星云:战舰指挥官 NEBULOUS: Fleet Command

星云:战舰指挥官 NEBULOUS: Fleet Command

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Teranian Empire Colonial Navy
   
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313.947 MB
2023 年 12 月 23 日 上午 10:27
10 月 6 日 上午 5:23
22 项改动说明 ( 查看 )

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Teranian Empire Colonial Navy

在 Maximilian Archambault 的 2 个合集中
Maximilian's Miscellaneous Modlist
94 件物品
Carrier Compatible 6k Modded Game List
53 件物品
描述
Maximilian Archambault's custom faction, the Teranian Empire's Colonial Navy based on designs from Colony Wars (1997).

!!This faction is intended to be played at 6k points per player or higher, and is intended to be used against the Marduk Clan Collective. It is not vanilla balanced!!

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.
热门讨论 查看全部(2)
10
9 月 27 日 上午 2:22
mod feedback
Anomaly
9
4 月 20 日 下午 3:13
Firing Arc Issues
Anomaly
67 条留言
Maximilian Archambault  [作者] 10 月 3 日 上午 6:10 
@Anomaly Yes
Anomaly 10 月 3 日 上午 5:06 
any plans for hull modifiers or modules/compartments to ease aircraft usage across the roster? it takes quite a lot of flight deck traversal system modules to allow the ships to launch more quickly when they only have a couple of launch bays at most; which would interfere heavily with combat-oriented buff modules.
deck traversal time is the biggest bottleneck with the limited amount of "pads", even using strikedown stations to try and avoid using module space wouldn't ease effectively things along on top of their steep points cost.
Anomaly 10 月 1 日 上午 4:07 
maybe I'll tune in sometime, but for now I won't spoil the upcoming content to myself lol. just gonna hope it comes sooner than later
Maximilian Archambault  [作者] 9 月 30 日 上午 9:54 
@Anomaly You can often catch me doing mod dev work on Twitch or Youtube. Just google my name and you should find me
Anomaly 9 月 30 日 上午 7:22 
noted, sounds swell. hoping to see the content roll out soon whenever it's good to go
Maximilian Archambault  [作者] 9 月 30 日 上午 2:57 
@Anomaly My plan is that each factions Superiority Fighter will use the ANS Tanto flight model so they will each operate as the best fighter on each side and utilise wingmen etc. Regular Fighters will use the OSP fighter flight model and so on.

Scope and scale is that the Navy will approximately match the size of Marduk. They have 5 more hulls due to be released. As for craft I selected 6 craft for each side from the original game so that should be more than enough given most factions only have 4 or so craft.
Anomaly 9 月 29 日 下午 8:43 
I thought of more questions after coming across videos of colony wars. what is the scope and scale of the future content? I notice that Marduk has quite a lot of hulls; would the Navy receive a similar amount of hulls? can we also expect every plane from the games to be represented? I noticed the series has a lot of aircraft as well
Anomaly 9 月 29 日 下午 5:16 
very interesting and exciting. I think the last question I have in mind at the moment is, will Navy aircraft inherit the smart behaviors of ANS aircraft?
in vanilla ANS planes are smarter with their engagements where they will distribute targets appropriately and cover their teammates from attackers, while OSP planes do not have this behavior. this makes ANS planes generally more effective in dogfights.

it would make sense to me for the Navy and Marduk to also have this same relationship, where Navy pilots are smarter in combat to make each plane of theirs more valuable and effective. assuming that this is something that isn't difficult to implement, ideally it's as simple as reusing the AI of ANS tantos and such while Marduk craft use OSP-based AI.
Maximilian Archambault  [作者] 9 月 29 日 上午 5:18 
@Anomaly The Marduk and Navy crafts will have matching line ups, including Scout, Fighter, Interceptor, Attacker, Superiority Fighter and Bomber. Also Navy sensors across the board will be getting buffs with the next update as I'm reversing changes I made to Marduk when it was balanced vs vanilla.
Anomaly 9 月 29 日 上午 3:37 
fantastic. that all is pretty much exactly what I was hoping for. I'd be sad to pick between buff modules for warship duties or fighter cover. maybe someday soon my Invader cruiser will have hangars full of fighters while still reaching +40-50% energy reload rate, perhaps, lol. the only thing I would miss once ANS aircraft are replaced would be the ability to bring a scout plane unless if a scout is already slated to be part of the first wave of custom craft; I often bring an ANS AWACS to make up for the faction's short ranged radars.

as always, I look forwards to seeing how the mod develops further, and I'm excited for the next update.