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Nomads Dev Diaries #26

Note: For a few days we are testing this news format. Note that if you make the client fullscreen, there is a tiny 3 pixel wide scrollbar on the right. Pagedown works as well. We will go back to normal soon.

Hooray! A new dev diary is out!

This is the first diary after the newshub has been released! As mentioned previously the diaries have fulfilled their purpose since the changes to the news page, and so we stepped back a little to see what would happen This diary is here as another test to see if we can integrate them into the newshub, or use them for something else.

We arent posting everything we do in these dev diaries though! If you want to see more, to leave feedback or even to help out, join our Nomads Discord

The future of Dev diaries? Who knows!

Clearly, we arent posting these every week anymore. These diaries were intended to promote the nomads mod, and they have certainly done that. in the period between the first and last dev diaries, the number of nomads games played every day has tripled. Thanks to the newshub, this has continued to grow since then and now Nomads is more popular than ever! We even have an ultra fancy graph for you to check out:

You can see when we started these in late 2019, Nomads had about 50 replays per day, which went up to 150 per day near the end of the dev diaries. And then of course the news hub appeared and Nomads skyrocketed. In short, the mod is looking better than ever right now!

This does leave the question of what to do with these diaries, and we are going to look at various options. But that needs dev diaries that are nice and fresh, so here we are making one!

The T1 PD and AA

In the latest patch we have replaced the T1 static anti-air and PD models, and thought that it may be good to look through the process of how they got to where they got.

Way back in 2019 we made a plan of all the Nomads weapons, which units should have them, any variants and so on. This let us ensure that the faction has consistent technology and looks similar. In the same way that UEF anti air guns are all railguns, and the aeon use green lasers on all their gunships, we needed to have a list of weapons, their types and what they were used for.

This is quite an old picture, so you may find some interesting caveats in there, such as the t3 submarine no longer having a nuke at all! nonetheless the weapon types are accurate, and you can see that we are going for a theme with the nomads – they use lots of missiles and lots of projectiles, but practically no lasers, with the exception of the beamer. (which isnt really a laser!)

You can also see that the AA and the PD weapons are used on other units too, such as for secondary weapons, and for the T1 frigate. The first model for the AA was used on the T4 transport as a secondary weapon. It was originally supposed to be an AA weapon but got changed to anti ground part way through! Perhaps theyshould be replaced with the PD model in the far future?

The PD model itself took a lot more time to make after Armaster made the AA turret model, before it was finally put on the T1 frigate. From there it was put on the structure. The T1 frigate is still not finished at the time of writing this post, but the building is!

Since the other factions share the same base for their T1 defensive structures, we did the same thing. And because we already made the decision to use the same model or variants of it on different units, it meant we could develop the base separately to the turrets themselves. Marlo did the bulk of the work on that one, and luckily we didnt run into any significant issues with scaling the models. Very early on in the process we set out dimensions for what they should be, and thankfully we got them right! The weapons on the transport are exactly the same size as the ones on the building.

Making the base also took quite some time, and we tried many variants before we got something that looked right. We wanted the base to not be too entrenched in the ground if possible, since the Nomads are a mobile faction we wanted their structures to at least look like they could pack up and be moved around. Check out some of the early variants we tried. Can you see which bits were kept and which were discarded?

Finally we arrived at the completed model for the base, and it was a simple matter to then put the turrets on.

However what was interesting is that the base shares the textures! By using a little bit of magic with UV unwrapping, we were able to get the same texture to be used in two models. SInce the base of the turrets is the same, this lets us update the texture much easier and ensure that it is indeed the same all the time for them.

Below you can see that the model was in three parts, and on the right you can see the texture space. The stuff in orange is used by the base, while the gaps are filled with both of the turret types, on top of each other. Then each unit uses either one or the other turret, while the base is shared between them.

We did this by fully unwrapping the AA first, and then deleting the parts of the AA. After that we unwrapped the PD into the gaps left over. Then when texturing we linked the textures from one model to the other, and now if we ever tweak it all we need to do is just re-export all the textures and they will be updated on both units.

So. Which do you like more? the Anti-Air or the PD? Let us know!

And that was the dev diary for today. As mentioned above this is a small part of what happens on the Nomads discord, so if you want more, absolutely check it out. Even more important is your feedback on the mod, which we never have enough of, so if you have that, hop on as well!

Thanks for reading all the way down and see you next time, whenever that may be!

To leave feedback or even to help out, join our Nomads Discord

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featured mods Nomads Promotion

Nomads – The fifth faction

Welcome! This page provides you with a summary of the faction, as well as other information such as where to play it, where to make suggestions, and what you can help the project with!

If you would like to know more, join the discord server to chat with us and see all the secrets of how we make the mod:

Nomads discord server: https://discord.gg/eV3wmAX

Contents

Faction Overview

The Nomads are a lost civilization in deep space, diversified in their respective fleets and cultures, and united together as a confederation. In the mod, they are added as a fully-fledged fifth faction, with unique units, strategies, and even custom taunts!

Nomads Units

Land Units

Rather than a light assault bot, the Nomads have the Grasshopper Light Assault Vehicle! Initially used for law enforcement and boarding actions, these hovercraft have been repurposed to provide the equivalent of LABs for the faction. Just like their counterparts, they are able to fire from transports, attaching upside-down to make that possible!
The Silhouette T1 Land scout has a hover ability which, when combined with the LAV, allows them high flexibility in very early combat.
The Eclipse T1 Tank was developed by the nomads after seeing the other factions field heavier units than their LAVs on the field. It is armed with a powerful cannon, at the cost of having the least armour compared to its factional counterparts.
Rather than having dedicated T1 anti-air and artillery units, the Nomads instead field the Barrager Anti-Air Artillery, which can engage both ground and air targets. This flexibility is offset by a higher cost – a unit that can engage everything is rather hard to build!
To combat heavier T1 units, the Nomads developed the Marksman Tank Destroyer – a long-range unit with a powerful gun capable of killing many T1 units in a single shot. However, they have a slow turn speed and lackluster armour, so be sure to protect them!
The Avalanche T2 Mobile Missile Launcher for the Nomads is amphibious, even able to fire at a reduced range whilst underwater, making it able to destroy naval structures and even some close land targets.
The Scarab T2 field engineer is equipped with tactical missile defense, giving the Nomads a potent mobile TMD. To balance its mobility and cheap cost, the Scarab is still inferior to static T2 TMD buildings.
Rather than fielding a mobile shield, the Nomads take an aggressive approach with the Dominator T2 EMP tank. It deals extra damage against shields and disables enemy units, allowing area effects to work to their maximum advantage.
The Brute T2 heavy tank is capable of taking on the largest threats on its tech level. However, it suffers from low speed and the need to be protected by cheaper units.
The Nomads also have the Rogue T2 Fast Assault Hovertank, similar to the other factions. It possesses high speed and a high rate of fire, allowing it to be used on land as a raiding unit against less armoured targets. In the future, this may be replaced with an amphibious unit instead!
The Slugger T3 Heavy Tank is the Nomads’ answer to the armoured assault bots of other factions. Armed with heavy cannons that have area-of-effect damage, the Slugger becomes formidable when used in tandem with the Dominator EMP tank to clump up and annihilate enemy units.
The Mauler T3 Mobile Artillery is fairly similar to the other faction variants, able to deal damage over a long distance. Like the Aeon’s mobile artillery, the Mauler can fire while moving.
The Watchman T3 Mobile Anti-Air Missile Launcher is similar to the other factions, although historically it occupied this niche alone! Before FAF added T3 anti-air to all the other factions, Nomads had it first!
The Nomads also field the Nova T3 Heavy Hover Tank. Armed with missiles and a heavy cannon, the Nova can traverse the water and even participate in naval fights.
Engineers are a key part of any faction, and the Nomads don’t miss out. Their engineers can hover, just like the Seraphim and Aeon, keeping them safe from torpedo weapons.

Air units

Just like the other factions, the work horse of the Nomads air forces is the Falcon T1 Interceptor.
The Nomads air scout is developed from one of the faction’s space drones, able to provide intel similar to its counterparts.
The Phoenix T1 Bomber for the Nomads specialises in precision strikes. As such, it’s armed with missiles rather than bombs, similar to the Cybran T2 Fighter-bomber. This allows it to target enemies in hostile airspace and deliver its payload more consistently.
The Diligence T1 Transport is different from the rest of the factions, able to carry only four units. However, this comes with the advantage of a lower price and a higher speed, giving the Nomads the option of using more transports at the same time.
The Nomads also field the Golem T1 Gunship, which allows them additional flexibility in the early stages of battle, able to destroy targets more consistently than bombers.
The Spitfire T2 Fighter-bomber sacrifices some of its ground weaponry in exchange for cheaper construction. However, its anti-air capabilities remain on par with other fighter-bombers, making it more cost-effective at engaging air targets than its counterparts.
The Nomads use the unique Vanguard T2 Torpedo Gunship rather than a torpedo bomber. It can engage both ground and naval targets with its all-purpose missiles, with higher consistent damage than the other factions, but less up-front damage may leave them at a disadvantage engaging anti-air ships.
The Scalestoria T2 transport can ferry up to 10 T1 units, similar to its factional counterparts. Unlike the other factions, it is unarmed.
The Nomads’ Hornet T3 Gunship is able to engage the heaviest ground targets with its twin heavy cannons, much like its factional counterparts. It also comes equipped with deadly anti-air missiles which, while not as effective as a Restorer’s missiles, inflict far more damage than UEF and Cybran T3 gunships. A swarm of Hornets is a threat you shouldn’t take lightly.
The Beholder T3 Air Scout lets the Nomads peer deep into enemy bases, and detect stealth units, matching the other factions’ ability to do so.
The Red Rage T3 Strategic Bomber can conduct air strikes deep into enemy territory and take out key targets. While it deals less damage to individual targets, the incendiary charges carried by the bomber cover a larger area, making it well suited for bombing large land armies.
The pride of the Nomads’ air force is the Thunder T3 Air-Superiority Fighter. This repurposed space fighter is the most heavily armed air unit fielded by the Nomads, able to match anything the other factions throw at it.

Naval Units

Armed with a rapid-fire cannon and anti-air missiles, the Lance T1 Frigate is the cornerstone of the Nomads navy. They trade defense for offense, having the highest sustained damage on their guns out of all the factions, in return for having the least armour.
When underhanded tactics are required, the Buccaneer T1 Submarine comes into play. Having no deck gun, it is solely focused on torpedo weapons, dealing slightly more damage than the other factions.
The Nomads’ T2 Destroyer is relatively lightly armed, with the benefit of a longer range, equal to its Cybran and Aeon factional counterparts. An ideal unit for bombardment, as well ship to ship combat, the Firestorm has average armour, but no anti-air defenses.
The Mercenary T2 Cruiser trades anti air damage for flexibility – having relatively low damage anti air missiles, it is armed with a long range EMP cannon able to disable enemy targets from afar. As a result, it pairs well with the destroyer in combat. Additionally, it is able to construct high damage tactical missiles which require manual launch, just like a stationary TML.
The Whaler Railgun Carrier is the support ship on the T2 stage, armed with torpedo weapons, torpedo defenses, and tactical missile defenses, it is able to protect the navy against indirect threats.
Rather than having a strategic submarine, the Nomads field the Leviathan T3 Tactical Submarine. Unable to launch strategic missiles, it instead has powerful torpedoes and EMP missiles for disabling enemy ships.
The Juggernaut Battleship is the heaviest ship in the navy, able to both dish out and take extreme amounts of damage. It is unique among the factions in having all of its cannons forward mounted, making it ideal for pursuit.
The Mastodon Aircraft Carrier is the naval anti-air solution for the Nomads. Armed with heavy flak, it can take out vast swathes of enemy air units, while also providing defense against tactical missiles, as well as constructing and repairing aircraft.

Structures

The Nomads power requirements on the ground are met by the use of repurposed starship reactors, used to generate vast amounts of energy, rather than thrust.
Mass extractors for the Nomads are little more than mining equipment originally designed to extract minerals from asteroids. With some minor reinforcement, they were put to use on places with gravity. A similar story holds for the mass fabricators, which are adapted from replicators designed to provide necessary goods in deep space.
The Nomads storage solutions are similar to the other factions, being housed in separate structures for both mass and energy, with the latter exploding violently on critical damage.
Used for scanning in deep space, these sensor arrays serve as stationary radars for the Nomads. They have the unique ability to go into overdrive, increasing their detection range in return for a huge increase in power consumption.
Listening outposts taken from space and put into the sea, the Nomads use them for their sonar platforms. They share their radar counterpart’s ability to increase detection range for a steep energy cost. Like their counterpart, the T3 installation is able to move around the battlefield.
Originally used for mass fabrication of spacecraft, the printing technology of the Nomads has been put to good use inside the factories of the faction, providing it with all the armies it needs.
Conceived late into the conflict with the other factions, the SCU factory prints the body for the unit before attaching the head, containing a human pilot at the end of the process.
Converted from various space station modules, the Nomads air staging is unique in its ability to store aircraft inside. As a result it is possible to protect them from damage and prevent their detection.
Nomads point defenses are re-used ship cannons mounted on the ground, the smaller autocannons serve as light defense, helped by the heavier Piercer turret on the T2 stage.
Similar to point defenses, Nomads torpedoes feel right at home in the sea, after a long history of use in deep space for ship to ship combat.
Masters of shooting down flying things, the Nomads wasted little time in converting their guns from ship mounted to ground mounted, resulting in anti-air cannons, flak cannons, and SAM installations on the T3 stage.
Originally used to take out capital class ships or for orbital bombardment, T2 artillery installations for the Nomads feature a very large cannon with a single purpose – destroying anything it points at.
A unique addition to their defenses on the T3 stage, rocket artillery installations are used by the Nomads to saturate enemy positions with missiles. They serve as a supplement to their direct fire T2 cousins, having the same range.
Dealing with heavy missiles and similar has always been a key part of space combat for the Nomads, making it easy for the faction to adapt this doctrine to ground combat. The Tactical Missile Launchers for the faction are able to deliver high damage payloads at high range, while their Tactical Missile Defenses can shoot such missiles down. Unlike the other factions, the Nomads use a rapid-fire TMD. It requires multiple hits to destroy a single missile, but this is offset by the much higher rate of fire.
Strategic missiles for the Nomads are based on their FTL technology. Creating a miniature singularity, they are able to devastate large areas, sucking in and crushing anything within its event horizon before dissipating.
Unlike the other factions, the Nomads do not field T3 artillery installations directly on the ground. However, recognizing the need for bombardment, they instead developed satellite control centres – able to beam power to a linked artillery battery in space – to direct orbital bombardments across the battlefield.
These artillery satellites are deployed in tandem with the satellite control centres, the pair working together to create the T3 artillery for the Nomads. When powered and directed to do so, they rapidly discharge a series of highly volatile projectiles in the direction of the enemy, dealing massive damage. This solution is one of the more damaging variants among the different factions and has the added flexibility of a satellite – the ability to switch targets very quickly thanks to its smaller design.
Unlike Quantum Gates, navigating at FTL speeds presents constant peril. To mitigate this threat, the Nomads developed protective deflector shields for their starships. With some minor alterations, they then adapted this technology for use in ground-based shield generators. An intel disruption upgrade allows these shields to also act as stealth field generators.

Experimental Units

https://i.imgur.com/5ITJzYf.jpg
The airborne experimental unit fielded by the Nomads is the Comet T4 transport. It has a staggering capacity of 72 T1 or 18 T3 units. This makes it the largest transport in the game, as befitting a spacefaring faction. Uniquely, it can transport naval units, as well as some experimentals! Most notably, the Nomads’ Beamer is able to fire while onboard, transforming the Comet into a lethal ghetto gunship!
The Beamer is the Nomads’ direct fire experimental. Utilizing a repurposed starship reactor core to direct superheated plasma at the enemy, the Beamer can swiftly melt through its foes. The unit can hover and, when loaded into the T4 Transport, can tap into its integrated systems and fire while onboard!
The Crawler is the Nomads’ solution for all things related to bombardment. Armed with an impressive array of long-range tactical missiles and the ability to construct strategic missiles, the Crawler is the weapon of choice for overwhelming TMD and shields or launching nuclear strikes. Able to hover, it can bombard the enemy from both land and sea.

How to play the mod

Simply select Nomads from the game type drop down when hosting. Everything else is done automagically. Get out there and enjoy!

The Nomads campaign

Nomads features a full-length campaign that is currently under development, with some of the missions already available to play! It contains custom maps, voice acting, and its own story line!

The story is designed to tie into the events surrounding Black Sun, where the Nomads fight their own shadow war during the Infinite War. You follow the journey of Scout Fleet 012, which played a pivotal role in the Nomads’ side of the galaxy-spanning conflict.

Bear witness to unlikely alliances, betrayals, and more as you embark on a journey through the Nomads’ universe, at the most important time in the factions history.

Click here to download the installer for the campaign maps, featuring both offline and online play!

Be sure to check the instructions at the end to enable FAF client integration

Click here to visit the Nomads discord if you have any questions or feedback!

Nomads Unit Database

Thanks to the hard work of Spooky, Nomads is supported in his database.

Check it out here.

Also, you can set it to show up in the FAF client!

Simply go to the top right corner, click on settings from the dropdown menu and then select Spooky from the database. Then the Units tab will show you all five factions!

What the project needs your help with

We are currently looking for almost every job imaginable, but in particular:

  • Map Makers (the campaign missions)
  • Texture artists (unit creation, and graphical content)
  • 3D modellers – any software
  • LUA coders (unit creation, and code maintenance)
  • Sound designers
  • Voice Actors
  • Game testers for the campaigns and mod

If any of those sound like you, or you simply want to know more, join our discord server here:

Nomads discord server: https://discord.gg/eV3wmAX

Categories
Development Update featured mods Nomads

Nomads Dev Diaries #25

Hello everyone,

Last post we showed you some building models, and this week we are going to talk about the T2 Destroyer, and some decisions behind its design process. Additionally, you can see more on our development streams.

Diaries: #25 #24 #23 #22

If you can make drawings, or make models, we need your help. Click the link below. Also click it for any other reason:

Nomads discord server: https://discord.gg/eV3wmAX

Artists still wanted

This may be the last chance for you to see this! (reason below) So if you are interested in helping out with the mods development, join the discord and ask questions.

The Last Dev diary before the news hub?

So, it just so happens that in a few days time there should be a wonderful new way of viewing the news, which makes this post one of the last posts to show up before the transition. It also means that the future of Nomads dev diaries is a little uncertain. The nature of the new news hub will mean that we might be moving away from posts and towards little bits of info, such as tips and tricks. There is still some scope for dev diaries, but it may be reduced, or even made obsolete. In any case, interesting times await.

Update to the T2 destroyer

So Marlo has been busy working on all sorts of models, and among them is the destroyer, whose design has just been finalised and is now moving to the cleanup stage, where it will get some slight tweaks and optimisations before being UV unwrapped, and textured. There is still plenty of work to do, with the unit being somewhere past the halfway point in its development.

As the model was being worked on, there were ongoing discussions with Apofenas – who is in charge of balancing the faction – as to what role it should have, with weapons being added and removed up until last week. For example, there were going to be some torpedo defenses on the sides of the ship, however they were removed entirely in the end to make the unit more specialised, and rely on support units such as the planned EMP boat to provide that functionality. You can see what the defenses would have looked like below:

This was quite an interesting process as we are having to design many units at once in order to make sure they will work with each other later, as opposed to working on them one at a time. Additionally there are other considerations as well, such as the transition between old and new units – if we replace a unit that has different weapons on it, it will affect the balance of the faction and will need to have that taken into account until the other units are replaced. For reasons like this we may have to wait until multiple units are done and release them together, which is what we are considering for the Artillery boat and the T1 Frigate replacement, which are designed to work in tandem.

And thats it for now! If you want to see top secret stuff, join the discord server where you can chat to the devs, ask questions, spy on the process and get all the exclusive goodies and more! Also feel free to leave feedback either on the forum thread or in the discord. Remember, feedback is very important!

Lastly, we are always looking for more contributors, so if you are interested in creating things, whether thats code, 2d art, models, music or anything else, do get in touch! We also provide all the resources and guidance needed, so don’t worry if you think you are missing any skills, we will be glad to see you!

And below you will find previous dev diaries for your enjoyment:

Dev Diary #24

Click for animated version!

Artists still wanted

If you can draw or make models, the mod needs your help. We run on contributors wanting to work, and there is only a handful of people working on it right now. If you are interested in helping out, you can make a huge difference, so ask around on the discord server if that sounds like you.

Power generators, Mass-fabs, and other structures

So, last week we posted a picture with no rhyme or reason, and this week we get to explain it! Clockwork has been hard at work making all sorts of neat models and animations for Nomads buildings, and what you saw there was an early try at the T3 Pgen, here it is again:

That said, its most likely no longer going to be used, instead being taken apart and added to the building kit, since it looks pretty cool but doesnt quite show that its a power generator at a glance. Here are some of the earlier models and things explored. Can you guess which is which?

Click for animated version!
Click for animated version!

Here is a closeup of one of the buildings, this one is a try at the T2 mass fabricator, which is meeting a similar fate to the T3 pgen above – repurposing into building parts. This may seem like the model isnt successful if its not going into the mod, but since the style is pretty inkeeping it gets to be reused later, and serves as a style guide for future models, meaning that it is still very useful on its own.

Here is a more updated version of the T2 power generator, or at least a candidate for it. Currently there is a little debate on whether it is more suited to being a mass fabricator or not. Which role do you think it suits most?

Click for animated version!

And finally here is another mass fabricator concept which resulted in this fantastic animation – instead of having fabricators, the nomads could have landing pads that recieve materials from space. Its a great idea, but can also provide some of its own issues in terms of visual effects – this model is currently very small so the pods would be hard to make out. Additionally there is the issue of where the pods should appear, since you cant have them actually coming from space, as that would cover the screen with tiny pods falling. We are currently exploring other options for how mass fabricators could look like, with this being one of them. Perhaps this particular model might find use somewhere else, as part of a larger scale building or maybe even a campaign objective.

Dev Diary #23

Even more artists wanted

Following our previous advert, we got a couple of great guys contributing to the mod, but we need many more than just one or two. The last post got covered up almost instantly so most people missed the follow up, so here it is again: If you can draw or make 3D models, and are interested in making something for a project, then talk to us in the discord server. We will be glad to have you, as well as provide you with tools and top secrets.

Also, we thought it might be interesting to put up a top secret picture up there with no explanation of what it might be. Can you guess what it is? The answer will be covered in next weeks post!

Disruptions to diary postings

So in the past week there has been quite a bunch of stuff going on with news posts, a whole new promo councillor appearing, and nomads getting shoved aside to make way, which led to one post getting delayed and then the next one cancelled entirely, finally with this one getting delayed as well. Hopefully things will calm down a bit and we can resume our scheduled sunday posts again. We will have to see.

Surprise game ender

Well, its not quite a surprise to us, since the Nomads have been missing one for a while now so we had shared some ideas for one a while back and decided on something that has a pretty unique flavour to it – a game ender factory. Unfortunately after that the idea sat around for quite a while with no development on that end, which ended quite suddenly when Utter asked me for a drawing of it:

I quickly threw together the first idea that was floating around and put it on, not really expecting much.

By the next day there was already a sketch model up. This still has quite some work to do but it was very surprising that it was there at all. I thought that there would be more time to get some more concrete ideas together, so i really quickly rushed out some more, after thinking that there might be a lost opportunity with the more traditional dry dock approach to the model.

None of those really turned out that well since they were done so fast, but we will see where that might lead us in the future.

Mass Extractor Models

Armaster has been working away at the mass extractor models. Since those can upgrade into each other we start with the T3 version and work our way down. So far this is still very early stages for the model, with just the basic idea nailed down. Check out the pretty pictures:

Dev Diary #22

Artists (still) wanted

Last week we mentioned that we are looking for artists and modellers, and this week we are letting you know again. We already got a couple of prospective contributors from the previous post, but as always more are needed. If you can draw or know things about 3d modelling, then this may be for you. We have quite a number of concepts that need drawing, developing, with fan art also welcome. If that sounds like something you are interested in, give us a ping on the discord.

Today is Monday

There has been a bit of a queue this weekend in posting news, and so we decided to wait until Monday to post, to avoid upsetting people too much. There is rather little organisation going on on that front so we can either post in each others faces or check before we post. Next week hopefully things will clear up and the post can be on time again.

Artillery boat

This is the mostly finished model of the artillery boat, which is planned to be added to deal with anti air and ground targets for the Nomads. The T1 frigate will also get a few changes to make them work together, such as having its anti air removed. The model itself is now almost ready for being finalized, it just needs a couple of tweaks, and then it will be optimised for the game, unwrapped, and textured. Check it out:

Currently the model doesnt have any team colours, which are going to be added at the texture stage, so everything looks rather grey. At this point we dont add any of those designs, aside from really basic indications of what is going to be what, such as the glowing faces, and which faces will be dark and which will be light.

The overall idea for T1 nomads units is that they are pretty bare bones. As such we looked at having a sort of sled-like quality to the boat, where its bridge is minimised to the point of being non existent. You can check how low its profile is above the rest of the boat. We made it progressively lower every iteration, and it now has an interesting quality to it as a result.

The boat also features space-craft style engines on the rear and sides, to help give it that spacefaring look. One of the ideas behond nomads navy is that the ship designs were very hastily converted to work in the water from existing spacefaring blueprints, so things like engines and such are modified to work in the water instead of designing a new navy from scratch.

Categories
Development Update featured mods Nomads

Nomads Dev Diaries #22

Hello everyone,

Last post we talked about project organisation, and today we will talk about the T1 artillery boat. Additionally, you can see more on our development streams.

If you can make drawings, or make models, we need your help. Click the link below. Also click it for any other reason:

Nomads discord server: https://discord.gg/eV3wmAX

Artists (still) wanted

Last week we mentioned that we are looking for artists and modellers, and this week we are letting you know again. We already got a couple of prospective contributors from the previous post, but as always more are needed. If you can draw or know things about 3d modelling, then this may be for you. We have quite a number of concepts that need drawing, developing, with fan art also welcome. If that sounds like something you are interested in, give us a ping on the discord.

Today is Monday

There has been a bit of a queue this weekend in posting news, and so we decided to wait until Monday to post, to avoid upsetting people too much. There is rather little organisation going on on that front so we can either post in each others faces or check before we post. Next week hopefully things will clear up and the post can be on time again.

Artillery boat

This is the mostly finished model of the artillery boat, which is planned to be added to deal with anti air and ground targets for the Nomads. The T1 frigate will also get a few changes to make them work together, such as having its anti air removed. The model itself is now almost ready for being finalized, it just needs a couple of tweaks, and then it will be optimised for the game, unwrapped, and textured. Check it out:

Currently the model doesnt have any team colours, which are going to be added at the texture stage, so everything looks rather grey. At this point we dont add any of those designs, aside from really basic indications of what is going to be what, such as the glowing faces, and which faces will be dark and which will be light.

The overall idea for T1 nomads units is that they are pretty bare bones. As such we looked at having a sort of sled-like quality to the boat, where its bridge is minimised to the point of being non existent. You can check how low its profile is above the rest of the boat. We made it progressively lower every iteration, and it now has an interesting quality to it as a result.

The boat also features space-craft style engines on the rear and sides, to help give it that spacefaring look. One of the ideas behond nomads navy is that the ship designs were very hastily converted to work in the water from existing spacefaring blueprints, so things like engines and such are modified to work in the water instead of designing a new navy from scratch.

And thats it for now! If you want to see top secret stuff, join the discord server where you can chat to the devs, ask questions, spy on the process and get all the exclusive goodies and more! Also feel free to leave feedback either on the forum thread or in the discord. Remember, feedback is very important!

Lastly, we are always looking for more contributors, so if you are interested in creating things, whether thats code, 2d art, models, music or anything else, do get in touch! We also provide all the resources and guidance needed, so don’t worry if you think you are missing any skills, we will be glad to see you!

Categories
Development Update featured mods Nomads

Nomads Dev Diaries #21

Hello everyone,

Last post we mentioned RKs Nomads support, and today we will cover project organisation, and gunships. Additionally, you can see more on our development streams.

If you can make drawings, or make models, we need your help. Click the link below. Also click it for any other reason:

Nomads discord server: https://discord.gg/eV3wmAX

Artists wanted

The picture above isnt planned to be inside the playable game, but it is a part planned Nomads stuff. We will leave it for you to guess what it is. (with some research you can find out)

With that out of the way, if you are interested in drawing stuff like that, we are looking for people who can draw concepts for nomads to look for some more ideas, and in general to have fun drawing/painting. If thats you, drop by and we can have a chat.

Nomads To-Do List

Ajack has taken a little time to help set up this rather nice list of things that need doing for nomads models. We have been asked a few times as to whats left, and now we have a single place for all Nomads related info. We also plan to try moving some of the documentation and story to this, so stay tuned on that front. In the meantime, enjoy both a nice image:

And the interactive version below, where you can see what stage every unit is at:

https://share.clickup.com/b/h/5-10558774-2/3e8701dc24a9cee

Lastly, we have a list that covers everything above, as well as non-model related stuff such as explosions, the campaign, and more:

https://share.clickup.com/l/h/4-4394431-1/4940a6e661aa97d

Hopefully that should give you an idea of what stages various parts of the mod are at, and also where you can jump in to help. In short though: help is needed everywhere.

Gunship sketch models

Thanks to Redmelevolence, we have some very early sketch models for the Nomads gunships, for all three tech levels:

These are the first few models that are using the building kit mentioned a couple of weeks back, and as its developed further, things should come along even faster.
The advantage of using kits is that you can churn out models really quickly, and in the right style since everything is made out of nomads parts. These ones in particular took a couple of hours and already look quite detailed.

That said, these are still very early models and we can expect that there will be quite a long road ahead for them before they are done.

Here is another view of the T2/3 gunships. The models already look pretty convincing, but being made out of kits makes them pretty messy and inefficient. While that is being worked on we can also expect the design to change a little to make them a bit more unique looking, and in general add a bit more polish.

And thats it for now! If you want to see top secret stuff, join the discord server where you can chat to the devs, ask questions, spy on the process and get all the exclusive goodies and more! Also feel free to leave feedback either on the forum thread or in the discord. Remember, feedback is very important!

Lastly, we are always looking for more contributors, so if you are interested in creating things, whether thats code, 2d art, models, music or anything else, do get in touch! We also provide all the resources and guidance needed, so don’t worry if you think you are missing any skills, we will be glad to see you!