Airships: Conquer the Skies

Airships: Conquer the Skies

Infantry Expansion
53 Comments
kelpy  [author] 6 Nov, 2024 @ 4:20pm 
thank you. make sure you check out Capybara Compendium, it has these infantry built-in with more content
Chuckles the socipath 6 Nov, 2024 @ 2:45pm 
i really like this
kelpy  [author] 23 Jul, 2024 @ 9:32am 
I mean technically this mod has ship officers if you look at the bridge modules https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3035850485
lripleyf 22 Jul, 2024 @ 11:44pm 
Ship officers when
xKilroyx 29 Aug, 2023 @ 12:36pm 
Awesome mod! subbed
kelpy  [author] 26 May, 2023 @ 7:50am 
I'm not sure when i'll be able to release a balance update for the mod but i'll keep that in mind
minniefinnie 25 May, 2023 @ 1:34pm 
infiltraitors are op they take over most ships in literal seconds lol
kelpy  [author] 31 Mar, 2023 @ 1:00pm 
They seem kinda pointless when the infiltrators already fulfill their role.
kelpy  [author] 31 Mar, 2023 @ 12:25pm 
If i could make ultra-specialized troops like that I would however the main limitation is the game's modding interface which doesn't allow you to do much except replicate and modify existing functionality. IE I can't do that because the modding tools aren't that advanced.
Louis 14 Jan, 2023 @ 12:16pm 
k
kelpy  [author] 14 Jan, 2023 @ 12:14pm 
i think i remember someone on the discord making a mod with fantasy races
Louis 14 Jan, 2023 @ 11:03am 
hey could you make a ork mod? i would really like it. also... WAAGH!
MACBaddie 15 Dec, 2022 @ 1:19am 
@kelpy Pretty cool, looking forward to that. Also thanks for letting me know about the Knight mod.
chryssjanzonio 14 Dec, 2022 @ 5:26pm 
you can make your own steam knight with like different types of weapons
kelpy  [author] 14 Dec, 2022 @ 11:51am 
i have plans for an exoskeleton-type unit, although someone has already made a "knight barracks" mod if you are looking for that, just search it up on the workshop :cozyspaceengineersc:
MACBaddie 14 Dec, 2022 @ 1:19am 
Any chance to possible add a steam knight(something akin to heavy armor /melee combo)?
kelpy  [author] 19 Nov, 2022 @ 9:57am 
Nope
chryssjanzonio 18 Nov, 2022 @ 4:50pm 
any update?
THE CANDY CANE MAN 12 Nov, 2022 @ 12:29pm 
ah, I see
kelpy  [author] 1 Nov, 2022 @ 12:44pm 
you cannot select techs in battles outside of conquest, thats just the way the game is designed and something i asked the developer to consider fixing in his discord.
basically no way you can use some of them outside of conquest, sorry
THE CANDY CANE MAN 1 Nov, 2022 @ 12:29pm 
It's the same when I try to do a battle when i'm not in conquest
kelpy  [author] 1 Nov, 2022 @ 11:58am 
make sure you have the tech researched.

if you're in conquest you gotta research it, but if you're in the designer then you have to enable the tech by pressing T to open up the tech selection and then clicking on the infantry techs.
THE CANDY CANE MAN 1 Nov, 2022 @ 11:43am 
'When I try to use' Sorry for the typo
THE CANDY CANE MAN 1 Nov, 2022 @ 11:42am 
When I try to any troops except the Shock Troopers and Sentinels it says they are not available in the description of the vehicle and I cant use it
kelpy  [author] 2 Oct, 2022 @ 4:36pm 
You may need to enable the techs in the design & fight for the other quarters. Just press T and scroll down until you see them.
Natalie6 2 Oct, 2022 @ 4:07pm 
For some reason only the Shock Troopers and Sentinels are available in Design and Fight, including the combat. Despite this, they still are available and quite fun in conquest.
Natalie6 26 Sep, 2022 @ 8:14pm 
Huh.

Between this and Suspendium Cavalry, I might have to try a playthrough where I forgo ship-mounted weapons.
kelpy  [author] 24 Sep, 2022 @ 8:34pm 
Its cool, maybe in the future the game will have more modding options.
chryssjanzonio 24 Sep, 2022 @ 7:32pm 
yeh i forgot about that. my bad
kelpy  [author] 24 Sep, 2022 @ 7:28pm 
I wish the game allowed for specific crew actions but it's really just limited to boarding and attacking/capturing ships.
chryssjanzonio 24 Sep, 2022 @ 5:30pm 
got an idea for a unit. wire cutter. they sever parts from the ship. detonator. they blow up the engine. disablers. they just disable the weapons of the ship. seductress. they make the crew revolt ( not sure if it will work ) suicide bombers. and mustard gas unit.
Shō 23 Sep, 2022 @ 1:19pm 
The Suppresor and The Charger sounds really cool actually, the ideas are pretty neat for a full on endgame boarder unit that could compete with other mods
chryssjanzonio 21 Sep, 2022 @ 4:06am 
love the mod keep it coming!
kelpy  [author] 19 Sep, 2022 @ 3:35pm 
No problem :cozyspaceengineersc:
TheBendyLlama 19 Sep, 2022 @ 3:20pm 
That's fine with me, I just felt like sharing, But hey thanks for taking the time to read it regardless.
kelpy  [author] 19 Sep, 2022 @ 3:09pm 
@TheBendyLlama I probably won't touch the waspkillers or give them any upgrades, but your ideas are pretty interesting.
Helikopterek 19 Sep, 2022 @ 8:23am 
based
TheBendyLlama 18 Sep, 2022 @ 12:58pm 
The second Idea I have is the Suppresor, Taking the idea of the steam mechsuit and putting it on steroids by making the Waspkillers more tanky with heavy exoskeleton powered armor bordering on being just a small mech armed with Gatling guns more akin to those mounted on ships instead of the smaller ones being carried, Although they'd be much less mobile with no aerial options at all and being leagues more expensive in both money and supply to compensate for their higher beefiness and attack power. Both would facilitate the module's size change to be doubled, Going from 1x3 to 2x3 in order to fit the bigger equipment, And both would be around equally expensive. If you are going to add this feel free to make any balance changes you'd like since this could be pretty flawed, If not though, That's fine, I just felt like sharing this idea.
TheBendyLlama 18 Sep, 2022 @ 12:58pm 
I have an idea for two variants of the waspkillers similar to how the Air dragoons were handled. First, The Charger, They'd be more mobile, Being equipped with a suspendium backpack that gives them greater ground speed and pretty poor air speed, Having a focus on hard and fast hitting melee units using big blades on their arms instead of a gatling gun although they would be weaker health wise, Maybe being 15 health.
kelpy  [author] 15 Sep, 2022 @ 4:33pm 
considering they are wearing the airships equivalent of power armour... probably.
Flying_Luigi 15 Sep, 2022 @ 4:21pm 
would waspkillers still slaughter anything they come across
kelpy  [author] 15 Sep, 2022 @ 1:21pm 
Could be possible to add them in, although it will be hard to balance them in a way that doesn't overlap with the use cases for Waspkillers; unless they became an upgrade for the Waspkillers, then maybe.
Shō 15 Sep, 2022 @ 1:10pm 
Whats your opinion on the Steam Mechsuit from the cataclysm mod? I think it would be cool as a solo unit module in this mod or something of that sort.
kelpy  [author] 13 Sep, 2022 @ 8:34pm 
Updated!
TheBendyLlama 13 Sep, 2022 @ 7:12pm 
Thank you for doing that, and you're welcome!
kelpy  [author] 13 Sep, 2022 @ 7:03pm 
I'm working on the next update which will give them separate modules and move them down the tech tree. Thanks for your suggestion!
TheBendyLlama 13 Sep, 2022 @ 7:21am 
I'm mostly just saying this as a sandbox enthusiast since I've found it not very possible to use these variants in battles which is a shame because all these sound awesome.
TheBendyLlama 9 Sep, 2022 @ 4:05pm 
I see, Yeah I've seen that before. Maybe they could be separate modules in that case then, But could make the balance more off.
kelpy  [author] 9 Sep, 2022 @ 3:34pm 
Possibly, although the main issue I have with variants is that some people cannot find modded modules hid behind vanilla module variants.
TheBendyLlama 9 Sep, 2022 @ 2:42pm 
Just an Idea I've had, Would it be possible to make these available through module variants (Such as turning a regular cannon to a deck cannon) for what I Imagine could be more streamlined use? It'd also make it easier to get it working on sandbox for testing ships involving them and just messing around.