Operation: Burning Lance

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Authors: AmadeusReborn, Kylelck

Last revision: 9 Oct, 2023 at 12:35 UTC

File size: 960.43 MB

On Steam Workshop

Description:
Introduction

This mod is not designed with much, if any form of balancing in mind, even within the internal factions. It is definitely not balanced for vanilla style game play at all. Use at your own peril. No warranty will be provided if this poorly balanced mod breaks competitive games.

Current Mod Version: 0.40

Last Updated for Game Version: 0.3.1.18

In the Milky Way, a war rages. Two sides have been formed by empires with different philosophies and morals: the Peacekeeper Alliance, and the Warlord Pact.

The Peacekeepers view themselves as protectors of the galactic community, and seek to protect themselves and weaker states from those that would exploit them. The Warlords seek to safeguard their beliefs from those who would police them, even if their beliefs bring harm to others. Caught in the middle are neutral powers, who must chart their own course through the tides of conflict.

Both sides seek total supremacy, and as such, great battles are commonplace across the galaxy as the war continues to expand…

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Overview

Operation: Burning Lance is a mod designed to add several factions/races independent of the Nebulous universe. The mod currently only offers 4 factions, split off from the private total conversion mod I’m working on as a form of low key testing. The races and ships are mostly complete, but lack polish.

Additionally, the mod also contains 8 maps that were meant more for scenarios/future custom missions then actual competitive play. These maps are only tested on Control and Annihilation.

Known Issues
  • DC boards for the Centurion, Hazelia, Skybound MKI, Guardian, Hatred, Misery, Onslaught, Oppressor are poorly designed. Will be updated later (Maybe?).
  • DC boards for certain ships have nonclickable components (Fixed in 0.41)
  • Cannot highlight DC Board components (Fixed in 0.41)
  • Damage decals for some parts of certain ships will be mirror’d.
  • Damage decals have a visible seam in the middle of certain ships.
  • Reactor Blooms may not strip armor off this mod’s ships.
  • Icons and screenshots for components are not completed.
  • In the fleet editor, mounts/components/modules are not sorted correctly (My bad).
  • The Arquebus ML216’s model only has 12 barrels, but can load up to 16 missiles. A model update is planned in the future.
  • Some component descriptions are wrong/using vanilla equivalents.
  • Damage might not be accurately modeled as colliders are still undergoing change.
  • Zaretian Decoy Torps vfx is unfinished and may behave weirdly.
Potential Issues
  • Long-Range beams are using custom code to handle temporary firing modifiers, they may be scenarios where I did not account for them properly.
  • Plasma Pipe Rupture has not been tested extensively, may have issues with audio/MP.
  • Maps are only tested for Control. AI is not extensively tested with these maps.
  • This mod is a hasty split from the TC mod in progress. There may be some errors as I potentially forgot to include some stuff.
  • Maps could have performance issues on lower spec PCs
  • Operation: Burning Lance ships are generally more performance hungry compared to vanilla ships. Massive battles may have terrible performance on weaker systems.
  • As of version 0.28, the mod has been split up into multiple bundles. Some issues may occur as a result.
Not an Issue
  • Margan ships do not eject lifeboats. They hate other races so much they don’t eject lifeboats and prepare to fight boarders from the wreck of their ship.
  • Aeverian Turrets don’t have barrel glow effects apart from the rampart and buttress. Aeverian turrets are engineered with high tolerance and can withstand combat heat.

Factions

Aeveria (Peacekeeper)

Difficulty: Easy
Number of Ships: 8

The Aeveria are a High-Tech generalist faction with access to a large pool of options compared to the other races. With good access to beam weapons and EWar/Radar Capabilities, the Aeveria can and usually will dominate most open space engagements with ease, although they can have issues dealing with large swarms of lower tech ships if not properly built right.

Margan Holy Dynasty (Warlord)

Difficulty: Medium-Hard
Number of Ships: 9

The Margan are a Low-Tech swarm faction with access to beam weaponry unlike most other warlords. With poor radar/EWar capabilities, the Margan usually rely on large numbers of cheap disposable vessels to provide information/escort for their numerous beam armed ships.

Zaretian Monarchy (Warlord)

Difficulty: Medium
Number of Ships: 10

Crass and rude, the Zaretian Monarchy is a Mid-Tech bruiser faction focusing around weight of cannon fire backed up with missile warfare. With decent EWar but middling radar capabilities, the Monarchy has to pick its battles wisely against beam armed peacekeeper forces.

Biomatter Hives (Neutral)

Difficulty: Medium-Hard
Number of Ships: 8

The Biomatter Hives focus on attrition, positioning and ambush tactics, with immunity to EWar. They have a heavy focus on positioning/cover gameplay and wearing down hostile warships by dishing out a lot of debuffs and armor strip before going in for the kill.