Airships: Conquer the Skies

Airships: Conquer the Skies

Cornelius Backgammon's Exceptional Selection of Architectural Improvements
82 Comments
Dauntless Duelist 18 Oct, 2024 @ 7:41pm 
ah. alright, that makes sense.
Cornelius Backgammon  [author] 18 Oct, 2024 @ 5:26am 
It's because the buildings that provide bonuses have to link to the modules. The way that airships works is that unfortunately if you want something like the Grand Forge from this mod to affect say, cannons, you have to add the bonus to every weapon that you want to affect by directly altering that weapon.

You can't just say '+20% cannon damage' or +15% steel armour health' or something on the building that will provide the bonus, you have to actually add that bonus to the cannon itself, then say 'use this bonus when player has X building'.
Dauntless Duelist 17 Oct, 2024 @ 11:14pm 
...why does this touch a large number of vanilla modules?
Cornelius Backgammon  [author] 24 Jul, 2024 @ 3:37am 
Thanks for letting me know about that haha that was a bad one, should be fixed now.
MangoMan5689 23 Jul, 2024 @ 2:24pm 
I'm guessing it's probably just that you're in the process of updating it, but just in case it's not. There's currently a load error with the mod. In EmpireStat>stats.json I'm pretty sure you just forgot to put a comma after the Cornucopia tree at line 439 and line 457
Cornelius Backgammon  [author] 23 Jul, 2024 @ 3:43am 
Don't worry, i'd rather someone pointed this stuff out rather than just letting it be! I appreciate any and all bug reports/questions.
As for the ballista, that's definitely a bug and I'll fix it right away, the tree however does nothing currently, because the functionality of what we originally wanted it to do, and you have just reminded me that we need to fix it. So i'll be working on that today too. I never disabled it because i figured people might want it even though it's currently non functional for druid RP purposes haha, but hopefully by the end of today it should be functional.
MangoMan5689 22 Jul, 2024 @ 10:56pm 
Sorry for commenting so much, I was just wondering what the Conrucopia Tree does? Currently I'm just seeing a 30 Maintenance cost and am not sure what it does
MangoMan5689 22 Jul, 2024 @ 9:41pm 
I've noticed that the Steelwood Ballista module visually has a ladder, but doesn't have any actual ability for crew to traverse vertically through the module. Not sure if this is an issue, or intentional. But thank you so much for your rapid responses and quick fixes! We all really appreciate it
Cornelius Backgammon  [author] 21 Jul, 2024 @ 3:23am 
I looked, there were a couple I missed out but not too many, also it's important to note that it's only *town* upgrades that get zero maintenance with the windmill, not city ones, so any cities that start with a port will still have to pay maintenance on their upgrades.
Cornelius Backgammon  [author] 21 Jul, 2024 @ 3:09am 
Oh, that's odd. I'll look at that next. Thanks for the heads up.
Uwotome 20 Jul, 2024 @ 3:49pm 
I'm not sure if it's due to your modded buildings, or just the base-game. However, when using the windmill charge I noticed a lot of buildings still had a maintenance cost. If it's within your purview I'd appreciate if you could fix it, thank you.
Cornelius Backgammon  [author] 20 Jul, 2024 @ 3:42am 
I had apparently made a spelling mistake when referencing a bonus and the game hadn't told me, thanks for letting me know! It should be fixed now.
Cornelius Backgammon  [author] 20 Jul, 2024 @ 2:22am 
I don't think it should, I'll check that out later and see if it's a bug on my end or your end. Thanks for letting me know.
123nick 19 Jul, 2024 @ 7:26pm 
Unless wolfpack (wolfs head erased) counts as a pirate/skulduggery faciton
123nick 19 Jul, 2024 @ 5:14pm 
Actually, reading the description, i think their supposed to be locked behind the skullduggery charge, but arent. even when i pick Wolfs Head Erased, i get pirates. im using ishis core collection aswell if that matters.
123nick 19 Jul, 2024 @ 5:12pm 
Are pirate raiders supposed to be available from tier 0? they feel like they should be behind a bonus or something, like destroying a pirate outpost gives the bonus, but they arent. their grapple hook raiders when grapple hook raiders are like tier 4 or 2? if they are weaker per model compared to the higher tier ones im not sure how much a big deal that is since you can just add more barracks and overwhelm ships.
Cornelius Backgammon  [author] 15 Jul, 2024 @ 1:34pm 
All done! should be working now, courtesy of dafeesh.
Cornelius Backgammon  [author] 15 Jul, 2024 @ 5:13am 
Argh, yeah, that makes sense, I forgot I would have to update for the new armour variants. Thanks for letting me know.
MangoMan5689 14 Jul, 2024 @ 4:47pm 
The current cost decreases that you have for armor in the mod for researching further into the tree are currently broken. For example the triple cost steel armor before researching Advanced Metallurgy doesn't apply to the new steel armor variants just added.
Cornelius Backgammon  [author] 19 Jun, 2024 @ 3:39am 
You can, they are related to arms bonuses, if you want to be able to build pirate cities you need to play a nautical charge like the anchor or harpoon, if you want to be able to build druid structures you need to pick the flower or tree, to be able to build the galvanic buildings you need to pick the gargoyle, this is because these have been made as factions similar to the cultists, and have unique research and a few modules to go with them.
Niko <3 18 Jun, 2024 @ 2:06pm 
Why do IA can build things like private city and we cant?
Cornelius Backgammon  [author] 27 Apr, 2024 @ 3:48am 
I don't know I'm afraid. I wouldn't expect it to break but can't guarantee anything.
chryssjanzonio 26 Apr, 2024 @ 10:51pm 
hay is this compatible with steam progress?
Cornelius Backgammon  [author] 31 Oct, 2023 @ 8:57am 
That's some great feedback, and thank you for trying the mod! Unfortunately due to the constraints of the airships engine however, you can't have a building give you a +/- reputation income, though that would be excellent, I will see what i can do as like you say, it would be a much better way for them to work.
Ark_Malan 31 Oct, 2023 @ 8:18am 
I have just one suggestion: make it so having these negative gazzilion rep buildings decrease your reputation constantly since if you fight any monsters you can quickly gain all the rep back
Ark_Malan 31 Oct, 2023 @ 7:47am 
great mod
Cornelius Backgammon  [author] 5 Sep, 2023 @ 3:05am 
Yup, don't worry that's safe to ignore. The mod works fine, I will add a damaged sheet in time, but right now it is the least of my worries as it doesn't actually affect the mod's functionality.
chryssjanzonio 4 Sep, 2023 @ 6:51pm 
it says the sprite sheet has no damage model and the text is in red.
Cornelius Backgammon  [author] 23 Aug, 2023 @ 3:45am 
Changes done, the pirate modules should be available once you research Legalised Piracy. Enjoy your piratical misadventures!
Cornelius Backgammon  [author] 23 Aug, 2023 @ 2:55am 
That is something I have been meaning to do for a while, but had escaped my mind. I'm not really able to work on the mod in a major way right now due to one reason or another, but I will make that change today as it is a fairly minor one.
Hibiscsuss 23 Aug, 2023 @ 1:25am 
Do any of the skullduggery factions have the ability to unlock pirate components? I've been capturing pirate ships, but since their special parts are not researched/researchable I can not upgrade and refit the ships to better suit my fleet of ruffians and scoundrels
joe02184X2  [author] 28 Jul, 2023 @ 12:05pm 
If you are talking about the gargoyles those are meant to be a sort of powerhouse faction endgame thats very very evil, for this reason they are just incredibly strong once you reach the endgame and aren't intended to be fighting just AI.
Cornelius Backgammon  [author] 28 Jul, 2023 @ 10:09am 
Which is why we also introduced a very in-depth series of balance alterations to greater expand the scope of the changes we make. The mod is also designed predominantly for player based RP games, and does have integration for the AI so I'm not entirely sure what you mean about 'only available for the player'.
Hope you are enjoying the mod, please remember you have no obligation to use it!
stun 28 Jul, 2023 @ 9:49am 
woh hundreds of research/income/production, infinite hp everything, and 1.5x armor resistance and HP just for the player what a deep and compelling cheatmod
Cornelius Backgammon  [author] 22 Jul, 2023 @ 2:39am 
The Great library is meant to be an early but cost inefficient alternative to universities/field stations, though we are considering making a later game tech that will improve it somehow.
As for the Gargoyles, they are mainly implemented, please give them a try when you have a chance!

Thank you for the suggestions, and I am glad you are enjoying our mod.
Kazeck 21 Jul, 2023 @ 5:46pm 
Does the book bonus have anything linked to it, as it stands it merely doubles universities, but it might be cool to have a bonus tech or something for schools or buffed libraries! I also look forward to the gargoyles and such!
Cornelius Backgammon  [author] 18 Jun, 2023 @ 3:45am 
Thank you, we've done our best. Glad you are enjoying it!
Dubious 30 May, 2023 @ 8:35pm 
Sick! I love all the added complexity -- you've clearly seen the stale parts of the game and targeted them!
Cornelius Backgammon  [author] 24 May, 2023 @ 5:58am 
Glad to hear you are enjoying it! We have more stuff coming for the gargoyles soon ish so if you enjoyed them, keep your eye out for a few more unique items. The legalised piracy research does give you a new building, the pirate city, however it can only be built on the coast, so if you are land locked you will not be able to utilise it, however there is a second research that you unlock after legalised piracy called inland skullduggery, this gives you access to criminal buildings based inland such as the Black Market.
VerifiedBeano 23 May, 2023 @ 8:24pm 
I am enjoying this mod so far, the gargoyle run was very fun and delectably evil! But in my next iteration, I chose an octopus charge as it mentioned "managing crime". I researched legalized piracy, but not much seems to have changed at all? No new buildings, units, weapons, what does that research do?
Cornelius Backgammon  [author] 10 May, 2023 @ 4:30am 
The tree and flower charges allow you to play the druids, they unlock a custom tech tree which grants you access to their buildings (and is not quite finished yet but it's perfectly playable).
Frost 9 May, 2023 @ 4:52pm 
What charge adds the druid stuff exactly? or is it a thing for all of them?
IshiMoss 28 Apr, 2023 @ 9:39am 
very halal
Cornelius Backgammon  [author] 28 Apr, 2023 @ 6:15am 
Unfortunately you won't find any monster girls in this mod ishi
IshiMoss 27 Apr, 2023 @ 7:10pm 
kosher
Cornelius Backgammon  [author] 25 Apr, 2023 @ 7:32am 
I'm glad you are enjoying it!
chryssjanzonio 24 Apr, 2023 @ 9:15pm 
good mod
Cornelius Backgammon  [author] 24 Apr, 2023 @ 3:49am 
There are actually several, skullduggery should be available to any of the maritime charges, wheel, anchor, harpoon, turtledove, crab etc. there isn't a specific charge for it, it then allows you to research pirate and smuggler related buildings. No need to be sorry, I am always happy to answer any queries about the mod, and hear any feedback people wish to give me.
Unbreakabelle 23 Apr, 2023 @ 9:24pm 
This may have been fixed by the heraldry compatibility but I can't find the skullduggery charge, Sorry!
Cornelius Backgammon  [author] 23 Apr, 2023 @ 6:42am 
Ah, well I can't tell you much, but I'd have a little look at your crew after you build it...