Airships: Conquer the Skies

Airships: Conquer the Skies

Karda's Air Arsenal
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KardaKAX  [developer] 3 Aug, 2016 @ 2:41pm
Developer Diary: Version 1.11
So, with version 1.10 just being released, I decided to take a step back and think about my mod as a whole. It's a mess, to be honest. many modules look terrible and some are horribly under/overpowered. In version 1.11, I aim to rectify this by doing a total makeover of the mod. Make the old look pretty, add some new shinies. You know, the fun stuff.
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Showing 1-10 of 10 comments
KardaKAX  [developer] 3 Aug, 2016 @ 2:46pm 
Date: 3rd of August

The first order of business was to write up one huge list of all the modules I wanted to have in my mod. What turned from 41 weapons turned to about 128 and that could still grow. Granted, many of the modules are going to be varients of those I have implemented, but this should give the user a much wider variety of weapons to play with and each varient does something that another doesn't. For example, by having a gun mouned on decking would reduce it's health, but increase the speed of what crew can move at as well as increasing the gun's opperational fire arc. Obviously with so many modules they have to be seperated into different catefories in order not to be a complete mess. With that, there are now 13 weapon categories, rather than 2. It's alot, but I'm commited to doing it.
Last edited by KardaKAX; 3 Aug, 2016 @ 4:08pm
KardaKAX  [developer] 3 Aug, 2016 @ 2:49pm 
Date: 4th of August

I've just finished writing up the localisation file for the mod. 771 lines of just writing descriptions for each module. It's the boring part but at least it's done now and it really helps me to be able to add more modules in the future knowing where each module is actually ment to go, rather than a giant pile of what-the-fluff. Next step will be to create a template file for the code and use it across all the modules, making it easier to compare data between modules as well as organising the image files so that I acutally know where the visual assets are placed. I probably messed up some lines or spelling, knowing me.

It's worth noting that all the modules that are currently in the mod will remain, though most will probably have a different name, be it slight or dramatic.
Last edited by KardaKAX; 3 Aug, 2016 @ 4:09pm
KardaKAX  [developer] 6 Aug, 2016 @ 3:52pm 
Date: 6th of August

As with every person when a new game update comes out, they'd probably want to spend some time on it. For me, there's 2 games and a new total war campaign with a friend, so, progress slowed a little.

Small update for now, got the files preped and ready to go for when all the module art is finished and I've almost finished drawing up the ammunition. Just got some more modules and all their bump maps to go.
KardaKAX  [developer] 26 Aug, 2016 @ 11:22am 
Date: 26th of August

After taking some time off, being ill for a week then going out for a further week on holiday, I'm finally able to resume work on the mod. I've put this as my top priority and will try to push this out as soon as V9 comes out.

As for now, I've added maybe another 5 modules, another weapon category (You can probably guess what if you tried the beta branch) and finished up all the text files, being the remainder of the Strings as well as the Construction Affinities and Spritesheet Bundle. I've also finished off all the ammunition images so all that's left is drawing up the main modules and giving them all the stats. Doesn't sound like alot, but it is.
KardaKAX  [developer] 27 Aug, 2016 @ 2:32pm 
Date: 27th of August

So, quick update really, the images for all the ammunition types are fully fleshed and have been exported and ready to go. Currently working through the weapon module backgrounds with all the rifle based weapons being complete.
KardaKAX  [developer] 6 Sep, 2016 @ 2:10pm 
Date: 6th of September

Progress is moving slowly but surely. The constant need to change some of the graphics so they look decent is always a set back but I'm hammering through. Currently all the rifles are in a complete state and ready to go.

So that's about 13 down, 100+ to go.
Last edited by KardaKAX; 1 Oct, 2016 @ 3:38pm
KardaKAX  [developer] 1 Oct, 2016 @ 3:41pm 
Date: 1st of October

Lord knows why I originally wrote 6th of decemeber in the first one.

I've now just finished all the grenade and mortar based weaponry having them all fully balanced and looking very nice.

I've not been able to work on it much due to IRL stuff and a very bad string of illness' that are very debilitating though I do believe that I've gotten over most of them and I'll begin to work on the mod a bit quicker now. Sorry for the lack of updates but I'll keep you posted on major developments.

Had to remove 4 rifle-based modules due to technical limitations but it's not a major loss.
12 more modules down, also now. Makes 21 total with the changes.
Last edited by KardaKAX; 1 Oct, 2016 @ 3:43pm
KardaKAX  [developer] 3 Oct, 2016 @ 6:49am 
Date: 3rd of October

Not really much to say other than all the Flak and SAM weapons are done for this version. Moving on to artillery.

15 more modules down, 36 done in total.
KardaKAX  [developer] 19 Nov, 2016 @ 8:31am 
Date: 19th of November

Unfortunetly progress has really slowed down on the mod as my college thought it would be nice to throw alot of assignments on me in the past couple of months, as well as severely restrict the ammount of time I have been able to give to the mod.

That and continuously tweaking modules isn't the most fun; that may be a factor as well as some of the features needed for mod being in development or in a future plan, which can take some time depending on Z's development process.

I will update the mod once everything is set, however, this may still take some time.
KardaKAX  [developer] 12 Mar, 2017 @ 2:37pm 
Date 12th of March

I feel really bad for not working on this mod as much as I would have liked to. It turns out that every weekend I want to do something on this I have to much work and I either have no time, or the patience to continue work on this mod.

I also had to completely re-do all the modules, for the sake of adding new tags to them all, as well as correct levels of balancing. That took some time.

That being said, I finally got a weekend off and I've been trundling along getting some more parts of this mod done. I can now safely say that I have now completed 58 modules fully, as well as creating an excel document to easily record the details of each module (and calculate values based on specific inputs :o)

Anyway, Here is the thrid face-lift of the most ugly module there was. The Land Mattress, also now just known as the Ultra Rocket Artillery.
Last edited by KardaKAX; 12 Mar, 2017 @ 4:02pm
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