Airships: Conquer the Skies

Airships: Conquer the Skies

City Upgrades Expanded
36 Comments
Void  [author] 12 Mar @ 3:19pm 
okay, in that case it would probably be a conflict
I'll look and see if that mod might be causing any issues, if you have any other updates about issues lemme know and i'll look into it
BloodhoundMk2 11 Mar @ 4:25am 
I have a ton of mods, so no it was just apart of a large modlist. But as soon as i removed the mod it started to work normally again, so must be a conflict. I do have Cornelius Backgammon's Architecture mod installed so that is likely to be whats causing the conflict
Void  [author] 10 Mar @ 9:31pm 
@bloodhoundmk2 was it a save with only this mod or with others aswell?
i haven't seen anyone else complain about it so i'd like to rule out other mods first
BloodhoundMk2 9 Mar @ 2:50pm 
Great mod but after installing and starting a new game with it i could no longer load the save games where i used the mod. I guess its outdated, but a great mod none the less
Militaryhistory1 3 Mar @ 5:04pm 
let us see if this mod still works, I feel like it would be more balanced than the industrial buildings mod that does.
Void  [author] 27 Sep, 2023 @ 2:39pm 
@J.NPC Yes, the AI also uses the buildings. All be it they don't use it strategically, but at some point they do build them. (If you send spies to their cities you eventually will see them build stuff)
J.NPC 26 Sep, 2023 @ 7:58am 
Does the Ai also use zhe buildings?
PremierVader 4 Sep, 2023 @ 5:11am 
Oh alright makes sense then. That would mean that the Windmill coat of arms would give a nice little boost to those buildings and makes the windmill more viable form of play.
Void  [author] 2 Sep, 2023 @ 10:35am 
@PremierVader When i made the buildings i was thinking every building should have at least some sort of maintenance cost to make it a bit more realistic, so i made sure it had a maintenance cost and had a net income at the same time.
PremierVader 1 Sep, 2023 @ 2:29am 
Hey I used the mod and it worked great! Really enjoying the balance and the variety. Just had one question though, how come some of the later buildings have 2 maintenance and 7 income, wouldnt that just give me a net 5 income? So wouldnt it be better just giving them flat a 5 income instead of the extra maintenance cost?
Either ways great mod!
Void  [author] 25 Aug, 2023 @ 10:50pm 
@PremierVader, there shouldn't be any reason why it wouldn't work, the expansion should just simply appear in the upgrades list, and if removed simply disappear.
However if I do eventually add custom ages, then there is a chance that could break stuff, but as for now go for it!
PremierVader 25 Aug, 2023 @ 4:08am 
Hello can I add this mod midgame and load a conquest campaign I was already playing? Will it work?
Void  [author] 19 Aug, 2023 @ 11:06pm 
I'll upload a update for this mod in about a month or so, general Bugfixes and (maybe) new content (give me ideas), I gotta scrape files off the steam version of the mod as I sadly lost my experimental version to a corrupted disk, could take some time to get stuff going again
Bob-Vorlat 4 Aug, 2023 @ 8:43am 
Nice mod, but there are maintenance costs even when I'm using the windmill on my coat of arms
Dave From Monopoly 27 Jul, 2023 @ 10:57am 
This is rather neat hope you keep working it and adding more stuff. Keep up the good work mate.
Void  [author] 27 Jul, 2023 @ 10:50am 
@Jonesh im not sure, i didn't really think to test that. Is it working as intended or is it something i should fix/change?
Jonesh 25 Jul, 2023 @ 11:04am 
Does the coat of arms bonus work with these upgrades? I tried testing but it seemed like it did add maintenance costs for upgrades in towns.
Void  [author] 19 Jul, 2023 @ 9:11pm 
Currently its getting ~3 views a day and ~2 subs a day, total accumulated subs seem to of flat lined for the past ~2 months
But hey if you guys really want something i'll add it :p
Void  [author] 19 Jul, 2023 @ 9:08pm 
FYI I will not be continuing work on this mod unless i see a sudden jump in interest, but if it breaks and you guys point it out in the comments i'll fix it and maybe add something else too while im at it
Nexira Elimus 17 Jul, 2023 @ 10:49pm 
very dope love this
Skylearion 4 Apr, 2023 @ 11:02am 
I hope to see continued progress in this mod you are making and maybe you can be the first to make new ages with your buildings and spring ideas from that. you have a heafty competition to have a good extra buildings mod. and hope to see unique ideas from you in the future. good luck but never forget to enjoy the mod you are making thats is one of many reasons to make a mod. am I right?
Osrek 22 Mar, 2023 @ 2:10pm 
10/10, best high altitude pork delivery system post Imperial collapse.
thus_boi 18 Mar, 2023 @ 11:32pm 
nice
Void  [author] 15 Mar, 2023 @ 8:44pm 
@Zarkonnen How can i lock upgrades behind other upgrades? Eg i build a forester first then i unlock a Charcoal Kiln
Thanks for you help!
Zarkonnen  [developer] 25 Feb, 2023 @ 2:26am 
@Void Yes, you can do that by using bonuses. See monastery for an example of an upgrade unlocked by an age, and market for one unlocked by a technology. In both cases, the age/tech activates a bonus that then in turn makes the upgrade available.

To make sure the upgrade icons fit with the rest, use the game color scheme, give them a 1px #141414 border, and don't make them too detailed - I actually draw them at 32x32 px first and then scale them up to 64x64 px to make sure I don't overcomplicate them.
Void  [author] 24 Feb, 2023 @ 8:06am 
@Zarkonnen
Is there a way to lock specific buildings/upgrades behind certian ages or a custom technology?
--main problem I'm running into is creating images for the logos, I've been stalling because I'm not very good at drawing, but I'm going to try and force myself to do that over the weekend
Zarkonnen  [developer] 22 Feb, 2023 @ 12:43am 
Let me know if you need any assistance with the mod.
Void  [author] 10 Feb, 2023 @ 7:02am 
Updates taking a while, running in to some problems. Should be done over the weekend but don't count me on that.
slinx 1 Feb, 2023 @ 12:43pm 
the war of the piggies
Jacky Treehorn 25 Jan, 2023 @ 11:35am 
I like the flying pigs farm, should look like children's balloons attached to ropes.
Void  [author] 23 Jan, 2023 @ 5:43pm 
@Osrek Thanks! Great ideas i'll add that to my list of what to add
Osrek 19 Jan, 2023 @ 10:48am 
small mine, charcoal kiln, forester, road patrols, ranch (for flying pigs), tavern, church
Void  [author] 13 Jan, 2023 @ 4:11pm 
1/13/23 Added Better Housing and Water Well
Also implemented logo for research lab
Certain logos are a bit small, i am working on upscaling them.
chryssjanzonio 6 Jan, 2023 @ 9:29pm 
thanks for the update. keep em coming!
Void  [author] 6 Jan, 2023 @ 4:09pm 
updated to add icons for sewers and water system, next update adding wells and housing coming soon
chryssjanzonio 3 Jan, 2023 @ 4:46pm 
nice mod