NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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Teranian Empire Colonial Navy
   
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File Size
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313.903 MB
23 Dec, 2023 @ 10:27am
25 Aug @ 9:02am
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Teranian Empire Colonial Navy

In 2 collections by Maximilian Archambault
Maximilian's Miscellaneous Modlist
94 items
Carrier Compatible 6k Modded Game List
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Description
Maximilian Archambault's custom faction, the Teranian Empire's Colonial Navy based on designs from Colony Wars (1997).

The Teranian Empire was founded by those cast out from the people that existed before the Marduk Clan Collective was known as such, forced to leave their homeworld on the very ships they had originally arrived on. However while the Collective eventually forgot their own history, the Teranian's didn't. Thousands of years later, their Colonial Navy, hundreds of ships strong, returns to reclaim the world that was 'stolen' from them, carving a bloody path through the Cluster to reach their goal and enact vengance with no mercy or remorse.

Expanded and detailed faction lore and history is still under construction but I hope you all look forward to what is to come for the Colonial Navy.

Many thanks to Ancient, AGM, Tartiflette, Comet, EvilMonkeyPaw, Stephmo, Tuna, Hello There, Wormulous, ShadowLotus, Brutoni, Kylelck, Arkedeon, PuppyfromHell, M1 Abrams and many many others in the Nebulous Discord Mod Development channel.

Modeled and implemented by Maximilian Archambault

Should you have any feedback on the Colonial Navy faction, you can either leave a comment on the Steam workshop page, or come join us on the Nebulous Fleet Command discord where a forum for mod feedback and discussion has been established.

I hope you all enjoy the Colonial Navy and please look forward to more updates in the future.
Popular Discussions View All (1)
9
20 Apr @ 3:13pm
Firing Arc Issues
Anomaly
45 Comments
Anomaly 15 Sep @ 9:03am 
makes sense to me. it would be great to see how the Navy is like when they're around as fleshed out as Marduk is, so far the Navy is my favorite modded faction to play. I'm not too big on using discord, so if I have anything lengthy to say, I'll create discussion posts on this page. unless if you'd insist on discord.
also as a note if you'd like me to try or test anything I'm all ears, as of now I'm just playing the mod normally and saying something whenever I notice something odd.
the invader cruiser is my most used ship so maybe I'll have to diversify more so it's not the only hull that gets 'playtested' lol
Maximilian Archambault  [author] 15 Sep @ 3:12am 
@Anomaly You're rightly encountering these issues due to Marduk having long had balance pushes vs vanilla due to being much older and the Navy having had zero balance passes vs Marduk due to being incomplete. While this kind of feedback /will/ be useful in the long run, I'm waiting for the Navy to be more fleshed out before making any requests for balance feedback. That being said, there are forums on the main Nebulous discord and the Modfleet Fight Club discord that can be used for feedback, just understand that outside of fixing functional issues, balance changes will not be the priority at this time.
Anomaly 14 Sep @ 8:51am 
to clarify a little more, by "U-turn" I mean rotating 180 degrees not switching movement direction. if it's preferable I can open discussion threads for any further comments or feedback, just didn't think at the time that I'd have so much to type and say lol
Anomaly 14 Sep @ 8:17am 
I used the show hidden stats mod to show the impact. for an increase of 685 points just to fit 5 Agility drives on an Invader, totaling 2650 points on an otherwise untouched default ship, an Invader can manage a 114 second U-turn and a 90 second roll-over. cruise/flank speed of 30.22/45.33

An Ishtar, one of two classes explicitly stated as being something the Invader is meant to combat, increases its cost over its stock configuration by 20 points with 5 Mobility drives (with the default large engine being as expensive as 3 of them) to manage a 61 second U-turn and 23 second roll-over. speed 17.89/26.84

For comparison, an OSP Marauder with 2 Yard drives for +20 points manages a 135 second U-turn and 22 second roll-over. speed 19.69/29.53

This doesn't take into account the challenges of actually powering an Invader with that many expensive Agility drives, or how to optimize its actual combat ability with only 350 points to spare
Anomaly 14 Sep @ 8:02am 
This seems odd to me given that Marduk is a more standard faction that can fight at typical ranges, while the Navy is largely restricted to point blank range. Marduk being so much more agile than the "melee" faction seems backwards since it makes them a lot more effective at close range where the agility matters. I would imagine it should be the other way around where Navy ships are easily able to turn very quickly on the spot (while still having the speed to close in fast) while Marduk ships would prefer to sit further away.
Anomaly 14 Sep @ 8:02am 
Sounds good, I look forwards to seeing how the mod grows. On another note, I played around with the Marduk mod, which I understand as being the main opposition of the Navy. I noticed they have a drive (DSM-250 Mobility) that trades a tiny amount of top speed for a large amount of agility for a non-compounding 10 points each. On larger ships with enough slots they can easily maximize their agility for minimal cost and become more maneuverable than OSP liners and effectively unable to be flanked.

The Navy's equivalent, the TPS-M-450 Agility, has a compounding 75pt cost while buffing both speed and agility, with the compounding cost making it completely non-viable to maximize agility. The Invader is unable to be as or more agile than the large Clan ships it's explicitly meant to match.
Maximilian Archambault  [author] 14 Sep @ 3:08am 
@Anomaly This faction is still very early in development and development was stalled for a significant amount of this year due to commission obligations I had. I am as of last week free of those obligations and have resumed work on both Marduk and Navy updates. I will take your feedback into account and also look into the issue you've mentioned regarding the Invader.
Anomaly 13 Sep @ 11:14am 
and on a related note, when using the Invader, the smaller laser banks on the top and bottom of it that hold PD or light guns appear to have a problem hitting its own hull at angles where the rim of the saucer starts to get in the way, and they don't stop firing either. it seems about 10-20% of shots hit the own ship. I haven't yet tested to see if other ships have a similar issue

as a small clarification, HEKP does do a small amount of damage to shields, but not anywhere close enough to be an actual threat. which does seem fair to me considering how hard it is for this faction's PD to shoot down hybrids as of now
Anomaly 13 Sep @ 11:12am 
I did some testing and battles as of late. It appears HEKP warheads are completely ineffective against shields. It seems fair enough, as it is this faction has no way to reliably shoot down hybrid missiles, however hybrids using high explosive are still effectively impossible to shoot down while still dealing enough damage to break shields and destroy the ship.

I would suggest something to help against hybrids, either aircraft that are cheap enough to not get much in the way of their close range pew pew playstyle (I feel the ships fall off without using buff modules so it's a concern to me if defenses become too expensive to maintain a healthy offense), or more expensive PD solutions (like new ammo or new weapons) that can replace their stock PD banks with something that can destroy hybrids and fast/high volume threats in general.
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.