NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

Star Wars: Armada Command - The Clone Wars
57 Comments
5doc 1 Jul @ 12:47pm 
I missed that part, sorry.
SmithTheUberpod 30 Jun @ 9:35pm 
5doc, it says Carrier support isn't added yet
5doc 17 Jun @ 3:48pm 
I take it back, shield is fine.
5doc 15 Jun @ 5:44pm 
cluster bomb are highly effective against shield, same with missiles!
5doc 14 Jun @ 7:48pm 
divide the shield health by 100, or more.
goofball305 9 Jun @ 12:02pm 
12 Republic Fighters cannot kill a Recusant, the shields are too strong.
goofball305 9 Jun @ 11:21am 
Note: The Republic Fighters with the Lasercannons can absolutely kill lone Hardcells and Munificents in decent numbers. Testing Recusants next.
Nardo polo 9 Jun @ 8:23am 
Does the AI know how to use the fighters I have yet to see them launch any and I cant tell if Im missing something or if they cant use them
goofball305 8 Jun @ 7:27pm 
Also, Just noticed that the fighters aren't showing up in the "Universal" faction from the "factions unlocked" mod
goofball305 8 Jun @ 1:16pm 
New Fighters are awesome, but the Venator can't fit a hangar, so for now we have the ship who's main selling point is it's carrier capabilities being unable to carry fighters.
asilver 8 Jun @ 12:45pm 
are there premade ship in the mod or in the workshop?
Quizorp 30 May @ 12:46am 
why is it always clone wars slop?
Clarathecat 29 May @ 4:13pm 
Never mind, I'm noticing this problem with other mods as well, not everything, but most mods that I attempt to subscribe to
Clarathecat 29 May @ 3:53pm 
This mod, HK shields, and the extra content mod absolutely refuse to download, like, it just reads as "0B" and doesn't show up in the mod section in-game

I've tried unsubscribing and resubscribing but that doesn't seem to do anything
MRKNGTURKEY 26 May @ 1:51pm 
My Biggest problem is the lack of Starfighters for both sides to use, though given this is development in progress it's safe to assume they are coming eventually but is there a way so that Starfighters can be deployed in quick succession faster than in the base game so it's like starwars
White_Brow231 TTV 24 May @ 9:30am 
@Ovengamer3.0 Granted, I could be reaching too much here, but I think missiles would penetrate shields as they are a solid object. Shields are meant to absorb the laser fire's heat and dissipate it in space. When shields fail, it's because the heat sinks for the shields are overheated and cannot keep up. Missiles are supposed to be deadly, still as they can pass through shields and hit armor directly.
Ovengamer3.0 14 May @ 2:06pm 
I honestly LOVE this mod, the concept is fairly straight forwards, Ion's to melt shields, and Lasers to pummel through the ship itself. Sure the Capital Ship Shields are VERY strong (Which, yk, makes sense), but with focused fire capital ships can be knocked out. The base game missiles don't really have any place until shields come down, (which, again, makes sense), after that they can be very deadly. Two things I would love to see that would certainly balance out how strong the capital ship shields (the lighter classes have decently tough shields, but nowhere near the HP of the Providence and Venator) are craft, and Ion Missiles/Torpedo's. Please keep updating this mod and adding more, I absolutely love it!!!:steamthis:
Thourq 18 Apr @ 10:07am 
@Nicoplia They do break. You just need an absurd amount of Heavy Ion Cannon fire to break them and they take forever to break.

@goofball305 Hmm, then I'm not sure what the problem is. Have you checked if you set it up with the right load order? The Fly Forwards Dependency should be loaded first before this mod (ie above this mod in the mod menu).
Jack Oniell 17 Apr @ 4:16pm 
@Bad Bagel, i felt the same way.
BadBagel 13 Apr @ 5:27pm 
This mod is to put it lightly tedious. Shields have far too much health and regenerate far too quickly, ships simply sit on points and shoot each other until the game ends.
Richard Bikkok 7 Apr @ 5:14pm 
fighter craft when?
goofball305 3 Apr @ 5:21pm 
@Thourq I am well aware of this, and have the Fly Forwards Dependency installed.
Nicoplia 3 Apr @ 10:20am 
the shield for the bigger ships dont break, no matter what you trow at them
Thourq 2 Apr @ 8:47pm 
@goofball305 you need to have the Fly Fowards Dependency to ensure they all enter the battlefield facing forward, facing backwards is the default of Nebulous Fleet Command.
goofball305 28 Mar @ 6:54pm 
Also, not sure if this is intended, but all ships are entering backwards.
Davidfiresword02 27 Mar @ 12:37am 
Personally not a fan of the fact that like none of the ships have any compartment slots where the actual bridges are. Imagine the Venator with two CICs where the twin CICs would actually be, giving an in lore use to have two CICs in Nebulous instead of one and an Auxiliary Steering. Lack of spacecraft (even the default ones like the Shelter or OSP ships) also means the Venator doesn't feel like a Venator.

This has potential, but I believe a bunch of the ships need a redesign of the places the modules and compartments go (like placing some where the actual bridges would be in case someone wishes to be lore accurate)
Jack Oniell 26 Mar @ 4:54pm 
This just me, but i would like to see this just closer to vanilla gameplay.
goofball305 26 Mar @ 4:11pm 
Just did another 3000 point Annihilation PvE battle on the Abyssal map, this time an Acclimator 2 with a pair of ELINT Peltas against 3 Munificents. A lot closer, but still a decisive Republic Victory. The Peltas managed to avoid being shot at, while the Acclimator 2 had a minimum shield strength of 35% (though it did expend all 32 of its missiles).

Tried a new tactic and it seems to work quite well. Focus all fire on a single Munificent to bring down its shields, and keep firing until its main gun is offline, then dedicate a Pelta (or the Acclimator 2's laser cannons) to keep its shields offline and DC teams busy while shifting the rest of the fleet's fire to the next target.
Nardo polo 26 Mar @ 7:51am 
How do the venators launchers work
BaronVonSwagger 26 Mar @ 7:35am 
Just noticed that the CIS at the very least lacks the vanilla missile buses!
goofball305 25 Mar @ 4:22pm 
Alright, Just did a 3000 point Annihilation PvE battle of 8 Peltas vs 6 Hardcells on the Abyssal map. It was a slaughter.

The Peltas won in 11:28 with an ammo expenditure of 43-42%, no hull damage, and the lowest I saw a shield drop was about 85%. This was accomplished by having all 8 of the Peltas focus their firepower on a single Hardcell until it died killing it, then shifting to the next.

Not sure how strike craft will change things, but without them it seems like concentration of forces and especially concentration of firepower is the way to go.
goofball305 23 Mar @ 3:09pm 
I've noticed two lore inaccuracies with somewhat significant game play implications. I'm not sure if these are deliberate balance decisions or not, so I'll just mention them.

1: The Munificent class frigate has a spinal Twin Heavy Ion Cannon mounted above the spinal Twin Heavy Turbolaser.
2: The main guns on the Venator (Republic Twin Heavy Turbolasers) are dual-purpose and can be set to an anti-fighter flak mode.
Garyfox12511 21 Mar @ 9:15pm 
not sure if intended but I can't see all ships without the factionsunlocker. examples being the battlecruiser refits.
Bread™ 21 Mar @ 12:23pm 
Could we get custom CIC compartments for all the ships, so we can have them on the bridges and have a secondary bridge for the venator? Other than that everything looks and great.
Skyknife 21 Mar @ 9:22am 
@Hello_There another epic mod as always, thank you for your excellent contributions to this community. I hope you can make strikecraft work for this, my friend is already losing his mind seeing the Venator in Nebulous lol. It might not be balanced but I would love to see a weapon like the one the Malevolence used...I'm just spitballing code here but it could be a really slow weapon with an even slower projectile but if it hits a target it could trigger the reactor shutdown so the ship turns off for 30 seconds. But either way, loving it, you are the G.O.A.T.!
UMP45 19 Mar @ 8:08am 
@TheEngineeringTactician
I agree that that is the intention, although the shields still do function correctly if you utilize multiple. And while I understand it may be difficult to create a special slot, using a unique module size slot has been done before, and while it may not be intended by the author to do such a method at least at this point (which is entirely fine), It is at least a suggestion to prevent people from abusing the systems in place.:steamhappy:
Basti0n 19 Mar @ 12:25am 
its finally released! ive really enjoyed this mod great work:)
samdentry01 18 Mar @ 9:41pm 
It is not possible to express with written language how much I didn't know I was waiting for this, but I will try.

"We will watch your career with great interest."
TheEngineeringTactician 18 Mar @ 4:30pm 
@justanotherjoe and @UMP45. Filtering shields to a single socket requires really annoying scripting. The mod is balanced around the honor system, buy only one shield and only put shields on the things they belong to. @goofball305 use the VLS2 for those slots or the turbolaser casemates. @Aurelian, as mentioned, only use one shield and only put the shields on the specified hull.
Thourq 18 Mar @ 4:41am 
@goofball305 I noticed the same thing, but I did also find a "turbolaser casemate" specifically for that section as well. Also mounting the vanilla VLS seems to work, giving the providence a crazy amount of torpedoes or missiles.

@Hello_There A lot of vessels seem to be missing a lot of armaments compared to what might be listed off wookiepedia. The most noticeable is the arquitens. Are there plans to add more weapon mounts and for the arquitens give it a bit more power generators too?
goofball305 17 Mar @ 11:25am 
I'm assuming that the 3*16*6 slots on the sides of the Providence class (labeled MSL1 through MSL8) are supposed to be used for some sort of missile launcher, but there doesn't appear to be any CIS missile launcher.
KillSmithID 17 Mar @ 6:56am 
Congrats on getting this out! Excited to try it
HardStrike 17 Mar @ 5:39am 
Bro this mod is absolutely amazing.
Fighters in this are going to be insane fun.
UMP45 17 Mar @ 4:24am 
I agree with that, perhaps a spec mount/slot for each hull would function better.
justanotherjoe 16 Mar @ 8:47pm 
in that case while it does work its also wildly broken, more then 1 and shields from other ships shouldn't be able to happen, as it is right now its laughably easy to for a lucerhulk shield on a recusant for example
UMP45 16 Mar @ 5:20pm 
By the way, to those commenting about the shields, by my own testing, multiple shield modules do not break the way the shields work, it just breaks the way the health is displayed in the combat UI element. Once the first shield is depleted, the combat UI element turns red like it should, but it doesn't subtract from the health pool for the shield system until the last shield module is affected.
I can't recommend placing more than 1 or 2 shield modules if you want to keep track of your shields effectively, but they will eventually go down.
Again, it is not like it's not simulated, but think of it like a second shield being put into effect immediately after the first's depletion.
justanotherjoe 16 Mar @ 10:56am 
also do you guys have any sort of discord?
justanotherjoe 16 Mar @ 10:55am 
some suggestions, love the mod, the ships all feel nice to use and could just use a few changes.

1. the shield system seems to break if more then 1 shield is installed or the wrong size shield generator is installed, the power cost of shields should be raised or some other method should be used to force the use of the correct shield module (and only one of them) on the right ship. (could possibly be done with making them built into the ship and unchangeable?).

2. ION cannons should have a high crit chance to simulate them causing electrical problems to ships they hit when the shields are down, would both make sense and help this mod play nice with other mods.
justanotherjoe 16 Mar @ 10:55am 
3. shield functions, how do the shields work? are they affected by the armor stat of the ship they are on or do they take full raw damage from everything?, in my opinion shields should take much longer to start recharging (30 seconds to am minute) as well as/or regenerating slower, this would also help fighter craft (if theyre ever added to this mod, or ones from vanilla and OBL) contribute more effectively vs ships

4. lastly this is more just spitballing cause i dont actually know how the shields work but do ions do more dmg to shields because because the shields have a modifier against "ion" weapons or do the weapons themselves have a modifier against shields. if its the typing that does the damage i would recommend that that ion weapons are swapped to "plasma" and that normal turbos are swapped to some other damage type, again just so that it plays better with other mods and vanilla.
hope to see more updates in the future, this is a pretty impressive mod.
ZEUS MAKE FIGHTERS AND MY LIFE IS YOURS