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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 ... 13 14 [15] 16 17 ... 24

Author Topic: [0.6.2a] ZORG - V18 - (Exerelin + Uomoz Compatible!) - Campaign Mode!  (Read 162517 times)

Erick Doe

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Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
« Reply #210 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?
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Erick Doe

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Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
« Reply #211 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.
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dmaiski

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Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
« Reply #212 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


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
« Last Edit: October 10, 2013, 06:56:11 AM by dmaiski »
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

BigNose

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Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
« Reply #213 on: October 10, 2013, 09:52:52 AM »

Love this mod, the Zorg make good enemies! ;D
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Sproiet

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Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
« Reply #214 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.
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Erick Doe

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Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
« Reply #215 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.
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Erick Doe

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Re: [0.6.1a] ZORG - V15f - (Exerelin Compatible!) - Campaign Mode!
« Reply #216 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


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 (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


[edit]
Made a small booboo. Zorg Drone didn't have the right tech. Uploaded V16a!
« Last Edit: October 12, 2013, 08:26:48 AM by Erick Doe »
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Erick Doe

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Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
« Reply #217 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.
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Erick Doe

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Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
« Reply #218 on: October 12, 2013, 09:00:49 AM »

I've reset the poll, now that large changes have been made to the mod.
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Hyph_K31

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Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
« Reply #219 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
[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
[close]
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"GEDUNE, stop venting in front of your classmates!"

Erick Doe

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Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
« Reply #220 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.)
« Last Edit: October 12, 2013, 10:06:40 AM by Erick Doe »
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DeathRay

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Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
« Reply #221 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.
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Wunder

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Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
« Reply #222 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.
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DeathRay

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Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
« Reply #223 on: October 12, 2013, 02:25:37 PM »

reinstalled both mods and deleted all other mods.
Still the same problem.
 :'(
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DeathRay

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Re: [0.6.1a] ZORG - V16a - (Exerelin Compatible!) - Campaign Mode!
« Reply #224 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.
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