Space Engineers

Space Engineers

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Orks: The Great WAAAGH!
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Type: Mod
Mod category: NPC
File Size
Posted
Updated
43.479 MB
Jul 5, 2019 @ 4:19pm
Sep 18, 2022 @ 9:24am
5 Change Notes ( view )

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Orks: The Great WAAAGH!

In 2 collections by Meridius_IX / Lucas
Modular Encounters Collection
20 items
MES-Friendly Mods
59 items
Description
Meridius_IX has retired from modding. Click Here[gist.github.com] for more details.

Description

Orks: The Great WAAAGH! is a PvE mod that adds very hostile encounters to your game world.


Encounter Information

This table provides information about what to expect with the encounters in this mod. Please note the following may not apply to every encounter. For more information on the attributes, click on the attribute name to view more information on the Modular Encounters Systems Wiki.

Attribute
Description
★★★★☆ - Hostile
Grid Difficulty[github.com]
★★★★☆ - Difficult
Environments[github.com]
Space, Atmosphere, Gravity
Encounter Types[github.com]
Space Cargo Ship, Planetary Cargo Ship, Random Encounter, Planetary Installation, Boss Encounter
Chance, Combat Phase, Known Player Location, Threat Score
Special Abilities[github.com]
Defense Shields, Hand Drill Inhibitor, Jetpack Inhibitor, Jump Drive Inhibitor, Randomized Weapons, Reinforcements


What are Orks?

The Orks in this mod are heavily inspired by the Orks from the Warhammer 40K series. They are an aggressive, warlike race of aliens that are constantly seeking the next fight or battle.

Orks detect their targets based on active HUD signals (eg: Antenna or Beacon). At closer ranges, they can also detect grid movement. If you begin battle with an Ork and inflict enough damage, it may try to retreat. If an Ork can successfully retreat, then it will designate your immediate area (15km radius) as a "Known Player Location" which allows other Ork encounters to pick up targets within the area immediately - regardless of Broadcasting or Movement. You will need to leave the area for a minimum of 30 minutes before the Orks will no longer consider the area as a Known Player Location. Alternatively, if you destroy an Ork station or boss within one of these areas, this will also remove the Known Player Location.


Types of Encounters

In all cases, Orks will only begin spawning after you've built up your own grids and resources to a certain point (ie: once you've reached a high enough Threat Score Level).
At lower threat scores, Orks have a 10% chance of spawning with Randomized Weapons and a 10% chance of spawning with Defense Shields (if that mod is included). At higher threat score levels, Orks will consistently spawn with Randomized Weapons and Shields. Keep this in mind when amassing your resources.

Orks are more common in outer space, and may spawn more frequently while outside a planet's natural gravity. They can also spawn on planets as well, although these encounters are a bit more rare. Ork installations can also spawn on planets as well.


Special Thanks

Huge thanks to Fade Sevar for putting together the various grids used for these encounters!


Restrictions Regarding Republishing This Mod

As of the mod version updated on 04/11/2021, I will ask that you not republish this mod. I have no issue with anyone studying and using the RivalAI behavior components for use in their own encounter mods - as long as SubtypeIds are changed. If you have suggestions for changes/features, please let me know in the comments.


Resources

Looking for Config / Admin Options? Having Issues with the Mod? Want to Find Resources for Making Your Own Encounter Mod? Click Here![github.com]

Join The Modular Encounters Collection Discord Server for News, Updates, and Support.[discord.gg]

Want to Support My Work? Check Out The Patreon Page![www.patreon.com]
Popular Discussions View All (4)
3
Dec 11, 2020 @ 12:09am
Interesting twist, no joke!
Liger_XT5
0
Jun 19, 2023 @ 12:17pm
Bug? Cause this seems to have crashed my game
R1po
0
Feb 3, 2022 @ 2:34am
disable shield config ?
gogo
313 Comments
joeys646 Apr 7 @ 12:11am 
Is this mod Compatible with EEM and Reavers mod usage all in one .
Solid Snack Feb 2 @ 1:46am 
Hey mate, been using this for a month and it's been awesome - also Orks have been using Weapon Core weapons so far. However, been getting weapon core error on the same saved game for some reason - wondered if there was some sort of update or whatnot I missed with the mods?

Basically is the mod intended to work with weaponcore or not and when it was working previously it was a fluke?
Vechs Jan 17 @ 7:35am 
This is the best enemy mod that I've seen so far, all the others (reavers, etc.) have elements that make them unfair or unusable. The Ork vehicles are fair, have decent salvage potential, and their dialogue is quite amusing.
crabby648 Sep 28, 2023 @ 8:34pm 
is there a way to set the weapons to fire with left mouse button? i know there are other weapons mods but they conflict with this mod
Radus_CZ Sep 24, 2023 @ 8:32am 
hi, is there any way to combine this mod with the Reavers mod? or can i just have one of them? Thank you
CHAINY(◕ε ◕。 ) Jul 10, 2023 @ 10:50pm 
Is it just me or does the AI control the fixed weapon fighters in this mod particularly well?
RageHowler Jun 28, 2023 @ 10:49pm 
Hey @MerediusIX. I noticed that the Mek shop (can't find the name) always seems to spawn about half under ground. Magnificent work on this mod btw.
RVB May 31, 2023 @ 9:10am 
Does this mod also work with Energy Shields? Or just Defense Shields?
TerrorBite May 15, 2023 @ 2:43am 
me: *adds weapon mods so that I can outgun the orks*
The orks: *add those same guns to their ships*
me: I have made a terrible mistake
REV4666 Apr 17, 2023 @ 8:46am 
The shootaboat from this mod seem to be bugged, I saw 3-4 spawn and they do not move at all. They despawn if you go far away and back I checked them in spectator view on the last one and the remote controller block seem to be dead (the purple spot on the front is black)