NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

Exception To The Rule (OSP Campaign)
55 Comments
Sir Aroun 14 Apr @ 2:59pm 
Thought on the Campaign Editor announced in today's devlog?
Me_Myself_Justice 30 Jan @ 4:28pm 
Do you plan adding cooperative mode for campaign? Guess it would fit well
NotSoLoneWolf  [author] 30 Jan @ 1:12am 
Thanks for the report! I already got the log from someone via ETTR's #mod-feedback thread in the official Neb discord, and now v1.2.1 is uploaded which should hopefully fix that issue. Please let me know if it reoccurs
[A] Jet Sabel 29 Jan @ 10:51pm 
Heyo, not sure where to report bugs, but on the last mission the command window is filled with red text and comes back when you hit close or clear. i have the log if you need it. the mission otherwise seems to work fine
Firestorm🗿 29 Jan @ 10:38am 
YOS
NotSoLoneWolf  [author] 28 Jan @ 7:30pm 
Version 1.2.0 is here! The mod is now compatible with the Carrier Update, and contains an entirely new mission to boot, bringing us up to the originally planned set of five. There have also been balance changes to all the existing missions to account for the new capabilities of the AI and in particular its fondness for cruise missiles. I hope everyone enjoys and thanks all for playing
thanks for updating best mod on entire workshop
NotSoLoneWolf  [author] 28 Jan @ 12:30am 
Thanks everyone for your patience and apologies for the delay. Needed to wait for the game's latest update as it had a necessary bugfix. Will have the mod working again either tomorrow or the day after
Fiona 25 Jan @ 11:14am 
is there a timeline on an AI patch? cant wait to try this campaign when it works ^w^
NotSoLoneWolf  [author] 11 Jan @ 8:30pm 
Yeah I plan to get it working sometime this week, just taking a few days to play with the update itself. The new AI is awesome and I have a bunch of ideas for how to use it
Ava Aurora 11 Jan @ 8:10pm 
Post Carrier Update I get an error message in the main menu when loading the mod. Additionally, when testing the first mission I'm finding the enemy ships are AI-dead, just sitting there doing nothing. Considering the reworking of AI in the update I'm guessing something there needs to be fixed. I can pass along the error if needed, this is a great campaign for teaching players about OSP and it'd be a shame for it to stay broken.
Guide Dog 9 Jan @ 7:27pm 
This mod is great, but I was wondering how I can import the Friendly and Hostile ships fleets for each scenario to my fleets? I just wanted to look at the fleet compositions and maybe use them

Also, apparently the AI doesn't know how to use alliance ships either LOL, I'm going to play this again after the AI update tomorrow and we'll see. Might even have to do a staggered container alpha strike in scenario 2 if this AI is actually able to do stuff like PDT unmasking by rotating, because apparently it will be able to at least angle to deflect and cruise objectives so who knows. This is an awesome mod
Shanie MyrsTear 17 Nov, 2024 @ 10:32am 
As a newbie who has gone through the basic tutorial and played some light skirmish, mission 1 kicked my ass. 2 v *whatever* when one of the ships is a forward scouting ship is ...uh... impossible.

Game really needs a real tutorial campaign...
boop 1 Nov, 2024 @ 8:48am 
the tutorial OSPN needed
Weil Undi 26 Oct, 2024 @ 1:04am 
Absolutely neat. A good escalation of difficulty, decent writing, and honestly just having an explanation of what your fleet is and what it does is a godsend.
Megumeme 20 Oct, 2024 @ 2:55pm 
This mod single handedly brought me back to the game to actually try it out. It's exactly the right amount of challenge, the 3rd and last missions were literally perfect in terms of forcing me to reconsider strategies for victory. Spoilers for mission four but: I lost both my tiny frigates early on - the ones with the rockets? but they took out two escorts and damaged one of the Axfords a little bit. I sat behind the top rock and forced the enemy to pop over, so the destroyers were useless and I could just ignore the jamming by focusing on visual range fighting. Then I got reverse ambushed when I pushed over the rock by getting sandwiched bettween the barely alive Axford that got rocketed and the surviving one that had pushed into a covered position against the same rock! My monitors mostly got away free but my Exception to the Rule got blasted. Most of it's components were destroyed but luckily the cannons worked and the citadel CIC was functional
▲▼ 18 Oct, 2024 @ 5:59am 
Nifty- like the Ai too, kept me on my toes. Got caught by Jammers scooting around the map and zeroed my reactors/ drive... very thoughtful work
NotSoLoneWolf  [author] 9 Oct, 2024 @ 1:31am 
Hello again everyone! Released ETTR v1.1.0, which contains the previously promised dialogue tweaks as well as some changes to the player and opponent fleet compositions.
McMuster 26 Aug, 2024 @ 7:53pm 
Very nice work on this, only feedback i have as a new player jumping into this as my first experience with live combat is that the time limit feels quite punishing on the first mission, especially since what counts as "alive" is very generous. I've lost despite having every module ahead of the reactor and drive on the destroyer cored out while my ship is still pristine
Pit 17 Aug, 2024 @ 10:06am 
I think this is what this game needs.
not mithrandir 29 Jul, 2024 @ 8:01pm 
this mod gave me a motive to play and learn this game.
very nice work!!!
and I need more!!!
Kajetan24 24 Jul, 2024 @ 2:18am 
Is there any chance to download the ship designs from the campaign somewhere? Great fun and challenging :steamthumbsup:
white man 5 Jul, 2024 @ 7:31am 
I Really liked how The OSP talk compared to the more sanitized language of the ANS.
NotSoLoneWolf  [author] 2 Jun, 2024 @ 10:02pm 
Released ETTR v1.0.2, which makes it compatible with the game's new minor update. There will be a further update Soon(TM) with balance and narrative tweaks, but I wanted to get the compatibility update out ASAP so the mod wasn't literally unplayable.
NotSoLoneWolf  [author] 19 May, 2024 @ 7:54pm 
I'm planning on updating the mod sometime after the upcoming minor update comes out, and in it I'll tone down Vance's blood pressure a bit :P
Harbinger 18 May, 2024 @ 6:24pm 
@DDeppe Not that familiar with the lore, but isn't OSPN supposed to be hastily-built up navy with lots of civilian materials/personnel involved? It surely would take a lot of time to build up entire navy, and finding some (if any at all) competent persons to lead it would be a monumental task, even more so when you have to go up against professionally built, well-equipped hostile navy. I though some degree of unprofessional behaviors are expected in the circumstances.
burgertanker 28 Feb, 2024 @ 9:29pm 
@DDeppe, have to agree about the dialogue. I get Vance is stressed about the situation in the campaign but its almost like she hates Stratis, despite the in-game quote for the Damage Control Complex [nebfltcom.wikidot.com] (written by the actual devs) showing the dialogue between the two characters to be way tamer
DDeppe 28 Feb, 2024 @ 7:55pm 
Great content, makes me excited for what's to come with this game. Only complaint is the dialogue, military officers don't speak to each other like that, at least not in the Navy. You can create interesting characters without making them all act like Starbuck from BSG. Still 9/10 can't wait for the next mission.
Desasunda 22 Feb, 2024 @ 5:03pm 
-rep furry.
CaptainGeneralGars 16 Feb, 2024 @ 8:47pm 
Just here to say how much I love these ship names! Even better than Halo ship names, and I say that as a big Halo fanboy. Consider me invested in poking an eye in the ANS' eye with these ships!
Senator Pantstrong(Wojszach) 10 Feb, 2024 @ 8:07am 
what are your plans for the future, another campaign?
WillieMedicog 4 Feb, 2024 @ 10:39pm 
please... please just give me one bellbird, thats all im asking for. otherwise great mod!
Harbinger 4 Feb, 2024 @ 10:16pm 
Hmm, for whatever reason, one of CLs (ANS Grey Area) from second mission never fired it's Mk64, despite having a target lock on my ships, effectively made that group useless (apart from missile from FFG). Not sure if it's a bug or random AI shenanigans from base game, though.
Count Sessine 4 Feb, 2024 @ 1:12pm 
This is excellent. Really wish there were more single player scenarios. THANK you.
Senator Pantstrong(Wojszach) 4 Feb, 2024 @ 9:11am 
I love this mod, i hope that you will be the pandora that opened the box for wave of campaigns that would follow
RZU147 4 Feb, 2024 @ 6:37am 
Firing missiles with the search radar makes them go off to the void, so not possible
the missiles are crap and miss/ get shot down (given the dd has chaf)
Holding heading kills my for thrusters, and the AI charges at you constantly- aka, you get flanked

Escorts are hard to hit and kill, cause the ocello misses 60% of shots

the way to deal with alliance is not to bring a damn occelllo, those buckets are crap
MorganOrgan 4 Feb, 2024 @ 1:45am 
Use your own EW suite and missiles to strike the DD before it closes in. You have just enough missiles to obliterate it and have few spare for CLs once you get rid of the PD screen on the frigates.

Use the hold heading command to position your Ocello in a way maximizing your armour. Kill off their escorts from range, degrade the CLs PD with HE and then go in for a missile strike.

The missions are a set of tactical puzzles that you have to figure out, there will be a lot more 'unfair' situations that you simply have to find a solution for, as the scenarios are designed to teach you how to deal with Alliance threat while playing OSP.
Have fun with the rest of it
alyousifhaytham 4 Feb, 2024 @ 12:54am 
will there be a convoy defence mission where ans have to defend a a large convoy of countaner liners from osp
RZU147 2 Feb, 2024 @ 4:21am 
First mission is aboslute BS. Like wow. One shitty Ocello vs A CL + Escorts. Took me ages to Kill that. Lost all PD. All Engines + the tug. Then got killed by the billion HYBRID missiles the DD has. Are you mad?!
Firestorm🗿 1 Feb, 2024 @ 5:51am 
@Torpedo Shark Hopefully the framework for this would be in place when Conquest finally gets released, but I have no source for that.
Torpedo Shark 31 Jan, 2024 @ 8:11pm 
do you think at some point you could make a multiplayer campaign or is that problematic with the way the game is set up?
Firestorm🗿 31 Jan, 2024 @ 11:40am 
Found a small bug here; completing the first mission made completion ticks appear for the second and fourth missions.
YoungPup 30 Jan, 2024 @ 11:08pm 
Very Nice
--Kenric 30 Jan, 2024 @ 3:26pm 
Superb work, I loved every one of the missions, and the opportunity to play in a story set in the game's universe was awesome! To me, solo campaign is nebulous at its best. Every one of these missions was like a puzzle, I'd get absolutely bodied in the first try, and then switch up my tactics for overwhelming victory.
Achilles 30 Jan, 2024 @ 3:38am 
Super cool mod, excellent work
Carson 29 Jan, 2024 @ 3:40pm 
NSLW goated as always
☠️Skullsquad-HSC 27 Jan, 2024 @ 6:38pm 
Just played initial 4 (hint). Loved it!! So much fun!
Senior Tacobell 27 Jan, 2024 @ 9:57am 
*Raises bowl* Please, sir, I want some more?

Jokes aside, I loved the lore in these missions. Thanks for the mod!
MorganOrgan 26 Jan, 2024 @ 4:58pm 
Wild ride all the way to the very end, perfectly balanced where the fights are just hard enough.
10/10, would survive the last mission with only the drive and CIC working on the Exception to the Rule.
Mobius 26 Jan, 2024 @ 4:19pm 
Extremly cool and well made. Sometimes you don't need to reinvente the wheel: good all meaningfull skirmishes wrap up into a well written short story is all I expect in a fun solo campaign and you sir did provide some real quality content here.

I'm lookin forward for more solo player modded missions !