slots limiting their potential damage output vs. armor so it's understable those lose frequently if that's what you are playing with and why you'd feel zorg to be too strong.

I don't see anything off with the faction as it stands (don't forget that each individual zorg ship is costed such that it's equivalent to fighting several vanilla ships of that size - any fleet you see needs to be mentally adjusted to be 2-4 that number of vanilla ships worth of power - if you couldn't get into a hairball with 4-5 dominators, an onslaught, and a bevy of broadswords backing them up then it'd be wise to steer clear of those seemingly low count fleets) and the change in dynamic is nice.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: sarducardun on January 09, 2014, 09:03:28 AM
Try running a paragon with 4 (or maybe 3 i will be testing the best amount later) of their medium charge up cannons a little pd and as much flux dissipation as you can it's obscenely powerful. I love it. I can't wait to try it in campaign with twice the flux vents.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Lopunny Zen on January 10, 2014, 12:34:51 PM
they use alot of flux but they dont have shields the the cost thing is meaningless...there is no price to it other then it may fire slow...but i couldnt outmaneuver then with Regime mod...and they use speed...so no strike craft cant do anything...because they will outlast you unless you have the best fleet....and if these are a copy of the borg...then they certainly should have shields with less armor..these are advanced level borg basically
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: FasterThanSleepyfish on January 10, 2014, 09:41:02 PM
Well, Lopunny, the cost is not to be able to fire the biggest lasers over and over again, which can be the decisive turning point in the battle.

I believe you mean the Kadur Theocracy, not Regime. The KT ships aren't all that fast, and the zorg ships usually have 360 degree weapon mounts, so it's not like you would achieve anything by going behind them.

And shields? How to you make a square shield?  Circles are not the name of the game, so to speak, with cubelike ships.

Why don't you suggest things a bit less harshly? If you don't like the mod, don't play it. It's the authors choice to do what he wants, and Eric had a certain idea that he used the Zorg to fill that idea.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Lopunny Zen on January 10, 2014, 09:43:32 PM
they have thost kind of shields that wrap around the ship...i just dont remember where they came from....i think ironclad mod but i could be wrong...ill get back to you on that
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Doogie on January 11, 2014, 08:34:43 AM
They came from vacuum....like a week ago.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Lopunny Zen on January 11, 2014, 09:18:20 AM
no not the zorg...im trying to remember a ship that has shields that wrap around the ship instead of a bubble...and i just remembered...its fight for the universe...yeah :D..their shields for the Independent Defense Force has that kind of shields...you should look into it...would be great for the Zorg...then they wouldnt need so much armor for the lack of shields :)
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: MesoTroniK on January 11, 2014, 12:15:12 PM
Remnants also have form fitting "Shields", but they are not out yet ;)
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Garmine on January 12, 2014, 06:33:55 AM
I knew I'll find something for you! :D

The mod looks for the file 'Z_pyramidFINAL.png', while it's called 'z_pyramidFINAL.png'.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on January 12, 2014, 06:39:06 AM
Fixed for next update.

If you want to fix it for your current game, go to the Pyramid hull file and change the 'Z' to a 'z' where it looks for the .png.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Garmine on January 12, 2014, 06:46:42 AM
I've got loooots of experience regarding this issue so I did just that before reporting to make sure. :)

Thanks!

Edit: actually I did the reverse, I renamed the file instead. :)
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Silencer on January 19, 2014, 12:00:29 PM
Currently have an error, not able to launch the game with the zorg mod. (using latest 0.6.2a rc3)
any help is appreciated  ;).

Error from log:


17456 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/zorg/ships/z_diamondFINAL.png (using cast)
17456 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/falcon_cl.png] as texture with id [graphics/ships/falcon_cl.png]
17460 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 399,96 MB of texture data so far
17460 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/falcon_cl.png (using cast)
17460 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/venture.png] as texture with id [graphics/ships/venture.png]
17464 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 400,29 MB of texture data so far
17464 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/venture.png (using cast)
17464 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/phase/phase_strike_ff.png] as texture with id [graphics/ships/phase/phase_strike_ff.png]
17465 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 400,38 MB of texture data so far
17465 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/phase/phase_strike_ff.png (using cast)
17466 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/medusa.png] as texture with id [graphics/ships/medusa.png]
17468 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 400,71 MB of texture data so far
17468 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/medusa.png (using cast)
17468 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/buffalo_dd.png] as texture with id [graphics/ships/buffalo_dd.png]
17470 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 400,88 MB of texture data so far
17470 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/buffalo_dd.png (using cast)
17470 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
17478 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 401,54 MB of texture data so far
17478 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
18009 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error compiling [data.hullmods.ZorgZetaOverride]
java.lang.RuntimeException: Error compiling [data.hullmods.ZorgZetaOverride]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/hullmods/ZorgZetaOverride.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/hullmods/ZorgZetaOverride.java, Line 17, Column 40: A method named "getBaseRepairRatePercentPerDay" is not declared in any enclosing class nor any supertype, nor through a static import
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6829)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5134)
   at org.codehaus.janino.UnitCompiler.access$120(UnitCompiler.java:5132)
   at org.codehaus.janino.UnitCompiler$17.visitMethodInvocation(UnitCompiler.java:4717)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2830)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4743)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6769)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3553)
   at org.codehaus.janino.UnitCompiler.access$63(UnitCompiler.java:3552)
   at org.codehaus.janino.UnitCompiler$11.visitMethodInvocation(UnitCompiler.java:2967)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:2993)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4017)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2413)
   at org.codehaus.janino.UnitCompiler.access$38(UnitCompiler.java:2412)
   at org.codehaus.janino.UnitCompiler$8.visitMethodInvocation(UnitCompiler.java:2381)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2407)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1426)
   at org.codehaus.janino.UnitCompiler.access$8(UnitCompiler.java:1425)
   at org.codehaus.janino.UnitCompiler$5.visitExpressionStatement(UnitCompiler.java:926)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:1447)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2083)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more




Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on January 19, 2014, 03:22:07 PM
I know what the problem is. I'll fix it after I've had some sleep.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: CliffordMatos on February 08, 2014, 01:24:49 AM
(http://i.imgur.com/E0OAa7U.png)

We are ZORG - You will be integrated into our complexity - Resistance is futile

This 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.

Quote
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."


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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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 m
Spoiler
(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:
Spoiler
Mod 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.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: sarducardun on February 08, 2014, 04:03:14 AM
I have been trying to use this mod with excerelin and a few other up to date mods but it keeps crashing on the filling of the loading bar saying something about your zeta override mod. Any ideas? I can get you the log if that helps any.
Title: Re: [0.6.1a] ZORG - V17 - (Exerelin Compatible!) - Campaign Mode!
Post by: Erick Doe on February 08, 2014, 04:04:32 AM
Yes, I know exactly what the problem is. Something in that hullmod that worked in [0.6.1a] has been renamed and so I have to update that to make it work with [0.6.2a].

I will fix this right now.
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Erick Doe on February 08, 2014, 05:13:36 AM
V18 (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/xwc91rt57gmskbd/Zorg18.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)

-Made 0.6.2a compatible
-Rebalanced repair cost, CR recovery rate / repair rate, CR deployment cost. (expensive to deploy CR-wise, but quick to recover. Repair costs relatively cheap. But no shields = have to repair often)
-Fixed Zeta Override error on loading mod


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!
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Erick Doe on March 02, 2014, 07:55:21 AM
Next version will have several updated sounds and... 2 different versions for download. One average. One very hard version, which is designed to present the Zorg as a huge threat upon the sector. Inspired by the Borg and the AI from Space Rangers. In this very hard version the Zorg will spawn many more fleets, try to conquer many more sectors and have better stats. The latter version is designed for players who want to have an ever looming threat over their heads.
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Richyread on May 03, 2014, 01:01:22 AM
V18

-Fixed Zeta Override error on loading mod


Now I'm not sure if I'm just missing something because I keep playing this in the dead of the night but....

What does the Zeta Override Mod actually do as I can't seem to see any obvious changes on the refit screen etc?

Thanks,

Richy.
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Erick Doe on May 03, 2014, 03:46:24 AM
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.
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Richyread on May 03, 2014, 01:23:02 PM
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.

Ahh good point on the EMP.

Thanks for the quick response.

Richy
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Erick Doe on June 17, 2014, 05:39:02 AM
Spoiler
(http://i.imgur.com/SpjTEnF.png)
[close]
Zorg Pylon-class Voyager (without animated parts, WIP)
A new destroyer classed ship for the Zorg. It has an improved sensor system and is armed with an advanced version of the Interdictor ray; eight of which are scattered across its hull.

Also working on a bunch of other things for the Zorg; preparing the faction for the coming update. Including commodity icons, improved weapon arcs, more Interdictor rays per ship, a sensor drone, new ship systems and hull mods, more raiding fleets in the campaign, and slightly improved ship sprites.
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Erick Doe on June 17, 2014, 06:16:34 AM
A variant of the Pylon. This ship is basically a massive solar-powered shield generator.
Spoiler
(http://i.imgur.com/vxtqaDW.png)
[close]
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Erick Doe on June 19, 2014, 07:35:27 AM
-The Zorg anti-matter spray now recharges itself, instead of just being limited to 5 bursts in total. It has a longer refire timer than it used to have, but now it never runs out.
-Zorg Displacer has had its speed reduced from 50 to 25. But it keeps its maneuverability bonus.
-Adding a lot of animated bits to the ships, making them look less bland.
-Creating several new animations, including various blinking lights, and a small pod that moves across the hull and starts welding here and there, causing sparks to fly around.
-Rebalancing all ships to better deal with the vanilla game and popular modded factions.
-New sounds, three new weapons and two new ships, including another assimilated vanilla ship.
-Ships keep their original built-in weapons, but now also get a handful of slots that can be customised. Weapons that can be equipped include Handler Rays, new Cutting Rays, Interdictor Rays and an inferior Nuclear Neutron charger.
-Hull mods reworked: now presented to the player as "adaptations" and "AI protocols", at least 10 hullmods just for the Zorg.
-More numerous and aggressive campaign pressence. Zorg spread out more across hyperspace and invade systems.

Spoiler
(http://i.imgur.com/oMV50IQ.png)
[close]
Assimilated Aurora on the move
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Sabaton on June 19, 2014, 08:18:00 AM
Good to see this mod on the move, even thou I agree with Helmut on the large and smooth slabs of armor topic. The originals looked better.
Waiting to be assimilated.  ;D
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Erick Doe on June 20, 2014, 07:33:17 AM
Several assimilated Tri-tachyon ships battling a Blackrock battleship
Spoiler
(http://i.imgur.com/j0h9d8C.png)
(http://i.imgur.com/VxUN1GK.png)
[close]

I'm going to see if there's a way to get some sort of assimilation script going.
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Farlarzia on June 20, 2014, 07:37:17 AM
I spy a zorg Omen. Awesome.
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: NCMagic on June 20, 2014, 09:12:13 AM
This is some kind of omen for bad (evil) things to come, isn't it?
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Toxcity on June 20, 2014, 02:45:42 PM
This is some kind of omen for bad (evil) things to come, isn't it?

That was rather punny.

I suspect that the Omen isn't the only new assimilated ship (given that you're adding more shipsystems).

Also can't wait to see what the Zorg see as commodities.
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: ValkyriaL on June 20, 2014, 04:16:38 PM
they sell little girls and assimilated toys along with brains and guts of every color and type. ;)
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Erick Doe on June 24, 2014, 05:24:49 AM
(http://i.imgur.com/pnxPHHL.png)
Adding more animated parts to fill up the "bland" and empty parts of Zorg ships. So far on the Pylon, the green lights blink in irregular patterns. The middle most panel has green circuitry lighting up and running its course. The three coils on the aft part are animated as well. The two bits sticking out near the head of the ship have orange lights circling through it. More animated parts will be added. To all Zorg ships, in fact.
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: sarducardun on June 27, 2014, 03:50:04 PM
I killed a zorg cube (largest zorg cap so far) in ~15 seconds with a neutrino unsung (largest forward facing sustained DPS of any ship except the omega or the largest of valk caps) but only because the cube did not turn. It has the turn drive thing, it can rotate anyways but in the maybe ten seconds I was hitting hull it didn't even try to turn. The question is did I kill it too fast for the behaviour to kick in or did it prioritise on keeping weapon arcs on me?
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Toxcity on June 27, 2014, 04:35:40 PM
Considering how fast you killed it, I don't turning would have made much of a difference. :P
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Erick Doe on June 27, 2014, 06:27:44 PM
That's one fast kill. It probably didn't get enough time to react. Usually the ships turn when having sustained heavy damage. I am giving the ships armour regeneration and a higher hull rating to up the challenge a little. This means that holes punctured in armour will slowly fill back up, but damage done to hull in battle will stay, making it important to quickly take advantage on an armour breach and deal as much hull damage as possible.
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: HELMUT on June 28, 2014, 02:25:06 AM
neutrino unsung

I think you answered your own question there...

I don't know what weapons you used, nor if you skilled the combat tech tree but killing something in less than 15 seconds with an Unsung is actually... Normal.

So please Erick, no more buff, fighting Zorgs is already painful enough.
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: ValkyriaL on June 28, 2014, 04:12:43 AM
indeed, their ridiculous weapon range still outrage every weapon in the game, they are faster than anything in their class when their systems are running, their weapons usually do over a 1000 damage, and they have monster armor and hull points already, they do NOT need buffs.
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Erick Doe on June 28, 2014, 04:56:03 AM
That's simply not true. The only weapons with high range are a select few main Zorg weapons such as the Zorg Disruptor, Accelerator and Atom Charger. The rest are between 750 - 1250 range. And since the larger ships are quite slow, they need that range. Indeed they are not necessarily faster than anything in their class. The Zorg Junction for example (a cruiser) has only 40 speed, where as a Blackrock Nevermore has 80. And in the WIP version the displacer only adds 25 speed instead of 50. But even with that 50 speed it is still slower or on par with most cruisers. Plus these high-range weapons can be avoided by kiting since they all have a fixed firing direction. Zorg are meant to be a menacing challenge, but they can be overcome. In fact, they can become quite easy once you adapt to fighting them. Longer range hullmods, speed and maneuverability hullmods, shield hullmods all help in fighting the Zorg. Especially on a ship that can easily kite around and avoid Zorg main weapons and which is armed with high explosive weapons.

Weapon damage is also debatable. Yes, main strike weapons have the potential to do lots of damage, including EMP damage. But since they're energy based they're having a hard time getting through shields, especially those of other mod factions (Neutrino). Only the Accelerator and the Atom Charger have kinetic damage. And these weapons are limited to the Drone and the Pyramid respectively (I've removed the Atom Charger from the Cube).

Monster armour is also a must have, due to their size (in fact, it is only the cruisers and up that have really high armour and hull ratings). Because of their size, these ships will take lots and lots of damage and are almost impossible to miss. Upping the hull will only make these ships slightly more durable. Adding armour regeneration is just going to make fighting the Zorg a tiny bit harder, and more importantly more interesting.

Anyway, whole bunch of tweaks and changes coming up in V19. A whole lot have already been done, so it is a little difficult to discuss the Zorg at this time since a lot has already changed.
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Maelstrom on December 07, 2015, 04:00:27 PM
are you still working on this good old mod? :P
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: Surge on December 07, 2015, 04:03:09 PM
holy thread necro batman
Title: Re: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!
Post by: LazyWizard on December 07, 2015, 09:26:19 PM
A reminder: it's against the forum rules (http://fractalsoftworks.com/forum/index.php?topic=2668.0) to necro-post old threads. If you want to know if an author is planning on updating their mod, please ask them in a private message instead.

lilstrip: you should check your private messages if you haven't recently.