Airships: Conquer the Skies

Airships: Conquer the Skies

cataclystic expansion
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Update: 6 Jul, 2017 @ 9:34am

made mostly fixes to improve performance here and there

youknow reduce particles here change nest behaviour there ectra
did so some tweaking to the custom map thingy in my mod i'd say check it out

Update: 20 Jun, 2017 @ 8:23am

changed a armour type of a module, it turned out to be quantumly unstable both exsisting and not, skined a dragon instead to cover up the hole it left

Update: 19 Jun, 2017 @ 3:27pm

added suspedium sleds(large and big)
added a torpedo varriant of the omniguns
added a corridor with light
added a reinforced corridor that is insainely though
added rambracres(top and botum), makes your rams have 2-7 times more health
added a large cargo bay, no more fumbleing around with many puny doors
added a small droid bay

introduced a cival war map, containing as much as a big map on a small map
introduced extreme difficulty, ie darksouls for airships
introduced a new nest type, townships small positive things you can plunder from your enemies when you can't just get at them normally

redid the enhancer(you may need to remove them on old desighns, select them and replace them on landships and buildings) evry catagory has it's own stats now.
redid the name for my mod's pirates, they are now dread pireates ie. you dread when they come for you.
redid the naming sceme for omni-guns so now they group more correctly

crafted many shading textures
crafted destruction fragments

removed "enough sleep"
hidden a shapes set so you notice it but not really, for legacy reasons
hidden smokestack, for legacy reasons

Update: 3 Jun, 2017 @ 8:26am

tried finding some missing textures, they have been found and put into a mental ward

Update: 1 Jun, 2017 @ 4:37pm

fixed a broken missing armour type breaking the mod

Update: 1 Jun, 2017 @ 4:34pm

added the TSAR MISSLE OF DOOM
- a wip superweapon
added the Mobile support modules
- a modules that allows you to call in attilery on the go

edited the omniguns
- more volley

reballanced economy
- evrything is down but more afordable and ballanced(i hope)

WENT OVER EVERY SINGLE MODULE AND RE-TWEAKED THEM

- fixed the "not being able to press 'X' to flip the shaping structures"

Update: 20 May, 2017 @ 3:37pm

- fixed clockwork crash
- added the ability for CE nest to become hostile and attack
- added a way for the player to use the monsternest deathray found in the basegame
- balanced how much atterlery drains your coffers
- changed text for the omni-guns to be thematic correct with the game
- added a few extra events to nest to happen when you squich them
- changed some meta vallues for nest so ruins spawn slightly more and the change for "end-game" bosses is a posibility
- made some sprites for the "MOAB" or a "ICBM" still deceding
- working on other sprites for various things like a mobile aterllery...

Update: 5 May, 2017 @ 3:32pm

- added ships for the ai to use, rather than add said ships to my ship-pack mod i'm doing it here.
- rebalanced some stats.

Update: 5 May, 2017 @ 9:56am

- added text and more grapics to the dense armour
- added russian translation(thanks xenon)
- added a bulkhead-like module that delays enemies and crew alike
- animated the giant suspendium chamber.

Update: 1 May, 2017 @ 3:38pm

minor update
-added a small version of the fuel tank
-added extra fucntionallity to tadpoles, i will most surtandly have to rebalance them in the future
-fixed some visible red text about the place making people think you can't use it while that's not true.
-added non-coridor version of a decoupler and renamed the old one
-added a player buildble 5* tadpole construction since micro is bad

%future
i'ma bit strapped for cash so i need to find some way to make a little bit extra, also i'm planning to make a stand-alone airships viewer for mods so that you could use it as a previewer and eventially mod IDE for this game if there is enough interst(yes that means modding will become extremely easy and mostly visual)