NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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Nuclear
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Mods: Mod, Munition
File Size
Posted
Updated
1.034 MB
3 Jul, 2023 @ 5:30pm
17 Jan @ 11:22am
7 Change Notes ( view )

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Nuclear

Description
This mod adds nuclear shells and missile warheads.

The new shells and warhead generate extensive damage in large areas of effect and a temporary EMP jammer effect, and have very high costs.

Note that, in-universe, use of nuclear weapons is forbidden by STABLE (and, outside of game, nukes are considered to not lead to fun gameplay). This mod is introduced as a what-if -- or if you want to tell stories about what happens when someone violates these conventions.

Current version: 0.5.1

Change log
- 0.5.1: More fixes to behavior when firing shells from aircraft, add some armor penetration to missile warheads
- 0.4.1: Update code to avoid bug when nuclear shells are launched from craft
- 0.4: Update mod to be compatible with game version 0.5.2
- 0.3: Update custom damagers to be compatible with game version 0.3.2
- 0.2: Fix bug with explosions only showing up for host in multiplayer, add proximity fuze warheads
- 0.1: Initial version
Popular Discussions View All (1)
0
18 Jan @ 7:25am
ERROR loading the mod
CORR3QU3T3M4TO
43 Comments
Star_Kindler 27 Mar @ 7:16pm 
@someusername6 how come you're not planning to rebalance the cost-effectiveness? Have you gotten other feedback that these are balanced, or do you just not want to risk making them overpowered and don't want to spend a ton of time balance testing for it? I completely understand either way, just wondering which reasoning it is, largely because if someone else found a way to use them cost-effectively I'd love to know about it.

I personally have found these to be about half the cost effectiveness of a HEKP warhead, which means that unless I'm missing something, they don't seem to have any real purpose besides maybe taking out massive missile swarms or craft swarms.
Star_Kindler 26 Mar @ 10:08pm 
Nvm you answered my question below, I'll check that out.
Star_Kindler 26 Mar @ 9:43pm 
How does the damage for these work? They seem incredibly hit and miss. A 100pt nuke hit the equivalent of a sprinter in PRISM and it... survived? Huh!?
Star_Kindler 26 Mar @ 7:23am 
This is a thing!??? I was just thinking it would be so cool if someone added a missile that could have the same effect as a reactor bloom, but apparently it's existed for years lol.
someusername6  [author] 18 Jan @ 6:33am 
@Fairy I'm not sure. Are you sure you are using mod version 0.5.1? There were a few false starts before I fixed bugs that made missiles work when launched from craft.
Fairy 18 Jan @ 3:13am 
Curiously, craft-mounted nukes still don't work for me. Could this be a mod conflict issue, or is it somehow because I designed and mounted the missile before you bugfixed or something weird?
someusername6  [author] 17 Jan @ 6:14pm 
@Anomaly, thank you again for sharing your feedback. At this time, I’m not planning to rebalance the cost-effectiveness of these warheads. The listed damage is measured at the center of the blast and diminishes with distance, and the blast also has armor penetration built in, similar to the reactor blooms in stock.

If you’d like to dig deeper into the mechanics or adjust them yourself, the mod’s code and assets are open to the public. You can find more details in this guide: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3110915492
Anomaly 17 Jan @ 5:12pm 
Nuclear warheads off of aircraft seem to work now, though nuclear warheads in general appear to still be doing only 4% of the listed damage despite the armor penetration change, which really bites with how expensive they are. Maybe the blast needs armor penetration itself if it doesn't already? Either way the damage reduction is consistent with how armor interacts with attacks that are too weak to be effective.
someusername6  [author] 17 Jan @ 11:11am 
@Anomaly added the same armor penetration stats as the corresponding warheads; I am not convinced it is enough of a change to change price points.

Also updated reporting errors so that it works when launched from aircraft phase; there is still a bug where the damage is not correctly reported on the after report, but at least now they detonate without red text.
totoro 17 Jan @ 6:08am 
when the enemy has 200 barracudas but my balestra is set to self destruct on target loss: