NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

Luna
20 Comments
Fingolfin 1 Jan, 2024 @ 11:01pm 
Is this mod still being updated?
Joseph Joestar 5 Feb, 2023 @ 1:40pm 
Hey man, E team side feels overpowered. E hill gives you a free capture point and gives you high ground over A and B.
The other team can only use D-C canyon for cover, but it's further away to reach cover from starting position, which means you will lose on initial points.
IMO if you could move spawn points by 45 degress, it would be improved, i.e. team 1 spawns between B and E, team 2 spawns between D and C. Then, both sides have some cover and can contest A.
What? 17 Dec, 2022 @ 3:55am 
Thank you
Lukas04  [author] 17 Aug, 2022 @ 4:31pm 
Updated to support all Gamemodes now.
srhammett 13 May, 2022 @ 5:22am 
Fun and different. Surface warfare seems more realistic to me than close-range combat among clustered asteroids, but open maps aren't fun either.
Lukas04  [author] 10 Mar, 2022 @ 1:12pm 
@Ana
Part 1: Not under my control, really. I can only auto-generate the Paths available to the AI, i can not really influence their decisions, i could try to see if seperating their spawn points more gets them to fly to different points. Not sure when il get to update the map, doing a few other things currently.

Part 2: Im not particulary happy with how the Control Points are placed aroung either right now, but i found that most other placements would give an advantage to either one of the teams, so i went with this one for now.
dizzy 10 Mar, 2022 @ 11:50am 
Part 1.

I've been playing this map and it's great. Thanks for making it.

Is there anything that can be done to get the AI from bunching up together in a blob and capturing point E to A to D to B ignoring C en masse every time? I'd like to see the AI split up and head in multiple directions.

I understand this might be a game issue where the AI gets bunched up on deployment and just heads to the nearest beacon. And I know multiplayer balance trumps playing vs AI. But if you could, would it be possible to readjust the control points so the AI splits up and heads in different directions?
dizzy 10 Mar, 2022 @ 11:49am 
Part 2.

The other thing that might be able to be done is raising the ridges between points B-D and points A-D. The triangle that comprises A-D-B is an open area and in AI mode, all ships congregate there in a brawl. If the floor ridges were made higher to force the AI to go around them... maybe that might help split them up. Just trying to help with suggestions.

I don't know if this is possible, but it would definitely make this game more enjoyable if something could be done. Thanks
Jaffa 6 Mar, 2022 @ 11:24am 
this looks cool I hope to play on it
Lukas04  [author] 6 Mar, 2022 @ 3:50am 
Also, the people hosting the matches will likely have downloaded the mod from the page, so its their decision on if they want to host a match despite the issues that have been listed. Then, if you had the Map downloaded due to a match you played on it, you are likely aware of the Quirks already, and can decide not to play it.

Either way, i fixed the issue, though it will come at a cost of performance due to colliders generaly requiring a lot of calculations on slightly higher poly terrain. Though a lot of the games performance issues seem to come from the ships themself, so im not sure how impactfull it will really be.
Lukas04  [author] 6 Mar, 2022 @ 3:50am 
I have gotten a lot of good feedback from other people, and i dont get mad about those. Its been really helpful in most cases even, as people with different playstyles have different viewpoints they can provide, or find things i may have missed.

Most people know how to give feedback without giving sentences like "dont bother uploading stuff if you cant get it to work first." Thats not feedback at all, dont act like it is.
ZETA6 6 Mar, 2022 @ 3:31am 
i only came here to tell you about the issue the game allows you to dl any mods you dont have so i have never and will never read this page. also its not rude to say that if you cant make a working mod dont bother uploading it. people cant use broken mods and this game has in game dl so people wont see this mod page thus your warning is useless and you need to take that into account. if you did not know about the in game dl of mods now you do and can take it into account. im just trying to help get mad if you want call me rude but this is so you can fix and all that.
Lukas04  [author] 6 Mar, 2022 @ 1:31am 
Update 1.3:
-Added a yellow outline around the tactical map, in the location where the Map Boundary is. This should make it a little easier to navigate around the edges.

-Collisions are now accurate to the exact map shape (In Normal View, Tactical View will still have differences). This might come in a cost of performance.
Lukas04  [author] 5 Mar, 2022 @ 11:53pm 
@Ana The Boundary line is based on the current elevatiion of your own Marker, so i cant really change that. I did think of adding a red obect, only visible on tactical view that could be used as an additional marker though

@ZETA6 As the workshop page states, Collision accuracy around edges definitly is an issue, but whenever i make the collider more accurate, i also decrease performance a lot. You can also read the blue big text at the top stating that it wont be working perfectly for now. While i appreciate the feedback, no reason to be this rude.
ZETA6 5 Mar, 2022 @ 7:52pm 
hit boxes are way off my ships where not even close to the wall and shots blew up it face i was at least a longways frigate away. dont bother uploading stuff if you cant get it to work first.
dizzy 5 Mar, 2022 @ 7:09pm 
Anyway you can raise the boundary delineation by a half click or so? It's mostly hidden and in some areas I couldnt tell where it was at all. I had a lot of fun on this map. Thanks for making it.
dizzy 5 Mar, 2022 @ 4:23am 
Great map! I hope this inpires someone to do a take on the Valles Marineris of Mars. Huge canyon cliffs and more terrain to hide in!
Lukas04  [author] 4 Mar, 2022 @ 5:56am 
Update 1.2:
-Boundary increased by 2 Kilomters
-Spawn locations moved around a kilometer back, slightly changed the entrance orientation.
-Moved most Control points.

Those changes should help with making the map feel bigger, make more cover and paths available for use and in general encourage to use the Terrain more.

Also changed the player count from 10 to 8 for mostly performance reasons.
Bunions 3 Mar, 2022 @ 11:57pm 
Needs more micro terrain and a bigger play space to allow ships to get into cover. Right now too heavily favors BB's and rails. Cool concept tho,
Lukas04  [author] 3 Mar, 2022 @ 6:00pm 
Update 1.1:
-Moved the capture station closer to team a by one kilometer
-Increased map boundaries by a kilometer.
-replaced tactical map with a lower poly version
-replaced the collision mesh with a slighter higher poly mesh.
This should improve collisions by a bit, but you will still see weapons pass through edges of the terrain.