Airships: Conquer the Skies

Airships: Conquer the Skies

Ishi's Additional Alternatives
69 kommenttia
IshiMoss  [tekijä] 14.1. klo 6.35 
@Or I
make sure to load vanilla + cream first, before loading this one. Then load the compatibility mod.
individually.
Or I 10.1. klo 14.24 
"Unable to load this mod configuration. Some mods may be missing, broken, or incompatible."
I have all necessary mods, and its works early.
Augustus 19.7.2024 klo 9.30 
Small arms apparently have infinite ammo.
123nick 15.7.2024 klo 22.27 
the ballista changes its looks when you tech up (idk which techs exactly) but its stats, AFAICT, stay EXACTLY the same! if it looks different, it should perform different (IMHO). is it intentional stats stay the same or is it just an oversight? i could see ROF improving slightly atleast, it doesnt have to be major but it should be something , not nothing.

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
IshiMoss  [tekijä] 22.4.2024 klo 22.38 
@chryssjanzonio
it's not, but the weapons in this mod will just be weak
chryssjanzonio 22.4.2024 klo 1.01 
is the ballistic mod still required? it kinda messes with the enemy ai
IshiMoss  [tekijä] 11.3.2024 klo 21.38 
Real
cjprince 11.3.2024 klo 11.10 
update at last
cjprince 1.10.2023 klo 13.54 
- wings, unlocked by aerodynamics tech. Pioneered by the Flyer, with a little development they can lift airship-scale craft aloft, and reach high speeds much more efficiently than rotorcraft, with variants in different sizes and (later techs) with integrated engines. I presume its not possible to make winged airships always move around to stay aloft (like small planes). Unlike rotors, wings take up a lot of internal space

(niche lift options for small airships. in terms of general use and scaleability, theyd be unable to compete with suspendium bags or chambers)
cjprince 1.10.2023 klo 13.54 
(had to retype ALL of this because Steam doesn't allow messages more than 1K characters and I forgot to copy the text)

- 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.
cjprince 1.10.2023 klo 13.36 
- rocket pods. unlocked by Rapid Rocket Fire tech, a small 2x1 external-only unreloadable weapon which fires 8 rockets all one after the other in short succession.

- 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).
cjprince 1.10.2023 klo 13.32 
im working on making a fleet mod for this

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)
Philwhore 3.9.2023 klo 23.11 
love the turtles!
IshiMoss  [tekijä] 3.9.2023 klo 20.53 
@Pheonix
 yeah, there's a bug in the game where module bonus disappears. zark is looking into that right now.
Pheonix 3.9.2023 klo 12.24 
@IshiMoss Im not positive but I think the combustion engine isn't getting fuel from the jelly pumps
Augustus 1.9.2023 klo 17.25 
@IshiMoss you the best :D
IshiMoss  [tekijä] 1.9.2023 klo 8.01 
@Augustus
fixed
IshiMoss  [tekijä] 1.9.2023 klo 7.55 
@Augustus

I just remembered i had a module that's a copy of the shell cannon named bombard w
Augustus 31.8.2023 klo 16.41 
can you prease fix the wedge-shaped variant of the Mortar corrupting ship saves. the rounded variant and deck variant do not corrupt ship saves. for some reason they turn into shell cannons after being saved and render the ship unloadable.
IshiMoss  [tekijä] 28.8.2023 klo 10.05 
@Razdolbay228
I moved the nuke to the cold war expansion that's coming out soon(tm)
Razdolbay228 28.8.2023 klo 9.51 
And inside the mod I kind of saw a prescribed technology related to nuclear reactions
(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
Razdolbay228 28.8.2023 klo 9.44 
Looking at the speed of ballistic missiles in mod, and the fact that they can fly for almost a week to the target made me think about how huge the distances in the game on the map are.

And about how large the fuel reserves of ballistic missiles are.
IshiMoss  [tekijä] 21.8.2023 klo 4.09 
@Philwhore
epico
Philwhore 20.8.2023 klo 17.14 
figured out how to use it properly well kind of im still on imperial, the ai progress' through tech and everything seems to be working well though!
IshiMoss  [tekijä] 6.8.2023 klo 20.14 
@Philwhore
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
Augustus 26.7.2023 klo 11.01 
update when?
Philwhore 23.7.2023 klo 21.04 
id love this if it didnt make the ai spam shit ships and never upgrade their tech
IshiMoss  [tekijä] 13.4.2023 klo 9.49 
Automaattinen sisällöntarkistusjärjestelmä ei ole vielä ehtinyt tarkistaa kommenttia. Se piilotetaan, kunnes varmistamme, ettei siinä ole haitallista sisältöä (esim. linkkejä nettisivuille, jotka yrittävät kalastella tietoja).
Rendor 2.4.2023 klo 2.39 
Yo this is actually balanced mod. Great work!
Dewa 19.12.2022 klo 3.25 
:steamthumbsup:
IshiMoss  [tekijä] 19.12.2022 klo 2.34 
@Dewa | PTFO
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.)
Dewa 18.12.2022 klo 2.28 
Edit : the dual rapid gun is straight up Removed from the save file i had of the stolen Ai buildinghttps://prnt.sc/XHmSWdHzjnP9
Dewa 18.12.2022 klo 2.27 
I now see the machinegun turrets in lightweight weapons and the walled deck machine gun, still no sign of the "dual rapid gun" though ( https://prnt.sc/oWz55R0zuEse )
IshiMoss  [tekijä] 17.12.2022 klo 19.59 
@chryssjanzonio yes but not soon. i'm burnt out.
IshiMoss  [tekijä] 17.12.2022 klo 19.52 
@Dewa | PTFO
wack, i'll make an update
Dewa 16.12.2022 klo 2.22 
https://prnt.sc/e7ONj3bJkzIs I do not see it anywhere here, and i have all tech researched with no mods apart from yours + shaping unified enabled


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
chryssjanzonio 15.12.2022 klo 22.07 
any plans for future updates?
IshiMoss  [tekijä] 15.12.2022 klo 19.29 
@Dewa | PTFO
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.
Dewa 12.12.2022 klo 20.04 
I can't find machine guns either
Dewa 12.12.2022 klo 19.59 
Where can i find the "Dual Rapid Gun?", i have all the tech researched yet for some reason i can't find it, yet i see it on Ai buildings
chryssjanzonio 25.9.2022 klo 21.01 
it works now thanks
chryssjanzonio 25.9.2022 klo 17.44 
okay
IshiMoss  [tekijä] 25.9.2022 klo 7.25 
@chryssjanzonio wack. try again with the updated version of this mod.
chryssjanzonio 25.9.2022 klo 5.26 
no im using the most up to date version?
IshiMoss  [tekijä] 25.9.2022 klo 3.29 
@chryssjanzonio are you using an older version of the game?
chryssjanzonio 24.9.2022 klo 23.00 
i dont know why. it just says fail to load because of areal tactics.json. but i dont even know wat that is.
IshiMoss  [tekijä] 24.9.2022 klo 21.38 
@chryssjanzonio, weird, i'm not patching anything like that, i'll look into it
chryssjanzonio 24.9.2022 klo 19.33 
no just these ones from ishis core
IshiMoss  [tekijä] 24.9.2022 klo 19.27 
@chryssjanzonio
Do you have other mods enabled?
IshiMoss  [tekijä] 24.9.2022 klo 19.26 
@Tal'Raziid YDP completely changes the tech tree, so no. This wouldn't be compatible.