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(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...
(extra)
no you were the first
(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
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(extra)
again its very posible that negative values devide something by zero somewhere creating a blackhole and terminating airships.exe...
(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
(extra)
*humble brags*
(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...
(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....
(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...
(extra)
i may have nerved the crap out of them, and i may have not tried to see how they felt in campaign since
(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...
(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'
(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
(extra)
you look hasty or insecere in cant tell but i hope you like the mod...
(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...
(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
(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...
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
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...
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