Airships: Conquer the Skies

Airships: Conquer the Skies

Professor Aluminum's Maniacal Menagarie of State Funded Mad Science And Fun!
 This topic has been pinned, so it's probably important
an ammo box  [developer] 12 Aug, 2017 @ 1:27pm
Suggestions, Questions, and Dev Logs!
Hello Airships Community! I've silently loved this game for quite some time now, to the point where I threw my hat in this whole modding business to address the current deficiency of mad science in this delectably steampunk game.

I created this thread to help talk with subscribers and hopefully have everyone’s questions and concerns acknowledged and addressed, as well as hopefully get to rub elbows with the community at large!
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Showing 1-15 of 54 comments
an ammo box  [developer] 12 Aug, 2017 @ 2:21pm 
Oh dear, it appears I'm in quite the pickle 45 minutes into launch; I uploaded an incorrect build and now all the laser weapons have their lights cranked to eleven and the outdated fragment maps make the ships burst into unrendered confetti.

To make matters worse, it appears that any attempt to solve the issue is denied at the gates; The publisher keeps failing to get my update through, anyone got any suggestions?
cataclysm 12 Aug, 2017 @ 4:43pm 
HI!
let me just say that I love the elbow grease you put into the mod and that you've come very strong out of the gate into the battlefield, as common Courtesy I offer to help with any mod problems and questions you might have.

as for your update problems i'd suggest you try restarting the game if you edited the info.json while it was running you may run into small "this is not the mod i remember" problems. other than that, it's more of "Dev! My mad science has backfired and made a blue glowing mushroom cloud!" type of problem...

also i may have taken a peak at your files, if you give crew "ismachine" they stop shouting, just saying...
an ammo box  [developer] 12 Aug, 2017 @ 7:18pm 
Originally posted by cataclysm:
as for your update problems i'd suggest you try restarting the game if you edited the info.json while it was running you may run into small "this is not the mod i remember" problems. other than that, it's more of "Dev! My mad science has backfired and made a blue glowing mushroom cloud!" type of problem...

Nothing a clean install of the game coudn't fix, apparently, but thanks for all the useful tips!

Originally posted by cataclysm:
also i may have taken a peak at your files, if you give crew "ismachine" they stop shouting, just saying...

Oh, that was an old file I tucked away and buried during early development, robots are supposed to just make clank and clicking noises. However, there is some work I'm putting into adding shouts to the science teams!
Pyromanv 14 Aug, 2017 @ 12:55am 
This mod is incredible, It's got everything- even more music.

A few ♥♥♥♥♥♥♥- the module descriptions could be better. The different lab modules could give better indications of what they actually do, and I think the Salvo Magazine and H.E.A.R.T. modules have incomplete stats.
The solar driver lags like all hell. Also I don't think it makes sense for it to use coal or ammo, but that's nothing compared the FPS drop.
Aaaand the Kracken shows up for landships. I don't know if this is intentional.

Keep up the excelent work, this mod looks really great.
an ammo box  [developer] 14 Aug, 2017 @ 12:59am 
Originally posted by Pyromanv:
This mod is incredible, It's got everything- even more music.

Originally posted by Pyromanv:
The solar driver lags like all hell. Also I don't think it makes sense for it to use coal or ammo, but that's nothing compared the FPS drop.

Music?... Solar driver?... I dont think thats supposed to be in there, let me investigate...
an ammo box  [developer] 14 Aug, 2017 @ 1:49am 
Originally posted by Pyromanv:
This mod is incredible, It's got everything- even more music.

A few ♥♥♥♥♥♥♥- the module descriptions could be better. The different lab modules could give better indications of what they actually do, and I think the Salvo Magazine and H.E.A.R.T. modules have incomplete stats.
The solar driver lags like all hell. Also I don't think it makes sense for it to use coal or ammo, but that's nothing compared the FPS drop.
Aaaand the Kracken shows up for landships. I don't know if this is intentional.

Keep up the excelent work, this mod looks really great.

After some invesigation, it appears you installed another mod and mistook it as mine, the Solar Driver and the Music comes from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1093371503&searchtext=


I double-checked to make sure that I didn't somehow cross-contaminate mod content when recently tinkering with my mod whilst looking at other mods, thankfully that was not the case.

As for mod descriptions, I'll be looking at that later, for now I'll be ringing the whole thing through autocorrect (thanks for reminding me!)

The HEART and the Magazine should only have their respective coal/ammo amounts and ship hp bonuses as their stats, not sure what else I added in.

The laboratories might need a little tidbit at the end to explain how each unique scientist crew works, I'll work on that later! For clarification; ALL scientists remove supply requirements, are slightly better workers, and can guard (but slightly worse than actual guards, with the exception of the Mad Genius).


Originally posted by Pyromanv:
Aaaand the Kracken shows up for landships. I don't know if this is intentional.

Oh dear, fixing that immediately!
Last edited by an ammo box; 14 Aug, 2017 @ 2:10am
cataclysm 14 Aug, 2017 @ 3:01am 
Originally posted by an ammo box:
After some invesigation, it appears you installed another mod and mistook it as mine,
yes, this is true, as for the solar driver yes it's a bt laggy but mostly due to amount of projectles and particles generated...

Originally posted by an ammo box:
The HEART and the Magazine should only have their respective coal/ammo amounts and ship hp bonuses as their stats, not sure what else I added in.
some stats like structural stress or negative amounts of resouces/upkeep are hidden from view
an ammo box  [developer] 14 Aug, 2017 @ 4:38am 
Originally posted by cataclysm:
Originally posted by an ammo box:
The HEART and the Magazine should only have their respective coal/ammo amounts and ship hp bonuses as their stats, not sure what else I added in.
some stats like structural stress or negative amounts of resouces/upkeep are hidden from view

I had no idea structuralStressAmount was supposed to be shown, it doesn't turn up on any module tooltips in my build of the game, modded or otherwise.

if it does become a problem for ship designers, I'll add them into the descriptions during my next preening of the strings/en file.
cataclysm 14 Aug, 2017 @ 5:29am 
Originally posted by an ammo box:
I had no idea structuralStressAmount was supposed to be shown, it doesn't turn up on any module tooltips in my build of the game, modded or otherwise.

if it does become a problem for ship designers, I'll add them into the descriptions during my next preening of the strings/en file.
you could say that it adds or alviates it, generally most builders just do round about, and if you are really finicky about it you can use the hp overlay to see the direct influance

but i'm just saying that there are a handfull of things that simply don't show up most of the time.
Last edited by cataclysm; 14 Aug, 2017 @ 5:29am
Pyromanv 14 Aug, 2017 @ 9:26am 
Well this is emberassing. What are the chances that the gyrocopter mod updates with a superweapon the day before a Mad Science mod is released. Thanks for explaining the science team- and sorry for sending you on a wild goose chase.
an ammo box  [developer] 14 Aug, 2017 @ 11:26am 
Originally posted by Pyromanv:
Well this is emberassing. What are the chances that the gyrocopter mod updates with a superweapon the day before a Mad Science mod is released. Thanks for explaining the science team- and sorry for sending you on a wild goose chase.

ah, no worries; if anything, you just reminded me to sift my mod descriptions and fix that kraken issue that I would never have caught until a week/month later!
stuChris 14 Aug, 2017 @ 6:40pm 
Originally posted by Pyromanv:
Well this is emberassing. What are the chances that the gyrocopter mod updates with a superweapon the day before a Mad Science mod is released. Thanks for explaining the science team- and sorry for sending you on a wild goose chase.
i can understand your confusion, apparently this Mad science mod has a "gyrocopter" just as Talons of iron does, i will have to investigate ;P
GeezerCake 4 Oct, 2017 @ 10:39am 
Hi! Love the mod but there doesn't seem to be Fragments maps...
edwin gibson 6 Oct, 2017 @ 2:54pm 
I have a request. Can we make it so we can start with the Advanced monsters Tech? As an alternitive option to Advansed Mad siantis tech. and Advanced Suspendium tech. I would really like to be able to Start a Campaign/conquest With Certain Monsters avalable. Maybe make some standalong Banner tech Versions that cover only 1 Monster. And have one like the DemonLord/Monster Realm Banner Tech. Which would give you strait up Advanced Monsters. Instead of Single Techs. You could make Copies of your Monster Modules. and make them a new Modual for the Single Monster techs. Like I have this idea for a Bee Kingdom. XD Or how about A Lycan ruled Kingdom. ;)
edwin gibson 11 Oct, 2017 @ 11:39am 
Update: Oct 11 @ 1:15am
-Fixed a bug where the tech bonuses could be a cities base bonus, much to the chagrin of those who thought that this was an intended feature.
AW man. that sucksss...... O well..... not much I can do about that.

@Dev.
Would it be possable to add a feature like the Spy system. But what I want it to do is Fund Mad Sianties. So there is a Greater chance for Your Mod Monster nests to spawn on conquest map over time. XD
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