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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 ... 17 18 [19] 20 21 ... 24

Author Topic: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!  (Read 162530 times)

Wunder

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #270 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?
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Erick Doe

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #271 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.
« Last Edit: October 28, 2013, 05:50:22 AM by Erick Doe »
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Hyph_K31

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #272 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
[close]
« Last Edit: October 28, 2013, 10:40:54 AM by Hyph_K31 »
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Erick Doe

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #273 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.  ???
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Erick Doe

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #274 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


[close]


Screenshot of the Octagon firing its EMP, which is now animated.
Spoiler
[close]

The animation looks like one of those plasma balls
Spoiler
[close]
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Erick Doe

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #275 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


Link to LazyLib: LazyLib
Link to Exerelin: Exerelin

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)
« Last Edit: October 29, 2013, 02:50:48 PM by Erick Doe »
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Trylobot

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Re: [0.6.1a] ZORG - V16g - (Exerelin Compatible!) - Campaign Mode!
« Reply #276 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!
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Wunder

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Re: [0.6.1a] ZORG - V16f - (Exerelin Compatible!) - Campaign Mode!
« Reply #277 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


Link to LazyLib: LazyLib
Link to Exerelin: Exerelin

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'
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Garmine

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Re: [0.6.1a] ZORG - V16g - (Exerelin Compatible!) - Campaign Mode!
« Reply #278 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 :)
« Last Edit: November 01, 2013, 09:09:00 AM by Garmine »
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I went outside one day, the graphics were amazing, but the gameplay sucked...
Prepare yourselves for miscapitalization errors! *evil laugh*

Erick Doe

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Re: [0.6.1a] ZORG - V16g - (Exerelin Compatible!) - Campaign Mode!
« Reply #279 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.
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Wunder

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Re: [0.6.1a] ZORG - V16g - (Exerelin Compatible!) - Campaign Mode!
« Reply #280 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!
« Last Edit: November 02, 2013, 05:35:39 AM by GGMC »
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ValkyriaL

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Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
« Reply #281 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
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Erick Doe

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Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
« Reply #282 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.
« Last Edit: November 11, 2013, 04:01:42 AM by Erick Doe »
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Garmine

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Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
« Reply #283 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 :)
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I went outside one day, the graphics were amazing, but the gameplay sucked...
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drakhades

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Re: [0.6.1a] ZORG - V16h - (Exerelin Compatible!) - Campaign Mode!
« Reply #284 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.
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