Airships: Conquer the Skies

Airships: Conquer the Skies

cataclystic expansion
 This topic has been pinned, so it's probably important
cataclysm  [developer] 15 Mar, 2016 @ 8:53pm
Devlog
Feedback/Re-Ballance/troubleshoot/Q&A/stuff you need to get off your chest/sugestions/ect
need me to nerve or OP something? is something sloppy, does it need more or less oompff, let me know here... and if it brakes everything also let me know here, and if you have questions i'm putting this here too...

also here are my specs on the computer i use/play my own mod on:

CPU: i5 6600K (3,5 - 3,9 GHz)
gpu: gtx 1050TI MSI 4G (standard speed)
ram: 16 GB 2133Hz
mobo: ASUS H110M-A
storage: chewing-gum format 512gb @500mb read/write and standard 2tb hdd for longterm storage.
OS: Linux mint LTS V.18.3 Cinnamon
Last edited by cataclysm; 21 Oct, 2024 @ 6:16pm
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Showing 1-15 of 98 comments
cataclysm  [developer] 21 Apr, 2016 @ 5:19pm 
Originally posted by jalord369 :
How about a trade system between city?

Originally posted by cataclysm:
jalord369, while i support trade and all things related, the current modding system has its limitations and as such we modders don't have an actual way to add new functions or lines of code to the game, only variations on what already is there, my slopes=modified struts, my money gen=negative upkeep, etc... people can only craft as good as their tools are...

(extra)
i would if i could, but such a system requires me to tear down the the game and change the base game, i would end up making a clone of the game... and as such zarkonnen(dev) is better suited to entertain ideas, while i do intent to look if can do a more extensive mod my expertiese is idea's and art, i do have understanding of programming but i'm a mere novice a it...
Last edited by cataclysm; 21 Apr, 2016 @ 5:20pm
cataclysm  [developer] 21 Apr, 2016 @ 5:27pm 
Originally posted by keroror:
Hey cata, recently airships wouldnt launch so i went on a tracking session and i pinpointed the crashing was because of your mod fsr, has anyone else had this crash?

(extra)
no you were the first

Originally posted by cataclysm:
...keroror, yeah i kinda had a moment it would crash, that crash was due to a large creation i made so i may look into the ai designs as big designs=more instability i have not properly tested my mod in long term campaign, and i also noticed that the more designs i had put into my mod the longer it took to load the skirmish mode...

do you have problems before now, yesterday, the day before? i update my mod evey day around the same time so i may in my constand tinkering cause problems...

(more extra)
also when using mods i do note that airships has substantially become more unstable, it may be my mod(becuse the game was never made wiht most of my stuff in mind) but then again it may be all mods in general

-----

Originally posted by keroror:
well i only recently tried to launch it yesterday in which it would crash and i brushed it off as an update problem, today when i really wanted to play i pinpointed it to yours and i just played. It might have been present a little while ago but i was out of town

(extra)
again its very posible that negative values devide something by zero somewhere creating a blackhole and terminating airships.exe...

Originally posted by cataclysm:
keroror, you could delete the mod in the directory and re-download the mod and if that doesnt work i could upload a barebones version of my mod a difrent workshop item to see what cuases the problem... also remade a subforum where its easyer to talk about tech problems...

(even more extra)
i did not, in the end, upload a barebones version, but parts of the mod that could be a seporate mod by itself...

also you did not contiue this conversation in this subforum

Originally posted by keroror:
Alright i will try it thx cat
Last edited by cataclysm; 21 Apr, 2016 @ 5:35pm
cataclysm  [developer] 21 Apr, 2016 @ 5:39pm 
Originally posted by -=AndeCon=-:
Good mod, should be part of the base game.

(extra)
*humble brags*

Originally posted by cataclysm:
-=AndeCon=-
well this is here, david don't need to put it in... but i'd like it if he could make modules have passive or other effects

(extra)
not that i would mind that he would put it in, as long as he credited me for the parts he took of it, but besides copy-pasting stuff over i'd rather like it if he supported more modding functions and actual fragmens of code/script that we could put in...
cataclysm  [developer] 21 Apr, 2016 @ 5:45pm 
Originally posted by Face Johnson (8 Apr @ 5:56am) :
Had a crash aswell. Placed an oil rig on the map and it crashed my gpu.

(extra)
i wonder how i would overload a gpu... probly doing to many things as once and haveing a ton of programs on i the background....

Originally posted by cataclysm (8 Apr @ 5:54pm):
Face Johnson, i tried doing the same, nothing happens it's not a problem inherent to the way my mod is made, but the bugginess and unstable tendencies of the game itself... also you people can't see the sub-forums or what?

(extra)
future me here, no they can't so in the future you decide to focebly use some tatics like this forum... as for crashes having a overall high amount of negative income may cuase instable conquest mode...
Last edited by cataclysm; 21 Apr, 2016 @ 5:46pm
cataclysm  [developer] 21 Apr, 2016 @ 5:51pm 
Originally posted by manholecover55 (13 Apr @ 3:09am):
The Mech1 ships seem way too powerful. A large swarm of them can chew through anything and they're cheap enough and quick enough to build. I think it needs some significant rebalancing.

(extra)
i may have nerved the crap out of them, and i may have not tried to see how they felt in campaign since

Originally posted by cataclysm (13 Apr @ 3:16am):
will do, i had them balanced by basically having them land periodically but the sheer amount of variables in the thing means that ammo limits and coal reloads don't mean a thing...

(extra)
this is one of those things that due to having so many values it doesn't work right and as intended... and btw they were acting as ram's in having the value for doing more damage than they recieve in flying into things...
cataclysm  [developer] 21 Apr, 2016 @ 5:59pm 
Originally posted by wolfenstein (19 Apr @ 12:00am):
how does the money part work?

(extra)
it works by making negative income in upkeep, i dont know how it works but it does work that way... i would have made a way for the game to simply add another income value as commerce but as with all things code, it 'ain't happening till zarkonnen is tappening'

Originally posted by cataclysm (19 Apr @ 1:33am):
wolf, you build modules from the commerce catagory, there are a few more availeble for buildings...

(extra)
i basicly made it so you have big modules that have a limited building space for cities and if you want more money you build more and more expensive things that make more and more money... if i could i would have them act like tech upgrades or give % bonus to things like building speed or cost reduction on ships but nah, scripts are not a thing

Originally posted by wolfenstein (20 Apr @ 12:36am):
ok,thanks

(extra)
you look hasty or insecere in cant tell but i hope you like the mod...
cataclysm  [developer] 21 Apr, 2016 @ 6:04pm 
Originally posted by greninja02 (2 hours ago):
The giant suspendium chamber sometimes stops worling for 2 or so seconds, is that a bug?

(extra)
if anything is a bug its that mods were never a viable option as it was douptfull anything decent would come out of it, this game unlike mincraft dit not povide a sourcecode to work from so as a result a very instable but effective way to make mods work wihtout to much effort...

gren, it could be that your coal stores are too far away, generally the only bugs present in the mod are those of priority arrangement, this means that in a few modules having crew means coal is not necessary due to too many or even some incompatible values, or a combination of bonuses dont work as intended.

however this mostly means it works in your favor, but the chamber eats coal every two seconds(extremely fast compared to all other things) so it could be that during something happening(a fight/explosion) the massive(and sometimes only) floatation method gets disabled...

also just for keeping things neat on the frontpage of the mod i'm going to remove some of the comments here and make a Q&A sub-thread or repurpose the troubleshoot one...

(extra)
hey look i caught up to my past self... but anyhow i sinseerly hope poeple complain here instead of the front of the mod
cataclysm  [developer] 3 May, 2016 @ 6:01am 
pulled this from general forums
Originally posted by bostondogguy:
i went to the units section but i cant build anything the parts dont want to attach to each other i NEED HELP D:

Originally posted by cataclysm:
if this is about /my mod/ then you probably need to go to the sub-threads of the mod for a more in-depth Q&A(and since its not part of the base game)... but if you read the text the modules have, it said you should use the prefabs in the ship-list

(also the reason they do that is because the sub-parts are too OP outside of the intended 'unit')

if this is about other models you need to look at how ladders work, or how the the doors are layed out but i doubt this as you already played the game 17 hours...

(extra)
the units are tiny tiny constructions atm, i used to hide the modules from sight but still allow you to build them, if someone were to use parts of the ship it would be way too op, like a infinite amount of bullets peppering everything kind while having 188 speed and and 1000m lift ceiling...
Last edited by cataclysm; 3 May, 2016 @ 6:02am
Keroro 6 May, 2016 @ 4:25pm 
Hey, i noticed i could not play ACS it gets stuck on the music loading screen, usually it would take about a minute to load up but now its not loading at all which stinks cuz i dont get to the the trenches :/.
cataclysm  [developer] 6 May, 2016 @ 4:49pm 
Originally posted by keroror:
Hey, i noticed i could not play ACS it gets stuck on the music loading screen, usually it would take about a minute to load up but now its not loading at all which stinks cuz i dont get to the the trenches :/.

music loading screen? so it started up but failed to load during sound? or...

also a neat what to do if something goes wrong method for people that have problems
does ACS run if you unsubscribe/disable my mod? >if no, continue reading. >if yes then go to '1)'. does ACS run if you disable all mods? or if you were to disable mods until it does... >if no go to '2)' >if done/yes go to 3) did ACS run in the last two weeks(with or without my mod)? >if no goto '2)' 1) if an error occurred then i would like to see your log file C:\Users\%USER%\AppData\Roaming\AirshipsGame\log.txt you get there by typing %appdata% and then going to the airshipsgame folder 2) send a error report to zarkonen using the method of '1)' 3) complain to the mod author of the mod you last disabled when it started working. and/or send them a log... or if its a novice then try to explain it...
i may edit the form to be more comprehensible in the future.
Last edited by cataclysm; 6 May, 2016 @ 4:51pm
cataclysm  [developer] 8 May, 2016 @ 5:53am 
Originally posted by saqib126:
Can you use the decouplers to turn the carrier into an actual carrier like, the bottom has decouplers that detach little mech-fighters when entering battle?

Originally posted by cataclysm:
saqib126, yes, but as deigns are invalid when not all accessible places are connected, there tend to be incompatibilities with the anti-cheat i build, there is allot more to it than that too
right now in order to be a valid ship you need crew, command, lift and propulsion, ships that do not have this tend to be deleted, i could make a fighter for ships but these would have a good chance of deleting themselfs after battle... and seeing as it would be a waste of money...

a ship cannont be build if not all parts are connected, and if not all requirements are forfilled.

my decouplers are essentially modules that tend to brake faster than all else, right now if you want to make ships that detach from another at the start of a game you can use the 'decoupler(!)', the next update of my ship-pack will feature some of the bigger ships using this to deploy turret ships, its entirely possible you can make a x2 version of smaller ships and have them do the same, however the ai, has problems using this and fails to recognize that the 2 pieces the ship once was and will leave one piece just floating there...

lastly i made a anti-cheat for my unit modules, this is to prevent someone from making overpowered super-ships, having this does mean that you or i cant use the decouplers to make a version where you can build 10 at a time, while i could remove the crew and connections
necessity this would mean that like the tadpole it would be classed as defeated at the start at battle's and that would be bad...

and also i don't think people would play along and never use it for making ultra-ships if i were to remove this protection...
Last edited by cataclysm; 19 May, 2016 @ 3:06pm
cataclysm  [developer] 19 May, 2016 @ 3:12pm 
Originally posted by cataclysm:
incompatibilities

any mod that modifies a module with the same name is incompatible but not in a fatale way, the mod order dictates which module becomes part of the game, the newest mod you enabled will over-write the previous all the way down to the base game, this basicly means if mod 'a' modifies coridor.json will overwrite the base game, getting another mod that modifies the same coridor.json will overwrite mod 'a''s change as well as the base-game
Last edited by cataclysm; 19 May, 2016 @ 3:14pm
bedrotandpawjob 20 May, 2016 @ 7:21pm 
I couldnt make a fully working ship using the parts in the "Units" section like how you did with the mechanized single seater, All the parts in the "Units" section was all in 4 directions
cataclysm  [developer] 21 May, 2016 @ 4:31am 
Originally posted by memesu:
I couldnt make a fully working ship using the parts in the "Units" section like how you did with the mechanized single seater, All the parts in the "Units" section was all in 4 directions
if you read the discription, it would have said that you need to use the prefab

Originally posted by cataclysm:
pulled this from general forums
Originally posted by bostondogguy:
i went to the units section but i cant build anything the parts dont want to attach to each other i NEED HELP D:

Originally posted by cataclysm:
read the text the modules have, it said you should use the prefabs in the ship-list

(also the reason they do that is because the sub-parts are too OP outside of the intended 'unit')

(extra)
the units are tiny tiny constructions atm, i used to hide the modules from sight but still allow you to build them, if someone were to use parts of the ship it would be way too op, like a infinite amount of bullets peppering everything kind while having 188 speed and and 1000m lift ceiling...
dictator putski 27 Aug, 2016 @ 10:42pm 
I uninstalled the mod not because it's a BAD mod because it isn't but it was a mix of not being updated in ages(I know, I know you have your reasons but you should understand) and my computer not being able to run the game (or almost any game) over 30fps so i thought if i took away my biggest mod it'd run better
Last edited by dictator putski; 27 Aug, 2016 @ 10:42pm
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