Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
make sure to load vanilla + cream first, before loading this one. Then load the compatibility mod.
individually.
I have all necessary mods, and its works early.
my apologies if something changes that isnt shown in the editor, like projectile speed. i tried testing and i didnt notice anything different between the two visuals
it's not, but the weapons in this mod will just be weak
(niche lift options for small airships. in terms of general use and scaleability, theyd be unable to compete with suspendium bags or chambers)
- lifting sails, a very early, inefficient precursor to wings which converts thrust to lift (extremely unfavourably). niche use for bomber-style airships that absolutely must get that max ceiling up above all else, aerodynamics go oof.
- autogyro rotors, unpowered, unlocked somewhere mid-dieselpunk. Converts thrust to lift better, but still unfavourably. Takes up no internal space, but having a wide, vulnerable rotor on top of your airship can be a weakness, and rotors can never hope to reach any great speed no matter how small and light the airship is
- helicopter rotors, powered, a late game solution that provides both thrust and lift in a conveniently small package. has the same disadvantages as autogyro rotors though.
- autocannon turret, unlocked by tier 7 anti air warfare, 2x2 monster that absolutely shreds through aircraft and its airship's ammo stockpiles
- forward and rear facing machine gun turrets on tier 5 aa tactics, bc the dorsal and ventral ones aint enough
- forward and rear facing flak guns. a later alternative to the light cannon and cannon. variants to choose between, a conventional wide 2x1, and a large arc, tall 1x2 (like the normal up facing flak gun on its side).
I have some ideas for parts tho
- advanced tracks, landship tech unlocked in tier 4 by machining. Replaces the simple 3 big sprocket tracks with a more early dieselpunk style arrangement with bogies
- modern tracks, landship unlocked in tier 6 by internal combustion, making the tracks into a modern looking torsion bar arrangement
- advanced legs, landship tech unlocked in tier 5 by hydraulic motors or biomimetics. Visually, early mech legs would look like vanilla, while advanced legs would look more like the small and medium leg reskins from your vanilla+cream mod
- modern legs, unlocked tier 7 by exoskeletons or industrial automation
- modern wheels, unlocked tier 5 by high pressure jelly, puts thick puncture-proof rubber tires on the wheels
(the above is bc i think landships need some love)
yeah, there's a bug in the game where module bonus disappears. zark is looking into that right now.
fixed
I just remembered i had a module that's a copy of the shell cannon named bombard w
I moved the nuke to the cold war expansion that's coming out soon(tm)
(or I have memory problems, I watched it for a relatively long time, but I couldn't get this technology in the game).
So if we expand a little, transfer all airships from suspendium chambers to huge methane engines and equip them with ballistic and cruise missiles, then we will get a Highfleet (game about war crimes) inside the Airship conquer the skies
And about how large the fuel reserves of ballistic missiles are.
epico
Did you have the AI fleet overhaul mod that comes with this
If yes, don't use imperial difficulty
If yes, 90% of my game time is spent in notepad++ and gimp
Rapid gun was removed as it was redundant. Machine gun and auto cannon does the job well enough.
same with swivel guns (replaced with hussar rifle, more variants coming soon enough.)
wack, i'll make an update
https://prnt.sc/7MNyuKCtXpWe
https://prnt.sc/oWz55R0zuEse
These two are from an ai building i once captured, and i can't find them anywhere else in the build menu
dual purpose guns are an upgrade for the top and bottom turret to start firing at aircrafts. Machine gun is machine gun (under lightweight weapons category)
If you're referring to gatling, they're renamed to auto-cannon to avoid confusion.
Do you have other mods enabled?