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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Your opinion on the Zorg matters

More fighters
- 11 (16.9%)
More frigates
- 5 (7.7%)
More destroyers
- 5 (7.7%)
More cruisers
- 4 (6.2%)
More capital ships
- 30 (46.2%)
More utility ships (freighters)
- 10 (15.4%)

Total Members Voted: 64


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Author Topic: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!  (Read 162514 times)

Erick Doe

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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.




Zorg Vessels:

ZORG TRAPEZOID: 50 x 25 m
Spoiler

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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 (required for several mods to run)
-Neutrino Corp.
-Zorg
-Omnifactory *Requires LazyLib
-Respec Mod
-Kadur Theocracy *Requires LazyLib
-Bushi *Requires LazyLib
-Hiigaran Descendants *Requires LazyLib
-Junk Pirates
-The Gedune *Requires LazyLib
-Shadowyards Heavy Industries *Requires LazyLib
-Blackrock Drive Yards *Requires LazyLib
-The Nomads
-Uomoz's Sector *Requires LazyLib
-Firestorm Federation
-ASP Syndicate
-Project Valkyrie
[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

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
Link to Exerelin: Exerelin
« Last Edit: January 16, 2015, 10:41:03 AM by Erick Doe »
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Erick Doe

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Re: ZORG - V1
« Reply #1 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!
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phyrex

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Re: ZORG - V1
« Reply #2 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.
« Last Edit: August 21, 2013, 03:16:01 PM by phyrex »
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Erick Doe

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Re: ZORG - V1
« Reply #3 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.
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xenoargh

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Re: ZORG - V1
« Reply #4 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 :)
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Please check out my SS projects :)
Xeno's Mod Pack

Erick Doe

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Re: ZORG - V1
« Reply #5 on: August 22, 2013, 06:04:47 AM »

Introducing the Disabler:

ZORG DISABLER:
Spoiler

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]
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Erick Doe

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Re: ZORG - V1
« Reply #6 on: August 22, 2013, 06:31:01 AM »

Zorg V3 released.
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Erick Doe

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Re: ZORG - V3
« Reply #7 on: August 22, 2013, 06:54:17 AM »

Lovely scene:

watch here.

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!
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Gotcha!

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Re: ZORG - V3
« Reply #8 on: August 22, 2013, 07:22:44 AM »

Nice scene. Although I'm not a trekkie at all, I always loved the Voyager series. :)
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Erick Doe

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Re: ZORG - V3
« Reply #9 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.
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MrDavidoff

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Re: ZORG - V3
« Reply #10 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!
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phyrex

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Re: ZORG - V3
« Reply #11 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
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HELMUT

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Re: ZORG - V3
« Reply #12 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.
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phyrex

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Re: ZORG - V3
« Reply #13 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
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Erick Doe

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Re: ZORG - V3
« Reply #14 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."
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