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News:

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

Poll

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


Pages: 1 ... 16 17 [18] 19 20 ... 24

Author Topic: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!  (Read 162558 times)

Erick Doe

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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.
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HELMUT

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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.Ò00000(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)
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Wunder

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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.
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Erick Doe

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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.Ò00000(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 (required for several mods to run)
-Neutrino Corp.
-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

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?
« Last Edit: October 23, 2013, 02:28:57 PM by Erick Doe »
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Erick Doe

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Re: [0.6.1a] ZORG - V16e - (Exerelin Compatible!) - Campaign Mode!
« Reply #259 on: October 24, 2013, 02:28:09 AM »

Latest version is once again Exerelin compatible!  :D
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Erick Doe

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #260 on: October 24, 2013, 01:14:05 PM »

Spoiler
[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


Link to LazyLib: LazyLib
Link to Exerelin: Exerelin
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Uomoz

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #261 on: October 24, 2013, 02:50:31 PM »

The new sprites looks amazing.
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Erick Doe

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #262 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.  :)
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Swizzlewizzle

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #263 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...
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FasterThanSleepyfish

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #264 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
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Wunder

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #265 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.
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Erick Doe

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #266 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.
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Erick Doe

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #267 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)
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Wunder

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #268 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!
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Erick Doe

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #269 on: October 27, 2013, 09:13:13 AM »

Uhm. Wait what?
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