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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


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Author Topic: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!  (Read 162504 times)

Erick Doe

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Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
« Reply #135 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)


V14d (Exerelin compatible + early campaign mode)


Link to LazyLib: LazyLib
Link to Exerelin: Exerelin
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Sproiet

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Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
« Reply #136 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?
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Erick Doe

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Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
« Reply #137 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.
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Gotcha!

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Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
« Reply #138 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? ^_^'
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Erick Doe

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Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
« Reply #139 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.
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Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
« Reply #140 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.  :)
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Erick Doe

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Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
« Reply #141 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.
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Hyph_K31

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Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
« Reply #142 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.
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Erick Doe

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Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
« Reply #143 on: October 02, 2013, 06:21:32 AM »

Um. King. Zorg King.

Yes... That's better.  8)
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Hyph_K31

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Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
« Reply #144 on: October 02, 2013, 06:34:31 AM »

ALL HAIL THE ZORG KING!

HUZZAH!


Spoiler
[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.
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Erick Doe

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Re: [0.6a] ZORG - V14d - (Exerelin Compatible!) - Early Campaign Mode!
« Reply #145 on: October 02, 2013, 06:39:20 AM »

ALL HAIL THE ZORG KING!

HUZZAH!


Spoiler
[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.
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Erick Doe

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Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
« Reply #146 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)



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

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etherealblade

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Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
« Reply #147 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!
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Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
« Reply #148 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.
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phyrex

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Re: [0.6a] ZORG - V15a - (Exerelin Compatible!) - Campaign Mode!
« Reply #149 on: October 02, 2013, 12:47:27 PM »

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