NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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Teranian Empire Colonial Navy
   
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File Size
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313.896 MB
23 Dec, 2023 @ 10:27am
19 Jul @ 4:22am
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Teranian Empire Colonial Navy

In 2 collections by Maximilian Archambault
Maximilian's Miscellaneous Modlist
97 items
Carrier Compatible 6k Modded Game List
53 items
Description
Maximilian Archambault's custom faction, the Teranian Empire's Colonial Navy based on designs from Colony Wars (1997).

The Teranian Empire was founded by those cast out from the people that existed before the Marduk Clan Collective was known as such, forced to leave their homeworld on the very ships they had originally arrived on. However while the Collective eventually forgot their own history, the Teranian's didn't. Thousands of years later, their Colonial Navy, hundreds of ships strong, returns to reclaim the world that was 'stolen' from them, carving a bloody path through the Cluster to reach their goal and enact vengance with no mercy or remorse.

Expanded and detailed faction lore and history is still under construction but I hope you all look forward to what is to come for the Colonial Navy.

Many thanks to Ancient, AGM, Tartiflette, Comet, EvilMonkeyPaw, Stephmo, Tuna, Hello There, Wormulous, ShadowLotus, Brutoni, Kylelck, Arkedeon, PuppyfromHell, M1 Abrams and many many others in the Nebulous Discord Mod Development channel.

Modeled and implemented by Maximilian Archambault

Should you have any feedback on the Colonial Navy faction, you can either leave a comment on the Steam workshop page, or come join us on the Nebulous Fleet Command discord where a forum for mod feedback and discussion has been established.

I hope you all enjoy the Colonial Navy and please look forward to more updates in the future.
Popular Discussions View All (1)
9
20 Apr @ 3:13pm
Firing Arc Issues
Anomaly
36 Comments
Maximilian Archambault  [author] 20 Jul @ 1:29am 
@Wolfwynd The Marduk Clan Collective hulls were loosely based on League warships and as such act as their counterpart vs the Navy. Marduk and Navy strikecraft however will be very much directly based off their Colony Wars designs.
Wolfwynd | Reaper 1-2 19 Jul @ 5:30pm 
Any plans for adding League of free worlds ships, and the fighters for the Navy and League? Love the mod, CW was my #2 fav game series, right after Wing Commander :D
Anomaly 27 Mar @ 7:57am 
yeah my main tactic is firing armor bolts until they're thoroughly cooked, then firing hull bolts. they maul any ship this way
Deja Vroom! 27 Mar @ 7:12am 
I feel like perhaps this is an issue of visual and perhaps audio feedback, which I admit is entirely on my end. After doing more battles with the Navy, I think one thing I've noticed that may be influencing the damage output is poor weapon grouping, and the hull masking problem that has been mentioned earlier!

I've been using the medium lasers appropriately (Armour followed by Hull), But I think I need to alter my expectations in terms of their damage output relative to cannons in terms of how they perform. It's clear that they do work against appropriate targets but perhaps I'm not investing a lot of time during battles melting hulls properly!

I'll keep trying them!
Maximilian Archambault  [author] 27 Mar @ 12:38am 
@Deja Vroom! I don't want to immediately jump to saying 'skill issue' because that's generally unhelpful, but I am somewhat confused as to how Navy weapons are being seen as weak?

The pen depth for the Medium Hull Laser, which should be your primary damage dealer, outside of capital beams, is the same as 250mm HE, which is only 0.5 less than 450mm HE. Not to mention that Medium Hull Lasers deal 120 Component Damage vs the 80 that 250mm HE does.

As for the beam fall off being extreme, that can't be the case because it uses exactly the same fall off curve that vanilla beams use. The frigate beam specifically is weaker than the vanilla beam simply because it's mounted on a much lighter hull, but from the Destroyer and up, beams should be as strong, if not stronger than their vanilla counterparts.
Anomaly 27 Mar @ 12:33am 
Are you using the "hull laser" ammo when the enemy's armor is shredded? If you don't, your lasers won't really do any damage at all, while if you do, you'll tend to maul enemy ships even if only a few of your lasers are firing hull beams.
Deja Vroom! 26 Mar @ 9:19pm 
I'm unsure if I'm just having a skill issue, but in general I find the weapon systems for all ships are incredibly weak, even when stripping armour and getting really close to knife fighting range.

They feel really off with low pen depth and low component damage on most weapons, and the particle beams having extreme damage fall-off.
Maximilian Archambault  [author] 14 Mar @ 5:01pm 
I'm nuts deep in commission work and also my computer threatening to fail on me so I'm afraid the hull masking issue hasn't been a priority of mine as of late, but I can assure you it's not forgotten and once I've gotten at least one of these commissions done, I'll set some time aside to fix this problem. I apologise for the ongoing delay
Anomaly 14 Mar @ 2:59pm 
I opened a discussion on this exact issue, feel free to hop in there if you have more to add on it. Here's hoping they find a solution sooner than later
Grill Gamer 14 Mar @ 12:06pm 
the medium laser cannon mounts seem to have some hull masking errors as only some of them will fire and the one vertically opposite them won't