NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

M1 Shields
44 Comments
Promethius 22 Jan @ 6:23pm 
As of now though, the mod is outdated, it CAN work, however not without some minor issues (error codes, etc.)
Promethius 22 Jan @ 6:19pm 
@Growodlet, yes they do but they don't stack fro shield hardness, just shield HP for the location relative to the generator {Top, Bottom, Sides, Etc.}. And @Jungfaha the ANS BB can handle two of them but end up giving one of the thruster modules up for a generator at that cost (that was a while ago), now, I think you have to do the same just to have one, its not great but definitely helps in a modded match with shields, it seems to work and play better with other mods since their LC's, HC's, and BB's in other mods seem to have a much larger power cap for it since you can stack engines and generators inside them.
Jungfaha 22 Aug, 2024 @ 2:49am 
good question @Growodlet but then that posses another question, do any of the ships have enough power supply?
Growodlet 21 Aug, 2024 @ 11:16pm 
If you add multiple shields do they stack?
Mr. Oddly Fox 2 Apr, 2024 @ 10:47am 
HE shells seem to be getting through and starting fires and destroying components. Seems like the only munition that can.
Consigliere Crow 21 Aug, 2023 @ 11:45pm 
does this mod still work?
Nyx (She/Her) 7 Jun, 2023 @ 7:31pm 
will say these shields feel extremely strong
Mr. Oddly Fox 27 Apr, 2023 @ 5:19pm 
Excellent module! Keep sharpening it up, definitely a solid product to build on.
Jungfaha 18 Apr, 2023 @ 5:57pm 
please fix oh lord of this mod!
Nyx (She/Her) 18 Apr, 2023 @ 2:43pm 
mirroring the error from Tropical here, exactly as shown
Tropical 17 Apr, 2023 @ 10:48am 
Enjoying the mod, but after the recent update it seems to generate this error in the debug console -
MissingMethodException: void Ships.CycledComponent/ICycledComponentRPC.RpcMarkCycle(uint16,single)

From what I can tell the shield still functions. I just loaded up an Altea BB with it equipped and started blasting it in the firing range.
Mandarth 10 Apr, 2023 @ 9:15pm 
I managed to make my own shield, but the vfx is missing, do you still have it?
Nyx (She/Her) 7 Apr, 2023 @ 5:49am 
yeah it still works
Jungfaha 6 Mar, 2023 @ 8:08pm 
This still working?
apionne 14 Jan, 2023 @ 9:54pm 
wait missiles bypass the shields?
Desmond 1 Jan, 2023 @ 1:30pm 
For context as I had to trim the last comment down a bit, the original CIC mod is the 'Bestest CIC' (Modified of course) from the dev guide on making mods.
Desmond 1 Jan, 2023 @ 1:29pm 
Well, I'm out of ideas for this so I'll just put it here:

Basically, I'm just trying to integrate the shields component into the original CIC mod and add the shields as a new component.

The issue is that when the mod is loaded it now gives me this error:

||||||||||
>>>>> Beginning Load of Mod 'GodsModules' >>>>>

Loaded assembly M1Mods, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
Unable to open archive file: Mods/GodsModule/GodShields
Failed to read data for the AssetBundle 'Mods\GodsModule\GodShields'.
Error loading asset bundles for mod GodsModules: System.Exception: Failed to load asset bundle GodShields for mod GodsModules. The task completed with a fault.
at Modding.ModRecord+<LoadMod>d__26.MoveNext () [0x00506] in D:\Projects\Unity\Nebulous\Assets\Source\Modding\ModRecord.cs:145
<<<<< Finished Loading Mod 'GodsModules'. Result: Loaded <<<<<
||||||||

I'm unsure of what exactly I'm missing here.
Any help would be very appreciated.
GameMaster 31 Dec, 2022 @ 7:50pm 
Weapons that are super-effective against shields (ala Nexus: The Jupiter Incident)?
ToxicMosquito 29 Dec, 2022 @ 9:17am 
works again, thanks
M1 Abrams  [author] 27 Dec, 2022 @ 1:19am 
Sorry for the delay, all. See if it is fixed now. It works for me again.
ToxicMosquito 1 Dec, 2022 @ 1:38pm 
@M1 Abrams any plans on fixing this?
madpoet 10 Nov, 2022 @ 6:41pm 
It's not working right now, but I'm glad this exists. It's an exciting sign of what's possible in game.
Jsay18 5 Oct, 2022 @ 8:28pm 
Yeah it makes everyone, equipped shield or not, invulnerable since the last update.
Deaths 5 Oct, 2022 @ 5:52am 
After the last update, this mod has all kinds of errors, anyone else?
Pine 24 Sep, 2022 @ 4:45pm 
ive had issues where it wont work in multiplayer it says its active but wont stop anything
llt 10 Sep, 2022 @ 8:34am 
I'm guessing its still not possible to make a mechanic where it only protects against energy weapons?
M1 Abrams  [author] 6 Sep, 2022 @ 11:10pm 
@hodain24 Please come find me on the Nebulous Discord and I will give you the stuff. I'm working with another modder trying to iron out a few bugs as well.

@Kyranzor I didn't want this module to be extremely OP, so I purposefully gave it some limitations. Lore-wise, you can't turn it off because the shield requires special power conduits built into the ship that can't be routed elsewhere. Some people still say it's OP, haha
Kyranzor 5 Sep, 2022 @ 9:23pm 
Just a random comment, it seems like a bad thing that the shield component can't be "turned off" to save power to re-direct it to drives or jammers or whatever if the captain of the ship deems those more important than shields at that time. Would be good for the option. Is there maybe a technical reason why the shields can't be turned off? Maybe because there's no normal shield control within the game, without adding a new UI element?
hodain24 30 Aug, 2022 @ 7:56pm 
First thank you to M1 Abrams and @Eomdor for this awesome mod! If I could ask a huge favor for anyone wanting to make the shield a component, could you provide the shield hit vfx/visual effect? I tried to disable this every way I could think of in the inspector, nor is there any visual effects that populate in the field. The component works flawlessly in game, but every time the shield is hit it produces an infinite spam of errors in the dev console: "ArgumentException: the object you want to instantiate is null". Still works just annoying and immersion breaking. If you would like to keep the vfx proprietary, could I prevail upon you to provide an invisible effect or a toggle to remove it?
hodain24 30 Aug, 2022 @ 7:56pm 
Likewise, I wanted to add a few helpful hints for anyone else trying to create a shield component with unity. First, follow the NOOB SOP on making a component here: workshop->guides->search for "Noob Assist: Modding NEBULOUS" by Eblingus. Second, create the new object as a "shield component" and NOT a "command component" as in the SOP. Third, be sure to add your manifest file to the bundle directory in Unity and be sure to also add the asset label to the manifest as you did to your shield prefab. Finally and most important you must add this to the modinfo.xml file: <Assemblies> <string>M1Mods.dll</string> </Assemblies> as it is in M1 Abrams, M1a Modinfo file, and be sure to have the M1Mods.dll in your final mod folder. Happy Modding!
Tiberiumkyle 27 Aug, 2022 @ 11:08am 
After further digging/testing it looks like one or more other mods I've been using are (semi)broken after the missile update and interfering with this one, preventing shield regen and stacking from functioning.
M1 Abrams  [author] 27 Aug, 2022 @ 3:23am 
@Tiberiumkyle The recharge is slow to prevent it from being OP, but the recharge works for me. Maybe take some hits and then retreat and wait ~5 mins and see if it still won't recharge?
Tiberiumkyle 24 Aug, 2022 @ 9:02pm 
Semi working for me. The M1 shield won't recharge, but does block damage while it lasts.
captinjoehenry 20 Aug, 2022 @ 4:23pm 
As a heads up this mod no longer works in the missile update. Hope it can be fixed soon as this is probably my favriote mod :)
dizzy 17 Jun, 2022 @ 2:45am 
Yo, my foolie. This is bad ass. I broached the topic of this with other players way back when and man... the push back was epic. Glad to see this and I hope you stick it to them with more to come on this front! Well done! ::happy-dance::
The Atlas Enthusiast 10 Jun, 2022 @ 6:38am 
attempted to make it compatible with a turret mount on a light cruiser by changing the size to 3x3x3 but nothing came of it
The Atlas Enthusiast 10 Jun, 2022 @ 6:37am 
any chances we can get our hands on a version that we can put on light cruisers? would very much appreciate it
McClarran 6 Jun, 2022 @ 3:23pm 
That would be brilliant! I'm just a user, not a modmaker, so I'm not gonna go poking around myself (yet). That being said, having put these shields through a few test runs last night, I love them, and I love you for making them. Thank you.
M1 Abrams  [author] 5 Jun, 2022 @ 10:20pm 
@McClarran Ah I didn't program it in the best way to handle stacking. If your shields have cooldowns, one shield will be used at a time. But if you don't have a cooldown, only one will be used I think. I can patch it next time to only affect the shield with the current highest HP
McClarran 5 Jun, 2022 @ 11:34am 
Do these stack by default? I know the idea of pouring 12000 KW of power into a shield array is a little insane, but... I'm definitely trying it on a Scirocco as we speak.
Ysune 4 Jun, 2022 @ 5:02am 
Good shit Abrams^
Sergeant skittles 3 Jun, 2022 @ 4:20am 
👍
Bad Cake 2 Jun, 2022 @ 5:13am 
bad mod no title image smh.
For real tho, nice shit abrams
TruncatedCake 2 Jun, 2022 @ 5:03am 
:steamthumbsup: