Airships: Conquer the Skies

Airships: Conquer the Skies

Ishi's Additional Alternatives
69 Comments
IshiMoss  [author] Jan 14 @ 6:35am 
@Or I
make sure to load vanilla + cream first, before loading this one. Then load the compatibility mod.
individually.
Or I Jan 10 @ 2:24pm 
"Unable to load this mod configuration. Some mods may be missing, broken, or incompatible."
I have all necessary mods, and its works early.
Augustus Jul 19, 2024 @ 9:30am 
Small arms apparently have infinite ammo.
123nick Jul 15, 2024 @ 10:27pm 
the ballista changes its looks when you tech up (idk which techs exactly) but its stats, AFAICT, stay EXACTLY the same! if it looks different, it should perform different (IMHO). is it intentional stats stay the same or is it just an oversight? i could see ROF improving slightly atleast, it doesnt have to be major but it should be something , not nothing.

my apologies if something changes that isnt shown in the editor, like projectile speed. i tried testing and i didnt notice anything different between the two visuals
IshiMoss  [author] Apr 22, 2024 @ 10:38pm 
@chryssjanzonio
it's not, but the weapons in this mod will just be weak
chryssjanzonio Apr 22, 2024 @ 1:01am 
is the ballistic mod still required? it kinda messes with the enemy ai
IshiMoss  [author] Mar 11, 2024 @ 9:38pm 
Real
cjprince Mar 11, 2024 @ 11:10am 
update at last
cjprince Oct 1, 2023 @ 1:54pm 
- wings, unlocked by aerodynamics tech. Pioneered by the Flyer, with a little development they can lift airship-scale craft aloft, and reach high speeds much more efficiently than rotorcraft, with variants in different sizes and (later techs) with integrated engines. I presume its not possible to make winged airships always move around to stay aloft (like small planes). Unlike rotors, wings take up a lot of internal space

(niche lift options for small airships. in terms of general use and scaleability, theyd be unable to compete with suspendium bags or chambers)
cjprince Oct 1, 2023 @ 1:54pm 
(had to retype ALL of this because Steam doesn't allow messages more than 1K characters and I forgot to copy the text)

- lifting sails, a very early, inefficient precursor to wings which converts thrust to lift (extremely unfavourably). niche use for bomber-style airships that absolutely must get that max ceiling up above all else, aerodynamics go oof.

- autogyro rotors, unpowered, unlocked somewhere mid-dieselpunk. Converts thrust to lift better, but still unfavourably. Takes up no internal space, but having a wide, vulnerable rotor on top of your airship can be a weakness, and rotors can never hope to reach any great speed no matter how small and light the airship is

- helicopter rotors, powered, a late game solution that provides both thrust and lift in a conveniently small package. has the same disadvantages as autogyro rotors though.
cjprince Oct 1, 2023 @ 1:36pm 
- rocket pods. unlocked by Rapid Rocket Fire tech, a small 2x1 external-only unreloadable weapon which fires 8 rockets all one after the other in short succession.

- autocannon turret, unlocked by tier 7 anti air warfare, 2x2 monster that absolutely shreds through aircraft and its airship's ammo stockpiles

- forward and rear facing machine gun turrets on tier 5 aa tactics, bc the dorsal and ventral ones aint enough

- forward and rear facing flak guns. a later alternative to the light cannon and cannon. variants to choose between, a conventional wide 2x1, and a large arc, tall 1x2 (like the normal up facing flak gun on its side).
cjprince Oct 1, 2023 @ 1:32pm 
im working on making a fleet mod for this

I have some ideas for parts tho

- advanced tracks, landship tech unlocked in tier 4 by machining. Replaces the simple 3 big sprocket tracks with a more early dieselpunk style arrangement with bogies

- modern tracks, landship unlocked in tier 6 by internal combustion, making the tracks into a modern looking torsion bar arrangement

- advanced legs, landship tech unlocked in tier 5 by hydraulic motors or biomimetics. Visually, early mech legs would look like vanilla, while advanced legs would look more like the small and medium leg reskins from your vanilla+cream mod

- modern legs, unlocked tier 7 by exoskeletons or industrial automation

- modern wheels, unlocked tier 5 by high pressure jelly, puts thick puncture-proof rubber tires on the wheels

(the above is bc i think landships need some love)
Philwhore Sep 3, 2023 @ 11:11pm 
love the turtles!
IshiMoss  [author] Sep 3, 2023 @ 8:53pm 
@Pheonix
 yeah, there's a bug in the game where module bonus disappears. zark is looking into that right now.
Pheonix Sep 3, 2023 @ 12:24pm 
@IshiMoss Im not positive but I think the combustion engine isn't getting fuel from the jelly pumps
Augustus Sep 1, 2023 @ 5:25pm 
@IshiMoss you the best :D
IshiMoss  [author] Sep 1, 2023 @ 8:01am 
@Augustus
fixed
IshiMoss  [author] Sep 1, 2023 @ 7:55am 
@Augustus

I just remembered i had a module that's a copy of the shell cannon named bombard w
Augustus Aug 31, 2023 @ 4:41pm 
can you prease fix the wedge-shaped variant of the Mortar corrupting ship saves. the rounded variant and deck variant do not corrupt ship saves. for some reason they turn into shell cannons after being saved and render the ship unloadable.
IshiMoss  [author] Aug 28, 2023 @ 10:05am 
@Razdolbay228
I moved the nuke to the cold war expansion that's coming out soon(tm)
Razdolbay228 Aug 28, 2023 @ 9:51am 
And inside the mod I kind of saw a prescribed technology related to nuclear reactions
(or I have memory problems, I watched it for a relatively long time, but I couldn't get this technology in the game).

So if we expand a little, transfer all airships from suspendium chambers to huge methane engines and equip them with ballistic and cruise missiles, then we will get a Highfleet (game about war crimes) inside the Airship conquer the skies
Razdolbay228 Aug 28, 2023 @ 9:44am 
Looking at the speed of ballistic missiles in mod, and the fact that they can fly for almost a week to the target made me think about how huge the distances in the game on the map are.

And about how large the fuel reserves of ballistic missiles are.
IshiMoss  [author] Aug 21, 2023 @ 4:09am 
@Philwhore
epico
Philwhore Aug 20, 2023 @ 5:14pm 
figured out how to use it properly well kind of im still on imperial, the ai progress' through tech and everything seems to be working well though!
IshiMoss  [author] Aug 6, 2023 @ 8:14pm 
@Philwhore
Did you have the AI fleet overhaul mod that comes with this
If yes, don't use imperial difficulty
If yes, 90% of my game time is spent in notepad++ and gimp
Augustus Jul 26, 2023 @ 11:01am 
update when?
Philwhore Jul 23, 2023 @ 9:04pm 
id love this if it didnt make the ai spam ♥♥♥♥ ships and never upgrade their tech
IshiMoss  [author] Apr 13, 2023 @ 9:49am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Rendor Apr 2, 2023 @ 2:39am 
Yo this is actually balanced mod. Great work!
Dewa Dec 19, 2022 @ 3:25am 
:steamthumbsup:
IshiMoss  [author] Dec 19, 2022 @ 2:34am 
@Dewa | PTFO
Rapid gun was removed as it was redundant. Machine gun and auto cannon does the job well enough.
same with swivel guns (replaced with hussar rifle, more variants coming soon enough.)
Dewa Dec 18, 2022 @ 2:28am 
Edit : the dual rapid gun is straight up Removed from the save file i had of the stolen Ai buildinghttps://prnt.sc/XHmSWdHzjnP9
Dewa Dec 18, 2022 @ 2:27am 
I now see the machinegun turrets in lightweight weapons and the walled deck machine gun, still no sign of the "dual rapid gun" though ( https://prnt.sc/oWz55R0zuEse )
IshiMoss  [author] Dec 17, 2022 @ 7:59pm 
@chryssjanzonio yes but not soon. i'm burnt out.
IshiMoss  [author] Dec 17, 2022 @ 7:52pm 
@Dewa | PTFO
wack, i'll make an update
Dewa Dec 16, 2022 @ 2:22am 
https://prnt.sc/e7ONj3bJkzIs I do not see it anywhere here, and i have all tech researched with no mods apart from yours + shaping unified enabled


https://prnt.sc/7MNyuKCtXpWe
https://prnt.sc/oWz55R0zuEse
These two are from an ai building i once captured, and i can't find them anywhere else in the build menu
chryssjanzonio Dec 15, 2022 @ 10:07pm 
any plans for future updates?
IshiMoss  [author] Dec 15, 2022 @ 7:29pm 
@Dewa | PTFO
dual purpose guns are an upgrade for the top and bottom turret to start firing at aircrafts. Machine gun is machine gun (under lightweight weapons category)
If you're referring to gatling, they're renamed to auto-cannon to avoid confusion.
Dewa Dec 12, 2022 @ 8:04pm 
I can't find machine guns either
Dewa Dec 12, 2022 @ 7:59pm 
Where can i find the "Dual Rapid Gun?", i have all the tech researched yet for some reason i can't find it, yet i see it on Ai buildings
chryssjanzonio Sep 25, 2022 @ 9:01pm 
it works now thanks
chryssjanzonio Sep 25, 2022 @ 5:44pm 
okay
IshiMoss  [author] Sep 25, 2022 @ 7:25am 
@chryssjanzonio wack. try again with the updated version of this mod.
chryssjanzonio Sep 25, 2022 @ 5:26am 
no im using the most up to date version?
IshiMoss  [author] Sep 25, 2022 @ 3:29am 
@chryssjanzonio are you using an older version of the game?
chryssjanzonio Sep 24, 2022 @ 11:00pm 
i dont know why. it just says fail to load because of areal tactics.json. but i dont even know wat that is.
IshiMoss  [author] Sep 24, 2022 @ 9:38pm 
@chryssjanzonio, weird, i'm not patching anything like that, i'll look into it
chryssjanzonio Sep 24, 2022 @ 7:33pm 
no just these ones from ishis core
IshiMoss  [author] Sep 24, 2022 @ 7:27pm 
@chryssjanzonio
Do you have other mods enabled?
IshiMoss  [author] Sep 24, 2022 @ 7:26pm 
@Tal'Raziid YDP completely changes the tech tree, so no. This wouldn't be compatible.