Airships: Conquer the Skies

Airships: Conquer the Skies

Capybara Compendium
214 Comments
TheLocalWaffle 3 Jul @ 1:30am 
vv
If you could though, I would love to at least see at least stuff like the cultist things, a few things like the galley, recoil-less rifle, bulkhead, and flagship array (as these in my opinion are the best of the bunch for being close to game, and fair.)
It wouldn't even matter to much if the technology wasn't included, or just barely.
TheLocalWaffle 2 Jul @ 8:31pm 
Yea I did have a look but yk, sad
kelpy  [author] 2 Jul @ 6:41am 
You oughtta look at my deprecated mods and see if the mods you want are there: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3030996776

Otherwise, it would be too much work to break this mod up into smaller chunks as everything is very intertwined.
TheLocalWaffle 2 Jul @ 5:59am 
is there a way to install these individually cus some of these are for me and my friends taste way out of hand but still has a bunch of good stuff
kelpy  [author] 23 Jun @ 8:26pm 
Migger Migger Mii~♡ 22 Jun @ 1:44pm 
For the floating island components, is it possible to get rid of the "reduced structural integrity due to X size"? It seems more reasonable to have full structural integrity for floating islands.
kelpy  [author] 16 Jun @ 7:41am 
I think someone would need to make a compatibility mod. Unfortunately, I don't have the time to do so right now.
kosma111 15 Jun @ 10:38pm 
okay, I know the problem, the mod "More Propulsion & Lift Modules" which adds great modules is unfortunately incompatible with your mod, is there a chance to make it compatible?:HereKittyKitty:
kosma111 15 Jun @ 10:20pm 
I just started conquest with tier 9 technologies and I have the technology you are writing about but it does not have this module
"Scientific suspendium mining"
-Large suspendium chambers
-suspendium hover wings"
there is nothing written here about this flagship module
kelpy  [author] 15 Jun @ 12:50pm 
Scientific suspendium mining, same tech that unlocks large suspendium chambers
kosma111 15 Jun @ 11:54am 
in editor it says
"SUSPENDIUM FLAGSHIP ARRAY"
Requires bonus: suspendium flagship array
kosma111 15 Jun @ 11:50am 
what is name of that tech
kelpy  [author] 15 Jun @ 7:30am 
What do you mean by flagship array bonus? You can research it on the bottom suspendium tech path or you can choose the suspendium engineers charge to get more lift from it.
kosma111 15 Jun @ 5:42am 
how to get the Suspendium flagship array bonus it is not in technologies or as a symbol bonus:ToolsOfDestruction:
kelpy  [author] 7 May @ 2:02pm 
Update what
update pls
kelpy  [author] 17 Apr @ 5:06am 
If you can't kill them while they're small then you have to wait until you get a bigger economy and more technology. IMO, they grow a bit too fast so I may need to balance them later.
King of Mars 16 Apr @ 11:46pm 
Nukes. Or tons and tons of autocannon ships.
Pro-Pain 16 Apr @ 9:26pm 
How do you guys fight the imperial strongholds?
kelpy  [author] 26 Jan @ 10:11pm 
Thank you! :cool_seagull:
BAANZ 26 Jan @ 9:47pm 
I love these mods and your Majestic work, literally and figuratively.:prisoner:
kelpy  [author] 3 Jan @ 5:02pm 
No problem, if you enjoyed the extra music I added in this mod you should also check out my other music mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3034091904
VerifiedBeano 3 Jan @ 4:06pm 
Spot on, thank you very much!
kelpy  [author] 3 Jan @ 8:33am 
IIRC, it's Gradus Vita from Hellsing Ultimate https://youtu.be/nNyOu5Gmm-A
This song also shows up if a Clockwork Synchronizer is in battle.
VerifiedBeano 3 Jan @ 7:05am 
I’m idly curious, what’s the music for the Abandoned Laboratory fight? It’s so amazingly intense that I get distracted from killing the murder cubes! All of the extra soundtrack honestly is more than welcome, you have a great ear for it Kelpy
kelpy  [author] 26 Dec, 2024 @ 9:43am 
Idk
Günter 25 Dec, 2024 @ 4:21pm 
when will this mod be Updatet?
YellowMiner 25 Nov, 2024 @ 12:45pm 
I did this :dab:
kelpy  [author] 25 Nov, 2024 @ 12:44pm 
There was an update to how armor modifiers work ?!?!? :ReBotCrying::ReBotCrying::ReBotCrying:
YellowMiner 25 Nov, 2024 @ 9:35am 
Lemme retract that statement you can't derive and multiply at once, i'm mistanking this with another game.
YellowMiner 25 Nov, 2024 @ 9:20am 
Which means that the armors don't derive their stats from the vanilla ones like they should. In fact deriving every module stats from the nearest vanilla module and applying some multipliers should be the standard way of modding things for future proofing.
Bonible 25 Nov, 2024 @ 8:15am 
I made a separate version of this mod for me and some friends to use in our modpack, tweaked a bunch of stuff but also fixed the armor weight modifiers for use with the new vanilla armor styles :3

Hope that's alright with you! Here's the mod I'm talking about. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3371922226
kelpy  [author] 19 Nov, 2024 @ 2:22pm 
Unless they're causing issues with the main mod, probably not. Though you're free to make a separate mod with them if you want to.
thmp2007 19 Nov, 2024 @ 12:01pm 
Any posibility of the supply ships bieng a separate mod? nice mod tho
Fishman 9 Nov, 2024 @ 10:58am 
That's probably why it doesn't work in design and fight
kelpy  [author] 9 Nov, 2024 @ 9:52am 
You have to unlock the tech and then build it as a construct similar to the fleshcrackers.
Fishman 9 Nov, 2024 @ 9:20am 
I wasn't able to find the part in either editor
kelpy  [author] 9 Nov, 2024 @ 6:35am 
The player can build and use them too, though I forgot if they count as ships or as buildings.
Fishman 9 Nov, 2024 @ 5:10am 
Are the aerial mines able to be used as a ship, like with other mods, or are they only something the enemy can use?
kelpy  [author] 24 Oct, 2024 @ 6:29am 
In conquest make sure you have the corresponding techs unlocked. In the designer make sure you have the corresponding techs enabled, iirc you can enable them with one of the buttons in the topbar.
断腿流大师兄 24 Oct, 2024 @ 1:33am 
Some modules are not available in the blueprints because they lack the corresponding bonuses. For example, pole torpedo, I don't know why.
kelpy  [author] 13 Oct, 2024 @ 7:03am 
Glad you enjoyed 👍👍
The Spy Is A Heavy 12 Oct, 2024 @ 8:53pm 
just here to thank you for this fine gem

tried catalystic, beyond being broken technically, it added so much unnecessary stuff that didn't fit at all
this is much more measured. bigger bridge? yeah that checks out. Mono-wing aircraft? makes sense to me. Giant fuckoff supendium lazer? A tiny stretch but they were in the basegame in smaller form.

great stuff, keep it up!
megabot 24 Sep, 2024 @ 2:21pm 
damn, I do not know how to do that. oh well. thank you for the answer
kelpy  [author] 24 Sep, 2024 @ 2:01pm 
No, you need to create a custom AI fleet with the mod enabled. Actually I think the AI creates some special units like the new supply ships and such.
megabot 24 Sep, 2024 @ 1:08pm 
apologies for asking, does the mod change the AI to use it? I assume it does not, but I wanted to ask
kelpy  [author] 3 Sep, 2024 @ 6:23am 
Idk that's from the vanilla game
Xscha 3 Sep, 2024 @ 3:12am 
quick question. what is the "exotic plants" that your explorers can bring back through exploration?
Xscha 31 Aug, 2024 @ 2:41am 
I love autocannons. but I also adore the small prefab ships like dragons, sky squids, and what this mod adds. absolutely my favorite piece, just wish they were categorized like squids and supply ships so i could stack them
King of Mars 30 Aug, 2024 @ 11:56pm 
If you like autocannons, try out the Weapons of Mass Destruction mod. Adds a bunch of giant cannons for capital ships and autocannons/missiles for medium ships.