NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

Teranian Empire Colonial Navy
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 | 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
Maximilian Archambault  [author] 18 Feb @ 5:43am 
That'd be due to the update that pushed the PTB to live. So the issues found on the PTB are now found on the live branch. I believe it's been ID'ed to an issue with AGMLIB, we have to wait for AGM to update that mod for all mods that use it to become functional again.
Anomaly 17 Feb @ 11:18pm 
Yeah. Same. On main branch. Can't even get into a game with the faction either and it reports the same error
Lord Kyle Deshara 17 Feb @ 9:07pm 
Getting the MissingMethodException error that Anomaly reported on main branch myself when trying to make a fleet for this mod's ships.
Anomaly 17 Feb @ 6:22am 
I could imagine either a token shield with low durability (like a "navigational shield"), or a shield that makes the ship costly to bring. It would also be interesting to have more varieties of shields instead of just 7k for any ship short of a cruiser. I do personally feel that every ship should have the opportunity to be shielded even if only weakly, or at a high price point, since that feels like a core part of the faction's identity. The corvette doesn't even have to have a shield in the quadruple digits, I can imagine something in the hundreds being fair enough.

I get your reasoning either way. Just throwing out my two cents.
Maximilian Archambault  [author] 17 Feb @ 5:45am 
@Anomaly The Trespasser-class Corvette isn't intended to be able to run shields on top of its weapon systems, not to mention I feel as though giving Corvette sized hulls that level of durability isn't conducive to enjoyable gameplay.
Anomaly 17 Feb @ 2:02am 
What shield generator is the corvette supposed to use? There doesn't seem to be any shield or power generators that don't compete with the other for the sole 3x3x3 module slot
Anomaly 14 Feb @ 4:07am 
Looking forwards to seeing them. Appreciate the answers, and apologies again for the misleading report earlier.
Maximilian Archambault  [author] 14 Feb @ 4:06am 
@Anomaly Marduk strikecraft will use more traditional munitions, Navy craft will use munition systems similar to their warships. Strikecraft will not carry beams.
Anomaly 13 Feb @ 11:28pm 
Sounds pretty awesome. Will the aircraft use the same ammo mechanics as the ship guns? Will there be any beam weapons for fighters too?
Maximilian Archambault  [author] 13 Feb @ 10:56pm 
@Anomaly Yes, there are plans for a full suite of custom craft for both Marduk and the Teranian Navy.
Anomaly 13 Feb @ 10:40pm 
Yea I forgot that I was on testing, apologies. It works fine on main either way, appreciate it. Have plans for custom aircraft?
Maximilian Archambault  [author] 13 Feb @ 10:37pm 
@Anomaly Right that would have been good to know in the first place. This mod isn't configured with the test version, there's always the risk of incompatibilities. Unless it's specifically mentioned that a mod is compatible with the test version, please only use mods on the main branch to prevent misleading errors.
Anomaly 13 Feb @ 1:24pm 
This error seems to only pop up on the testing branch on nebulous which I was on before. Going back to the main version makes it work properly. Seems resolved as long as I stay on main, but still doesn't work on PTB testing version
Maximilian Archambault  [author] 13 Feb @ 5:06am 
@Anomaly I'm hoping that the hotfix I just pushed should resolve your issue, please let me know if there are further problems.
Anomaly 12 Feb @ 8:32pm 
Sounds good; and this error does prevent me from even attempting to create a fleet using this faction
Maximilian Archambault  [author] 12 Feb @ 9:55am 
@Anomaly Not sure why that's suddenly becoming a problem, but it's part of something I can probably scrap. I'll try and have a fix out for it this week.
Anomaly 12 Feb @ 5:06am 
I get this error when trying to make a new fleet with this faction, and I had all of the dependencies loaded.
MissingMethodException: int Ships.HullComponent.GetResourceProvideAmount(Ships.ResourceType)
Maximilian Archambault  [author] 18 Jan @ 2:05am 
This is a general message I'll be sharing on all my mods, but as is very clear last week's carrier update broke /a lot/ of stuff, less than expected, but still enough to cause significant problems. I'm going to be working through mods one at a time where I can but be assured that they are all going to be fixed at one point or another. I can only apologise for the inconvenience and hope that the upcoming content will satisfy afterwards.
JollyTallGuy 10 Jan @ 8:40pm 
I just found this mod. I absolutely adore you for having put this together. Now I'm going to go watch all the CW1 and 2 cutscenes on YouTube while I design ships for both sides.
Vortex 295 8 Nov, 2024 @ 7:54pm 
OH MY GOD THIS WAS MY FAVORITE GAME AS A KID
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.
Maximilian Archambault  [author] 7 Apr, 2024 @ 9:02am 
@ultravires The Tsar and his battle fleets saw everything, knew everything, punished everything...

Glad to see another colony wars fan in the wild! The Dreadnaught and Titan will handle much like the Dreadnaught and Titan currently in the Marduk Clan Collective, super-capital warships if you've experienced them. The Navy is on the back burner as I've been dabbling in other projects and also have commissions to see to, but rest assured this will see completion in the future.
UltraVires 7 Apr, 2024 @ 12:42am 
"When I was very young- the Earth Empire controlled the skies..." Very cool. Really interested to see what you do with the Dreadnought and Titan.
Maximilian Archambault  [author] 26 Jan, 2024 @ 3:24am 
@madlarkin8 I'm glad you like them! I used the League of Free Worlds hulls as the inspiration for the Marduk Clan Collective, but that was a more loose interpretation. This is a much stricter adaption.
madlarkin8 22 Jan, 2024 @ 10:49pm 
Cool looking ships, like retro star trek with a more grounded warfighting look. I preferred the League of Free Worlds ships from colony wars, but they have a more traditional ship look so I see why you chose to base it on the Earth Empire.