NEBULOUS: Fleet Command

NEBULOUS: Fleet Command

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The Sovereign Incident =[DEMO]=
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12 Jun, 2024 @ 9:13pm
12 Sep @ 11:15am
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The Sovereign Incident =[DEMO]=

Description
This is an early release, demonstration version of a mod project I'm working on.

Thank yous to AGM: For everything.

And

NullAurelian
The Cyndar System
Theta03
ViceAdmiralIP
Yub

For QA and general testing.

Included in this demo:
- 2 factions
- 2 ships per faction
- 8 custom missile types
- More example equipment for all existing modular slots

and all currently planned unique core mechanics!

All of this is intended to give you an idea of what each faction will be about, once they are fleshed out. At present, neither of the factions are particularly viable for assembling skirmish fleets.
Popular Discussions View All (1)
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15 Sep @ 11:01pm
Flavor Text Translation
The Jedi Knight
131 Comments
Star_Kindler 1 Oct @ 8:40pm 
Oh also (x2 lol) what are Macron guns intended to be used for? They seem to have very low damage output compared to cannons for far higher price (+ large power cost). They are a freaking AWESOME concept but I can't seem to use them effectively. Cannons seem to be just better which is really sad as well.

Btw I can't believe I forgot to say it but this mod is AWESOME! I cannot wait until the Sovereign Navy is fleshed out more and the Raiders have their buttons fixed. I've already been having an incredible amount of fun with it. Best mod in Nebulous in my opinion! Nobody else is nearly this creative. This must have taken a ton of work.
Star_Kindler 1 Oct @ 8:33pm 
Oh also the Casaba Howitzers like to disappear before they get in staging range with no effect. I think they might be staging on asteroids and the effect isn't triggering properly if it's not staged on a ship? I'm not sure. They just keep disappearing randomly when my enemy doesn't have any long-range PD.
Star_Kindler 1 Oct @ 8:32pm 
Putting nuclear ordinance on the voidcraft seems to be broken atm :(. Gives a "invalidCastException" or something when the nukes try to detonate, where nukes fired from ships work fine. Also not sure if they're worth it at all since the bulk hangars have so low hp (as the person below me said) and you can only bring 6 craft per ship max, launching 2 at a time max. I could not BELIEVE how awesome they looked coming out of the hangars when I tried them the first time so this really makes me sad. I hate carriers in this game due to the micro but if you give the Sovereign Navy a carrier I would actually play it - the cool factor would be too much to pass up.
Exist Boi 23 Sep @ 10:55am 
nvm i take it back i relapsed back to using artillery coastwalkers & just use heavy armorers for brawling - hangar coastwalkers w/ vs-18 support just arent worth it imo
Exist Boi 22 Sep @ 4:19pm 
not going to lie i kept underutilizing vs-18s but giving them heavy armorers is just so satisfying, only issue i have is that their arming times are quite long (specially for rocket loadouts which are pretty underwhelming since they really only work well against scouts) - that and how fragile the vanilla internal hangars are
Exist Boi 22 Sep @ 3:22pm 
yea disabling faction exclusivity & the coastwalker's survivability is really nice with citadel mags,
i just run them in duos w/ modC TC for use as artillery

...but its really tempting to run them w/ hangars for rocket support from VS-18s, though thatd necessitate replacing a power reg. with extended mag space and leave you unable to use DEWs on them - on that note i feel like the power regulators and extended magazine could use some additional dmg threshold with how much ive had them sniped while using the saltwraith
Star_Kindler 22 Sep @ 7:48am 
The Coastwalker compartment 5 is clearly meant for the magazine but since they don't have citadel mags it keeps getting destroyed and greyed whenever the ship takes even light fire from the front, even when everything else in the ship is barely damaged. Personally I think they'd really benefit from access to citadel mags since they have the 3-height compartments like OSP. Otherwise I really think the Coastwalker needs some adjustment to it's compartment placement so that there's a better place to put the magazine.
Exist Boi 22 Sep @ 1:52am 
-.1* i mean unless its supposed to be -90% instead of just reducing beam cooldown to 90% of its base state
Exist Boi 22 Sep @ 1:51am 
yea the modifier is set to .9 instead of -.9
Star_Kindler 21 Sep @ 9:36am 
Edit: it says "+90%", maybe you meant to set it to 90% instead of adding 90%?