Airships: Conquer the Skies

Airships: Conquer the Skies

cataclystic expansion
Showing 31-40 of 84 entries
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Update: 1 Nov, 2017 @ 3:27pm

lost the discription....

Update: 1 Nov, 2017 @ 3:25pm

changed the armor to have better stats and work as intended, also working on a github code repo for my mods, cus i can't be fucked to deal with it anymore

Update: 1 Nov, 2017 @ 3:23pm

it contiues to bug out and make a update yay

Update: 1 Nov, 2017 @ 3:14pm

welp looks like i hit the magical 100 mb steam barrier, welp i guess i'll have to give up making mod content for this mod that makes steam and the author money, ohwell guess it doen't matter to them...

Update: 25 Oct, 2017 @ 2:45pm

changed the tsar missle to be more missle and les cluster bomb

changed the ai modules that give money

need to make more time to get everything gud

Update: 13 Sep, 2017 @ 1:48pm

- disabled a useless module
- hopefully fixed the game generateing diffrent check-sums in diffrent OS's
- rejigged the explosive module to be more ballanced

Update: 2 Sep, 2017 @ 11:16am

rebalanced the commerce things again, now cost&income is devided by 10 so everything should be same-ish but it will require more space

rejiged the explosive to be more firendly

made the tankerd more ballanced

redid a few buildings a player can start with

Update: 13 Aug, 2017 @ 6:11am

text fix for flipped weapon pods.

small balance update for the new pod weapons as they were a bit too overpowerd when used in mass rushing by AI.

fixed the pirated and clockwork base designs to be working or better.

Update: 11 Aug, 2017 @ 6:19am

added three new music pieces to the game (check sub-forum/discussions)
added a torpedo/rocket launcher for the units to use(needs more balance)
added a fire tankard, basicly what liquid fuel is to coal this is the same to a normal fire point
added (multi)gears charge to the game, this unlocks the autonamous catagory from the getgo
added crystal charge to the game for advanced suspendium things
added benneficial slavery as a possible outcome of splattering a township
added new player buildings as examples how to exploit the mod's ability to it's most.

invented a new type of terrain, one much more usefull than ones you normally have and much sturdier too.

changed the centerpieces of buzzers to have a up door
changed omniguns to have a (small)upkeep based on how many sides they take up
changed sleds to have 1 contact point per length(imangine it as a module with 5 or 14 wheels)
changed sleds, giant suspendium chaimber and commerce fileter to have a tech requirement
changed drones to be able to repair themself's at a charging station
changed the city module to have command and better income capabilities
changed suspedium filter to be better at producing money while being cheaper
changed the bonus that you could get for suspedium in ruins to be the new mod based one

tweaked charging stations to have different amounts of command
tweaked what monster nests can build so that they don't make 1.000ts enemies

fixed mech suits, they are now fully operational bad-asses, tempted to give them 40k quotes
fixed ground soldiers(the green barracks) like mech-suits they go about fireing at ships and boarding them with ropes only being building based and cheaper but more like fodder

rewrote some desciptions to better match what they provide

teached the AI to use trash(it comes naturally for them as they are absolute garbage)
teached the AI how to use the new modules(this was a mistake)

gave the AI a dozen varriants of tiny airships

still on the tinkertable are in-structure turrets and strandbeest devices and the things on my todo list(also see discussions)

Update: 16 Jul, 2017 @ 4:57pm

updated Russian translation

revamped building and ships for the AI that needed it(40+ changes to desighns)
made a few edits to fix situations where ai would build themselfs to death

still working on other stuff for other mods and this one

added ram brace
tweaked atillery
moddefied deathray
retuned parts of the tadpole