NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

Experimental Weaponry
21 Comments
ToxicMosquito 10 Oct @ 10:32am 
that's great news, the mines are fun to use and I look forwards to what you come up with next
Hafen  [author] 27 Sep @ 4:35pm 
Good news: this is being actively worked on again
Hafen  [author] 11 Feb @ 12:47am 
Shouldn't do, it's only dependent on AGMlib
unlikeaboss 10 Feb @ 10:35am 
seems to have a dependency issue?
Hafen  [author] 25 Jan @ 3:07am 
Unfortunately the only way at the moment to get EWar working on mines is scripting, that's something I can't do and the scripters in the community are all working on things already that are more important. That is an interesting idea though, so thanks for sharing it
Nyx (She/Her) 24 Jan @ 2:15pm 
concept: Mine with a tiny radar signature, but its only armed with an illuminator that it points at the target
Hafen  [author] 19 Jan, 2024 @ 4:14am 
Found what the issue with the war horn was, update soon to come to fix it
Hafen  [author] 13 Jan, 2024 @ 3:41am 
Hiya, could you send me the error log on discord? I have a vague idea of what the issue might be but it would be best to get specifics
apionne 13 Jan, 2024 @ 12:49am 
war horn is bugged i think?

it makes me stuck at spawning fleets
Hafen  [author] 12 Jan, 2024 @ 10:01am 
Equally, this means the Patron versions of the Ahira and Harbor now work properly
Hafen  [author] 12 Jan, 2024 @ 9:58am 
Yes, the lack of manual aiming is because you shouldn't need to set a firing direction anymore owing to them being actual mines now. I'm a big stickler for player experience so having to aim with them was annoying me.
Kharak 12 Jan, 2024 @ 9:51am 
Yea, I could see why that is. When I tried the halo mod, the submunitions from regular missiles almost crashed my game from a single ship using them. I wouldn't know how much of a nightmare it'd be to make submunitions of submunitions work.

(Oh also I did check and yes it was just an issue that I was moving while firing. I should be good now that I know, thanks!)

(EDIT: I was wondering, how does the no need for manual aiming work? When I tried the Ahira mine I had to fire manually but I am guessing it is because you don't have to aim in a particular direction for the mine to go in the right direction, so it isn't an issue at all but I just wanted to ask since I'm curious.)
Hafen  [author] 11 Jan, 2024 @ 3:01am 
Which is also why I'm struggling to get the patrons working for the harbor and ahira, the game doesn't like submunition missiles spawning submunition missiles
Hafen  [author] 11 Jan, 2024 @ 2:59am 
As a limitation of the way they were made, they're technically just incredibly slow submunition missiles. This means that you need to be still while launching them and set the firing direction away from your ship or they'll impact on the hull. I seriously hope that's the issue you're having or I'm going to have to do a lot more work than I thought.
Kharak 10 Jan, 2024 @ 5:10pm 
How does the rocket mines work? For me they despawned upon launch, and I'm not sure how to use them correctly.
Hafen  [author] 9 Jan, 2024 @ 2:54am 
Thank you, there are more to come in the future.
chryssjanzonio 8 Jan, 2024 @ 9:57pm 
nice mod. i like the more unconventional weapons.
Hafen  [author] 8 Jan, 2024 @ 2:27pm 
There'll likely be an update tomorrow to put out the 'awaiting release' stuff, if I can find the time to make models by then (or if you want them sooner, I can release them with placeholders)
Hafen  [author] 2 Jan, 2024 @ 11:46am 
Heads up for whoever checks here, I'm planning to release an update tomorrow with two cannons, two mines, a rocket and a few bits of ammo
Hafen  [author] 31 Dec, 2023 @ 2:52am 
I am pretty certain they can, my main vision for when I made the mod was just "that one scene from Pacific Rim where Chernov Alpha charges the monster with a horn blast" in Neb form.
avali gaming 31 Dec, 2023 @ 12:21am 
very curious as to whether the horns can be heard by opposing players