NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

Exception To The Rule (OSP Campaign)
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Update: 30 Jan @ 12:00am

v1.2.1

- Fixed an issue where after the enemy ships became active in Righteous Fire, the screen would be spammed with errors for the rest of the mission

Update: 28 Jan @ 7:13pm

v1.2.0

SPOILER WARNING

General:
- Made the mod compatible with the Carrier Update and the total AI rewrite that came with it
- The ETTR now uses EA14 chaff rounds instead of EA12 chaff rounds
- Updated all opponent fleets to account for Active Decoys no longer fitting in the VLS-1

Wide Open:
- Set CPU difficulty to Easy
- Removed the corvette ANS Zero Sum from the mission, making the first enemy group easier to defeat
- Extended the mission timer from 30 to 35 minutes, a bit more forgiving

Swift Hunt:
- New Mission! Placed in the order as Engagement 2
- Makes the campaign's ramp-up in difficulty feel smoother, gives the player some experience with managing multiple ships against some easier opposition
- Rounds out the narrative by showing what the OSPN is actually doing in Kribensis before shit hits the fan

Storm Warning:
- Set CPU difficulty to Medium
- Relocated to take place on everybody's favourite comet, Caltrop! Makes room for Swift Hunt to use Cliff
- ANS Transaction Denied removed from formation, now an independent cruise missileer
- Redesigned the OSPN Onslaught of Abundance to use the new submunition warhead on its backside containers, as well as added secondary 100mm turrets
- Gave the player the OSPN With Great Haste, a rocket shuttle to help scout the larger map of Caltrop and absorb some cruise missiles

Calculated Hubris:
- Set CPU difficulty to Easy
- Rewrote some dialogue to account for the presence of Flatheads earlier in the campaign
- Changed the mission completion objective from total victory to simply eliminating the heavy cruiser, as the cleanup gameplay after that is not very interesting
- Removed the frigate ANS Low Frequency, leaving the cruiser with only one escort, making it more easily hit by missiles
- Added 100mm turrets to the OSPN Smartest Person In The Room, allowing it to have some defence against missile strikes and contribute to the battle later on

Righteous Fire:
- Set CPU difficulty to Medium
- Replaced the direct hybrid missiles in the heavy cruisers' VLS-3s with cruise hybrid missiles now that the AI knows how to use them

Update: 9 Oct, 2024 @ 1:29am

v1.1.0

- Reduced quantity of swearing in certain characters’ dialogue.
- Updated all player fleets to account for the removal of berthings, the Exception gained a Small Workshop and other ships now have an additional Rapid DC or Aux Steering.
- Updated the player’s fleet in Engagement 2: swapped the Onslaught from a mixed Pavise/Bastion net to Bastions with a Pinpoint, to emphasize the lesson of keeping close to the Exception for point defence against hybrids.
- Updated the opponent’s fleet in Engagement 3: swapped the gunnery frigates’ Reinforced CICs for Basic CICs so the initial fight with the first group wraps up faster. The point defence frigates retain their reinforced components.
- Updated the player’s fleet in Engagement 4: reconfigured monitor loadouts from C81/T30/T30 to C90/T81/T30. More accurately reflects the current state of the game’s balance, so is less misleading to new players as an example loadout.

Update: 2 Jun, 2024 @ 9:39pm

v1.0.2

Updated the mod to be compatible with the game's new 0.3.2 update, which contained some map optimization changes which broke the mod.

Update: 25 Jan, 2024 @ 12:08am

v1.0.1

Wide Open
- Fixed bug where a line of dialogue about Vance putting marks on your tacmap wasn't playing
- Expanded tutorial dialogue to suggest holding your missiles until the enemy is damaged

Storm Warning
- Opening dialogue now names the two opposing cruisers as part of the intel report
- Added new dialogue events when each cruiser is destroyed

Calculated Hubris
- Expanded tutorial dialogue to explicitly mention that the 600mm Bomb cannot confirm kills on its own

Righteous Fire
- Swapped initial ship order, shuttles are now on hotkeys 2 and 3
- Added new line of dialogue along with putting a marker on tacmap to indicate hostile force direction

Update: 24 Jan, 2024 @ 12:49am

v1.0.0

Update: 24 Jan, 2024 @ 12:38am

Update: 17 Jan, 2024 @ 2:31pm

Update: 17 Jan, 2024 @ 2:25pm

Update: 17 Jan, 2024 @ 2:16pm