Mod team:
DreamorCZ - Team leader, modelling, texturing, effects, coding, animations, PR - Czeh Republic
Abbaddon - modelling, texturing - Slovenia
Teliri - modelling, texturing - Russia

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3 comments by DreamorCZ on Jan 11th, 2014

Hello Everyone,

it has been a long time without any dev response, indeed. I am really sorry about that but there has been a lot going on in personal lives of the team and so there is almost no time to work on this mod. And frankly, a lot of community enthusiasm for modding has been lost thanks to two unsuccessful attempts of HD Interactive to create Nexus 2 and also NBC Universal banning incredible BattleStar Galactica modification.

Let's answer the most important question that you possibly have about SG: War Begins, B5: Conflicts of Loyalty 2 and W40k: Battlefleet Nexus. Are these modifications dead? The answer is NO! However, there will be no massive releases or regular updates as there is not enough free time for such things.

What is it that you should look forward to during 2014 then? SG: War Begins is going to get small update fixing few thing there and there, bringing back energy weapons and improving drone mechanics (a little) for Ancient Battleship, visually altering some parts of GUI, improving some planet visuals and very few other small things. W40k: Battlefleet Nexus might be (finally) getting a small Alpha Version release with handful Imperial and Chaos ships by the end of 2014. B5: Conflicts of Loyalty 2 ... well, let's say that we will see what we can do if there is enough free time for this one too.

---In the meantime, have fun playing Nexus: TJI

Post comment Comments  (50 - 60 of 84)
NeighborKid Oct 4 2011, 2:14pm says:

just bought the game.. so.. i dont want be mr. commissar over here but if this dies like the rest of the BFG mods out there ill have to start executing people! =)

+2 votes     reply to comment
NeighborKid Oct 4 2011, 3:28pm replied:

and question im playing now.. but i wonder is there anything like warp travel? like sins of a solar empire had hyperspeed travel from one planet to another.. is there anything like warp travel?

+2 votes     reply to comment
NeighborKid Oct 4 2011, 4:42pm replied:

i also see that there is no skirmish mode? how will you guys proceed with this? make specific battles? anyway to create a skirmish mode? i found a skirmisher mod thingy i havnt tried it yet though..

+2 votes     reply to comment
DreamorCZ Oct 4 2011, 4:57pm replied:

Arparso's Nexus Skirmish is the best way to create skirmish battles - . And yeah, there is sort of warp traveling.

+2 votes     reply to comment
NeighborKid Oct 4 2011, 5:17pm replied:

is there going to be something like skirmish battles in your game?

+2 votes     reply to comment
DreamorCZ Oct 8 2011, 8:21am replied:

Nope, there will be missions and multiplayer mods such as Team DeathMatch or Co-op. Skirmish missions will be possible to create with Arparso's skirmisher.

+2 votes     reply to comment
NeighborKid Oct 8 2011, 9:48am replied:

i have an issue with my multiplayer.. cant start one.. keeps crashing the DX.. =( ... if nexus 2 comes out perhaps moving your mod to it would be a thought?

hmm the lack of base building etc really throws me about the main game in general.. still trying to understand how to play its a bit of a steeper learning curve.

+2 votes     reply to comment
DreamorCZ Oct 8 2011, 9:56am replied:

This will help you with MP -

Moving mod to Nexus 2 is a sure thing, when it comes out.

+2 votes     reply to comment
NeighborKid Oct 8 2011, 10:01am replied:

very cool.. hpefully it does and has its own base building or skirmisher thing.. anyway this is the crash i get any idea? Nexus_dx9 has stopped. when i try to start a LAN game i run windows 7 64 bit and got the game on steam.. any thoughts?

+2 votes     reply to comment
Mazryonh Oct 2 2011, 1:29pm replied:

Well, I for one am less concerned about canonicity than plausible-looking models that are made within the limitations of the Nexus: TJI1 engine. I still think it's a damn shame that the Forgeworld model designers clearly didn't design their small craft to include maneuvering thrusters or the like, when they are canonically meant to be both perfectly combat-capable in both vacuum and in an atmosphere, for instance. The (Dark) Eldar and Necrons get a free pass on the lack of maneuvering thrusters since they rely on gravitic drives to accelerate and decelerate, but there is a limit to this; even the White Star in Babylon 5 had to use maneuvering thrusters to quickly turn around.

Another possibility would be to introduce auto-loading missile launchers, mounted flush with the fuselage of a small craft. The structure would be geometrically simple, just a rectangular prism or a cylinder (but both with holes in both ends that are larger than the missiles it is supposed to load and fire) that holds a missile in place while its rocket motor gets started. Once the motor is fully ignited the launcher releases its hold on the missile and it emerges from the front hole in the tube, with the backblast of the missile dissipating harmlessly out the rear hole. The missile launcher then loads another missile into the tube.

This method would require less polys than rocket pods, would not require the hassle of getting missiles to visibly and reliably leave exposed pylons (since the ammunition stores are internal), and these tubes could be stuck along any convenient side of the small craft models where they are deemed to fit and don't look too unattractive, so as long as they are positioned to be parallel to the bow-stern axis of the small craft (unless for some reason you want the missile launchers to fire their missiles to the sides or up/down relative to the small craft).

+2 votes     reply to comment
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