Main Menu

Recent posts

#91
Yet another fabulous looking game that I have fired up. fiddled with for a few minutes and then left languishing while I bury myself in a couple of addictive oldies. Sad, very sad. I need help.
Back to Shadow Empires :\
#92
#93
and reading Honor Harrington.
#94
Quote from: HoodedMac on August 19, 2022, 10:16:00 AM
The new, titular missile customization feature allows players to customize their ordinance and mix and match a set of 5 missile bodies with 3 warheads, 2 guidance modules, 8 seeker types, 6 support modules, and a configurable engine system to tailor their missiles to match individual needs, including:

• Configure the various seekers for specific targets, design them to reject electronic warfare decoys, or customize the approach angle to the target.
• Cruise guidance allow players to send their missiles on 3D waypoint paths around asteroids in order to strike the enemy from behind.
• Different types of warheads, with configurable size versus the engine's fuel, can deal devastating damage in different ways.
• Support modules can be used to help penetrate PD, such as by launching decoys on terminal approach to turn 5 missiles into 15 and overwhelm point defenses.

Sounds like someone has been playing Aurora!  And that's a good thing.
#95
Holy dog shit that does look great!
#96
Any news on when we can expect to see carriers? Thanks, Marcello!

...and the missile designer looks AWESOME!
#97
Hi all! I'm Marcello, from Hooded Horse.

We've got an exciting update coming out for NEBULOUS: Fleet Command tomorrow, called the Modular Missiles update! You can find the trailer for the new update here: https://www.youtube.com/watch?v=GRv_pdN4JZM

The Modular Missiles update touches almost every part of the game, adding missile customization, new launcher types, and new point defense variety. The update is the largest one since NEBULOUS entered early access, and it also brings a rework of penetration mechanics and a rebalance of cannon, railgun weapons, electronic warfare, and missile launcher capacity, among many other things.

The new, titular missile customization feature allows players to customize their ordinance and mix and match a set of 5 missile bodies with 3 warheads, 2 guidance modules, 8 seeker types, 6 support modules, and a configurable engine system to tailor their missiles to match individual needs, including:

• Configure the various seekers for specific targets, design them to reject electronic warfare decoys, or customize the approach angle to the target.
• Cruise guidance allow players to send their missiles on 3D waypoint paths around asteroids in order to strike the enemy from behind.
• Different types of warheads, with configurable size versus the engine's fuel, can deal devastating damage in different ways.
• Support modules can be used to help penetrate PD, such as by launching decoys on terminal approach to turn 5 missiles into 15 and overwhelm point defenses.

NEBULOUS: Fleet Command is out on Steam Early Access right now with a 93% user approval rating, so give it a try! https://store.steampowered.com/app/887570/NEBULOUS_Fleet_Command/
#98
Quote from: Jarhead0331 on August 05, 2022, 02:22:19 PM
Wow. Some really interesting changes there.

I'm curious about the decision to protect the player from bad colonization choices. I think this is a really key aspect of colonization that should be represented as part of the important decision making process. If a player fails to conduct the necessary expeditions, or for whatever other reason, constructs an outpost on a hostile planet that makes it very costly to manage, while not yielding much of a beneficial gain, the repercussions of that error should be imposed upon the player.

What are your thoughts on this? Given that most factions/houses do not have many colonies, just how important is expansion in AotSS?

Thanks! Honestly, we just wanted to balance that part out - something I've always hated about most 4X games is that you can put a colony more or less anywhere (absent a particular planet class that you can't colonize yet) and it will just grow and expand no matter what. We wanted to take a more realistic approach - so that, for example, there's nothing stopping you from putting a colony in the middle of nowhere, but there's no guarantee that people will actually want to come - a planet needs jobs above all else in a sector that is more or less unemployed, it needs to reasonably nice (lava planets are much less enticing than terran planets) and the leadership needs to be a) competent and b) not psychotic. So having outposts gradually grow and giving the player (and the AI, importantly) a chance to reassess we felt was important. Make no mistake, outposts aren't cheap, and you still have to build them in systems with a LGN connection (formerly, they could work independently) so there is some pre-cost associated now that there wasn't before, but that pre-cost is more strategic in terms of 'What are the pros and cons of claiming and connecting this system?' You don't know who will actually win the bidding, and if you just go and take every holding, you will quickly turn the other Houses against you, which is very costly in the early game. But more colonies = more trade points, more potential shipyards, more research, more EICs (so more Inquisitors), more buildings that generate Operation Points (used for exploration and building) so while you can build vertically in AotSS, I'd say expansion is quite important, especially when other Houses are looking to grow and there's nowhere to go. You gain Power and relationship bonus from opening up another system, and especially opening up another constellation, so really it depends on your personal political situation!

-Steve
#99
Wow. Some really interesting changes there.

I'm curious about the decision to protect the player from bad colonization choices. I think this is a really key aspect of colonization that should be represented as part of the important decision making process. If a player fails to conduct the necessary expeditions, or for whatever other reason, constructs an outpost on a hostile planet that makes it very costly to manage, while not yielding much of a beneficial gain, the repercussions of that error should be imposed upon the player.

What are your thoughts on this? Given that most factions/houses do not have many colonies, just how important is expansion in AotSS?
#100
Hello everyone!

This is Steve, lead developer for Alliance of the Sacred Suns. We have just posted a (fairly lengthy) development blog on our Steam community page, which you can see here: https://store.steampowered.com/news/app/1113400/view/3353511793484745370

Thanks for checking it out!

Steve Hawkins
Lead Developer, Alliance of the Sacred Suns