NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

Marduk Clan Collective
110 Comments
[BOX] Trevish 30 Jun @ 2:33am 
Cool looking, first time screwing around with tiamat, big gun crashed my amd driver when firing... oh well
HeatedPine999 22 Feb @ 5:28pm 
alright cool, im excited for what you have in store whenever it doas release
Maximilian Archambault  [author] 22 Feb @ 9:22am 
@HeatedPine999 Marduk will have it's own selection of 7-8 strike craft and custom direct fire weapons, but will use vanilla missiles just like the main fleet hulls do. It's going to be some time before they're added however as I have a lot of commissioned work lined up at the moment.
HeatedPine999 22 Feb @ 6:54am 
is it planned to have your own strikecraft with the mod or are you sticking with vanilla craft and weapons?
Maximilian Archambault  [author] 31 Jan @ 4:37am 
@Davidfiresword02 Fly Forward has been there for a while, not sure why it came up as missing?
Davidfiresword02 31 Jan @ 2:51am 
Did you recently add that as a dependency?
Davidfiresword02 31 Jan @ 2:51am 
Actually, it might be this "Fly Forward" mod, which is weird since it didn't show up as red, indicating not enabled.
Davidfiresword02 31 Jan @ 2:49am 
A big heads up, I think a mod for this is missing now, and now it won't work. One of the dependency mods now has "3238472240 (MISSING), while not being red. I think one of the mods is now broken and makes this unable to be enabled. AGMLIB and KineticPenetratorShell work still
Maximilian Archambault  [author] 30 Jan @ 11:21pm 
@Grill_Gamer I've not got any plans to add further weapon systems to Marduk at this time, but i won't say never at this point.
Grill Gamer 30 Jan @ 6:43pm 
any chance on a C5 non hv 200mm gun? as much as I love fast rounds theres something to be said for an 8 barreled (or more?) gun
Maximilian Archambault  [author] 30 Jan @ 5:14am 
@BaronVonSwagger I'm glad! I thought the PD coverage on the starboard flank was a little thin due to the tower. Also if you're on the neb main discord you can give feedback more directly in the Modulous channel or in the Marduk forum thread!
BaronVonSwagger 30 Jan @ 5:09am 
Love the sneaky little C1 mount next to the Assur's tower antennas :D
Maximilian Archambault  [author] 27 Jan @ 1:09am 
@Loxachi My apologies for not catching this issue sooner, fortunately I've already got a fix for it ready to go. Just trying to isolate and identify another problem someone else was having.
Loxachi 26 Jan @ 8:18pm 
I think the AI has issues automatically picking a role for the fleet carrier when its equipped with bombers.

It throws a ton of errors and either hangs the fleet deployment for its side or causes the match to auto cancel after jumping in.
Maximilian Archambault  [author] 24 Jan @ 2:38pm 
@Molletje Wow I've got no idea how that slipped past, an easy fix fortunately, will try and push tonight. Thank you for the heads up!
Molletje 24 Jan @ 1:41pm 
Will the Support carrier be fixed since it currently takes no dmg at all when shot?
Maximilian Archambault  [author] 23 Jan @ 2:04am 
@Deadly Yep I was made aware of this issue last night, just a simple case of a mis-input on the HP to function value. It will be fixed shortly.
Deadly 22 Jan @ 5:35pm 
I thing the 200mm HV c5 guns are broken when trying to fire them they crew states unable to fire and the reload bar shows up red like the guns are disabled. Also thanks for the cool mod love the larger ship designs.
Maximilian Archambault  [author] 22 Jan @ 2:20am 
@Destroyer288 Alright I'll look into this and try and have a fix out today
Destroyer288 21 Jan @ 3:08pm 
Large aircraft can't land on the Assur fleet carrier. They go to land in the side hangar bays and seem to hit a wall. As far as I can tell they never actually "land" on the hangar point to get sucked back into the ship since I can still cancel their landing order
Maximilian Archambault  [author] 21 Jan @ 2:08pm 
This mod should now be compatible with the carrier update. Please let me know on the nebulous discord if there are further issues.
Maximilian Archambault  [author] 12 Jan @ 3:41pm 
@That_One_Weeb Thank you for that, it's appreciated, but fortunately the modding community has some real legends in it and one of them has made serious headway in fixing the basic compatibility issues with the new update. I can't promise carrier content yet, but mods could start being at least functional again within a week or so.

As for the question, Carriers made specifically for their factions will be exclusive to those factions. I do however very much intend on making faction agnostic carrier hulls that will be a part of my Maximilian's Miscellaneous Mayhem mod.
That one Weeb 12 Jan @ 9:52am 
Take ALL the time you need man, anyone who demands an update this early on is insane.
Just keep us updated when you feel like enough progress has been made!

Question though, will you be making the new carriers exclusive to Marduk initially, or able to be used with base game factions - Sort of how like Comet's Capital ships are set up?
Maximilian Archambault  [author] 12 Jan @ 1:22am 
@ponykisser:3 It's likely going to be a little while before any of my mods start getting carrier compatibility updates. The carrier update broke even more than I anticipated and just understanding how some of the new systems function is given modders a lot of trouble. I do apologise for the wait but promise that these projects will not be abandoned.
PonyKisser:3 11 Jan @ 1:36pm 
"the intention is to have 3 dedicated carrier hulls for Marduk. An Escort Carrier, a Fleet Carrier and a Supercarrier. I've started work on the Escort Carrier hull as of yesterday."

Oooh fuck I can't wait for those to come out. The workshop desperately needs carrier hulls right now whatever faction or style be damned
:3
Maximilian Archambault  [author] 9 Jan @ 9:46am 
@Dr_Galactose Thank you for the kind words! And I'm desperately hoping that the new optimization coming with the Carrier update make the Tiamat more manageable. The improvements to the game AI could also resolve the issue with Melammu shots being wasted, but we'll have to see what survives the update tomorrow and remains functional!
Dr_Galactose 9 Jan @ 5:21am 
Great ship design. Everything else run perfectly fine, aside from lag when all point-defense batteries on Tiamat intercepting 5 battlegroup-worth of missile (gee, I wonder why).

Now...if only the AI stop shooting every single one of their 3-minute-reload cruiser-killer railguns on the first frigate they see. lol
Maximilian Archambault  [author] 9 Dec, 2024 @ 12:46am 
@HeadedPine Yes, the intention is to have 3 dedicated carrier hulls for Marduk. An Escort Carrier, a Fleet Carrier and a Supercarrier. I've started work on the Escort Carrier hull as of yesterday.
HeatedPine999 8 Dec, 2024 @ 7:27pm 
do you plan on adding carriers to this mod?
Maximilian Archambault  [author] 10 Oct, 2024 @ 7:09am 
All clear, please ensure you update AGMLIB to prevent issues.
Maximilian Archambault  [author] 9 Oct, 2024 @ 3:07am 
With today's minor update, multiple functions and scripts in my mods have been broken, as such they will likely be unusable for the foreseeable future until these issues are resolved. I apologise for the inconvenience but keep an eye out on the changelog here and Mod Dev in the nebulous discord for further updates.
Spicy Ramen 8 Sep, 2024 @ 4:23pm 
Hell yeah thank you!
Maximilian Archambault  [author] 6 Sep, 2024 @ 3:41pm 
@Spicy_Ramen There was a special weapon system for it that was quickly removed for not functioning as intended. It's funny that you mention it now tho because work on making the intended weapon operational is 95% complete and it will be returning as part of Marduk's 1.0 release update.
Spicy Ramen 4 Sep, 2024 @ 10:12pm 
Is there a spinal+ for the Kishar or is it just extra big? I don't see a full size weapon for it
Aeri 4 Sep, 2024 @ 5:31am 
ah i thought so, and i also forgot to clarify by 90-30 i meant game speed not fps, but eitherway its very fun to just have a massive ship, nice work on it
Maximilian Archambault  [author] 4 Sep, 2024 @ 1:53am 
@Aeri I can't make any kind of claim for stability with a ship the scale of the Tiamat. It inherently pushes Neb to it's logical limits in many regards. I don't know if it's possible to brute force performance with an absolute top end PC but even then, no promises.
Aeri 3 Sep, 2024 @ 9:37pm 
Also, I have a question, not sure if this is a testing range only issue but my game time is very unstable using the titan, it jumps from 90-30
Aeri 3 Sep, 2024 @ 9:35pm 
@W1SE_9UY you can also set your weapons to hold, then once it’s bearing towards the target and isn’t going to prefire into the void you can set it back to the other 2 modes, tho I do think the cooldown should be less than 15 minutes
Maximilian Archambault  [author] 3 Aug, 2024 @ 10:31am 
@Nicopila I'm afraid it sounds like a very simple case of the fact that your laptop isn't able to handle running a mod the size of Marduk. It's known to be one of the more memory intensive mods and 8GBs isn't going to cut it. That being said, I am very curious about your AMD i7.
Firestorm🗿 2 Aug, 2024 @ 12:11pm 
@Nicoplia I'm surprised you can run the base game on your laptop
Nicoplia 1 Aug, 2024 @ 6:28pm 
The mod is not loading on the laptop but will load everything on my main desktop, The lap has only 8gb of ram and a 2050 graphics card. The cpu is an I5-7000. My pc has a 3060 with a amd i7 with 64gb of ram.
Maximilian Archambault  [author] 12 Jul, 2024 @ 8:11am 
@Nicoplia Going to need more to work with on that. What exactly does 'not work' entail? And what are the specs of your laptop.
Nicoplia 8 Jul, 2024 @ 4:42pm 
The mod won't work on my laptop but will on my desktop, any idea why?
W1SE 9UY 8 Jul, 2024 @ 1:38pm 
@Maximilian Archambault I will give that a try... thanks!
Maximilian Archambault  [author] 8 Jul, 2024 @ 4:10am 
@W1SE_9UY Ahh OK well in single player games at least, you can bypass the wait by accelerating time. If you press F2 and then type Time-Scale X (X being the value you want to accelerate time by), you can speed up the game as much as you want/your system can handle!
W1SE 9UY 6 Jul, 2024 @ 10:01pm 
@Maximilian Archambault I appreciate the response! I think the only issue is that with most guns in the game, you usually whiff the first shot... every time I've gotten it to actually fire in a game (I've had the patience to do it twice now), it misses the first shot. So, after waiting 15 minutes, you miss, and then end up having to wait another 15 minutes to try again. I'm just curious to see what type of damage it would do an enemy battleship. ;-)
HeatedPine999 27 Jun, 2024 @ 4:20pm 
no worries, its the best faction mod in nebulous at the moment either way!
Maximilian Archambault  [author] 27 Jun, 2024 @ 3:10am 
@HeatedPine999 The Ninazu Strike Cannon for the Kishar will be re-installed when Marduk 1.0 happens, but with the current disruption from the updated DC Boards and UI, then the following cancellation of Conquest, the 1.0 update is on hold. I've got another project due out very soon and then I'll be tackling commissions for some time as I'm in some financial difficulties. All updates regarding work on Marduk will be posted in the mod's forum thread in the Neb discord. I can only apologise for the hold ups that have prevented much progress on Marduk since the Tiamat's addition.
HeatedPine999 25 Jun, 2024 @ 4:29pm 
something i brought up before but i dont remember if it got addressed was the unique weapon for the kishar strike cannon, is that ever coming back?
Maximilian Archambault  [author] 24 Jun, 2024 @ 4:26pm 
@W1SE 9UY Apologies for the late reply! The Marduk Railguns all use unique cooldown stat subtypes, this is specifically to prevent them from being able to fire faster than is reasonable following using vanilla ERegs feedback from early users of the mod. The Melammu and Melammu Dingir however can have their reload speed increased using the Capacitor Bank module, but at great point cost. The Enuma Elish and Abzu both have unique, unbuffable reload times due to their overwhelming firepower.