Airships: Conquer the Skies

Airships: Conquer the Skies

cataclystic expansion
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Update: 30 Apr, 2017 @ 3:42pm

minor update
- ballanced lazor
- added text to things that did not have text
// still need to add more text
- updated commerce text to reflect true generation
- buffed mechsuits
- changed the income(upkeep) from trash to cost you instead of generate you money

. more modules are planned
. expect multyple updates coming over the next few weeks
. i still need more feedback
// mod has started pestering youtubers, so if you post vidoes with mods of modder in it, modder will show up and peek at you while you play by yourself.

Update: 29 Jan, 2017 @ 5:11am

- temporary disabled new ai mini-tanks untill they stop crashing

Update: 21 Jan, 2017 @ 12:42pm

- fixed problems with unlockable modules being only usable in campaign after unlocking them
- minor text edit's
- first implimentation of other languages
- contieud tweeking and extending of the abilities of nest's
- re-added explosives, they are ment as a one-time use weapon that does a ton of damige to only weak enemies
- added shotgun behaviour to my shotgun

Update: 16 Dec, 2016 @ 12:53pm

% changed the visibility of some red-text things
% the clockwork nest now has a update boss

Update: 16 Dec, 2016 @ 10:11am

- added extra enemies(monster nest)
. pirate air raiders
. bandits(land raiders)
. prirate lord
. ruins, that give you a random chance to get goodies and events
. a huge clockwork horror that when defeated unlocks automanous technolagies(in campaighn)
. merchants that give a bonus income to the empire they reside in.

> new modules
- omnigun harpoon, effectivly twice the grapple length and strength as a normal one.

% allot of the v9 functionality that layed dormant in v8 works now
. units now don't self-destruckt anymore after a batle
. structural braces now work as intended

# econmic stuff needs tweeking
# monster nest still need balancing
# need to look into a wierd mater where you can't use modules that need a unlockable tech in combat sim

Update: 27 Oct, 2016 @ 8:35am

- re-uploaded the mod
- if you want to use beta use my beta branch mod...

Update: 24 Oct, 2016 @ 11:14am

- re-uploaded the mod in the beta version of the game, heres to hope that it works...
(edit)
nope did not work...

Update: 23 Oct, 2016 @ 11:35am

redid the commerce balance and added new modules
- modules are less expensive, but produce the same amount, effectively have been 10x what they used to.
- added lumber yard
- added metal works
- added trash (small, medium, large), has negative effects on stuff but allows you to get a instant cash boost.
- split the modules into universal, ship only and building only types.
- soft cap(available space) for how much money you can generate in a city, allows you to trade defence for money.

added omni-guns
- wide angle guns
- 150 degree variants
- 250 degree variants
- heavy cannon
- triple cannon
- 8-barreld rifle

added/changed units
- tank, land based and able to take a beating
- buzzer, has a wide angle heavy gun with armour piercing projectiles
- mono-cycle, tiny cheap fighter with a fast 'wide' angle angle gun
- mech, now has a smaller arc and is meant as anti-fast/light armoured counter
- tadpole is still the same but has it's effects rebalanced over it's parts and

added another propulsion method
- helicopter blades
- small, normal and big
- combines the lift of a equivalent sized suspendium chamber with the equivalent size of a propeller divided by 0.75.
- more fragile than either

added structural braces
- reinforces the ship like a small keel would
- modules touching it gain a bigger hp boost than if they would a normal module.

added a aid-post
- 1*1 medbay.
- does not need a crew to operate but can have one to speed it up.

added drone-tracks
- 1*4 shape.
- has the same stats as small tracks.

added/edit misc weapons
- tracer rifle, rifle that fires incendiary rounds that give a boost to accuracy
- piercing rifle, fires rounds that partially ignore armour and do damage to the module underneath
- rebalanced the solar lazor to do special withering damage

Update: 27 Sep, 2016 @ 12:25pm

*tried to make it work with v9*

Update: 26 Sep, 2016 @ 3:50pm

experimental beta9 update
- reblances to how good some things are
* commerce has been nerfed, may change this

- added new things
* 1 more commerce module(giant city mod)
* 2 more monster nest
* clockwork creations now are able to be indipendant and having only a mind it counts as a valid ship

- remooved modules
* removed island parts and they are now thier own mod