NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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Kuiper Shipworks: Refit
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19 Oct, 2024 @ 4:00pm
10 Oct @ 6:22pm
29 Change Notes ( view )

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Kuiper Shipworks: Refit

Description
0.3.8: Shore Leave Ended

Cover art by the incredibly talented Lenity!

Join the Discord! [discord.gg]

Credits to:
EvilMonkeyPaw, for his work on the original Kuiper Shipworks. A special thanks to Jeoc for his work on the mod prior to leaving the team. We wish him well on future projects.
  • Comet, for excellent modelling work.
  • CyndarSys, for Unity implementation and focusing Kuiper Shipworks to a specific faction identity.
  • Everstorm, for Unity implementation and developing faction lore.
  • GammaRailgun, for Unity implementation and developing faction philosophy.
  • Hello There, for advising the team in various parts of the mod.
  • Imperial, for organization/workflow help, and Unity implementation assistance.
  • Maximillian Archambault, for Unity assistance and offering his knowledge of Nebulous code.

Quick balance patch to hopefully help solidify Kuiper's mastery of long-range combat while not utterly destroying all options for counterplay.

  • Tweaked Heavy Coilguns to better solidify their role as a long-range weapon platform. (Notably, DPM has been reduced to approximately half of 450mm AP and HE rounds respectively, while maintaining their range and velocity advantages.)
  • Tweaked 500mm HE-T to behave more like a HESH round. Name has been altered to show this. (You will need to re-add them to your magazines in existing fleets.)
  • Type 30 and 30B should fire at void fairies less.
  • Altea Damage Reduction and Armor Nerf (35cm armor, 35% DR)
  • Siege Coilgun visually burns more armor and has had a 30% fire rate buff. Also explodes on first un-destroyed module rather than the surface of the hull.
  • A litany of formatting changes throughout the mod, including adding descriptions to modules and munitions that didn't have them.
  • Type 20 and 20B have had their autoloader sizes reduced to fall in line with their capital-scale counterparts.
  • Type 31 and 31B Autocannons have had their autoloader sizes increased dramatically. Shell damage reduced to compensate.
  • Type 31 and 31B now have an extra shell type available: 308mm HE.

As always, read the patch notes.
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Kuiper Shipworks has been the mainstay ship manufacturer for the Hekhonian (hek-hone-ian) Union for over 180 years, producing everything from small support craft to massive battleships for both wet navies and vacuum navies.

The Hekhonian Union hails from the world Hekhone. A small world, 2/3rds the mass of Earth, about 75% covered in water with harsh mountains and small landmasses, a sapient race of avians grew to be the apex species of the world. Resembling parrots, with 6 limbs (two arms, two legs, and a pair of arms hidden beneath their wings when folded), the Hekhonian navy is one of the only factions in known space to turn their artificial gravity off while in combat.

While a Union is how they present themselves to outside factions, the Hekhonian homeworld is anything but unified. The vast majority of the world is controlled by the Hekhonian Union, while a smaller but industrially strong faction known as the League of Independent Nests opposes the Union.

Orbiting the homeworld is a deployment of Altea-class battleships, of the block 1 manufacturing run. Spaced equidistant around the planet, one may believe them to be defensive positions for a surprise attack on the homeworld. One would say this, until they saw all of the guns pointed toward a large landmass in the northern hemisphere.

While homeworld tensions remain high, the Hekhonian Union should not be underestimated in combat. If a Hekhonian warship can see you, it can kill you. And it will.

<Hulls>
  • Nyste-class Gunship
  • Kyve-class Corvette
  • Cadonia MK2-class Missile Frigate
  • Nexaria-class Destroyer
  • Helendir-class Light Cruiser
  • Kasr-class Heavy Cruiser
  • Altea-class Battleship

<Weapons>
  • [Spinal] Type X40S Particle Lance
  • [Nyste Spinal] Type XN41S Particle Lance
  • [Nyste Spinal] Type N22S 'Winchester' Coilgun
  • [Nyste Spinal] Type N32S 'Carbine' Autocannon
  • [C1] Type 10 'Castle' Light Coilgun
  • [C2] Type 20 'Magnum' Medium Coilgun
  • [C3] Type 20B 'Magnum' Medium Coilgun
  • [C3] Type 21 'Ballista' Siege Coilgun
  • [C4] Type 30 'Onager' Heavy Coilgun
  • [C4] Type 31 'Long Rifle' Autocannon
  • [C5] Type 30B 'Onager' Heavy Coilgun
Popular Discussions View All (1)
3
10 Jan @ 6:41pm
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Everstorm
126 Comments
CynSys | Platius Cyndar  [author] 20 Oct @ 4:15am 
The Nyste in particular will in fact eventually be the faction's bomber analogue, as its return.

As for the Type 20C, we initially wanted to add it but well, the Type 20B already proves incredibly effective out of large capital mounts which is something we've only just managed to adress and now we're worried introduced a C4 variant would be even more problematic.

I'm hoping to eventually at least see it added to FU because its kinda a favorite concept of mine but well, yea.
Everstorm  [author] 19 Oct @ 7:31pm 
You can use the Nyste via FactionsUnlocked. As for the Type 20C, it's a hypothetical Class 4 variant of the 'Magnum' family that we continue to debate adding to the mod. And yes, Kuiper WILL get carriers. We're taking our time to get them right, so there will be no ETA until they are effectively finished.
hatguy218 19 Oct @ 4:31pm 
I cannot see the Nyste class Gunship ingame. Additionally, some descriptions reference a 'type 20C' coilgun which sounds quite useful, yet I cannot find it anywhere. Are these just not in the mod yet?

Also will this mod ever get carriers?

(btw I absolutely love this mod, keep up the good work!)
CynSys | Platius Cyndar  [author] 19 Oct @ 6:50am 
Yes, AGMlib has been accidentally released with it's discrete logging enabled - IE, probably the vast majority of these errors are "x feature was called and executed correctly". It's a feature meant to allow AGM (and mod devs) to track down when things don't work more easily, but it's not exactly meant to go life lol
Anomaly 18 Oct @ 12:24pm 
looks like the range buffs work on the FCR now (at least in test range), though the console is spamming with warnings lol. not sure if that's AGMLIB or not, but at least the functionality is there
Everstorm  [author] 14 Oct @ 12:19pm 
It's an issue with AGMLIB right now. Out of our hands until that update drops sadly. After that though it's DEFINITELY all our fault if it doesn't work lmao
Anomaly 14 Oct @ 2:41am 
hopefully you guys are able to come up with a solution to it, would love to have full functionality on this interesting modular radar system you cooked up
CynSys | Platius Cyndar  [author] 12 Oct @ 4:48am 
Yes, this issue has indeed not been fixed. Unfortunately, it seems to be rather a bit of a mess.
Anomaly 11 Oct @ 7:26pm 
still experiencing the same issue as before after doing another test in the test range. integrated fire control has a stated range of 13.4km after buffs, still only locks at the default 6km range
TzviaTiger 10 Oct @ 6:49pm 
ahhhh