Airships: Conquer the Skies

Airships: Conquer the Skies

Cornelius Backgammon's Exceptional Selection of Architectural Improvements
95 条留言
Cornelius Backgammon  [作者] 11 月 1 日 下午 4:33 
huh... i'll have to look into it. I doubt i'll be able to fix it soon as my modding laptop is broken, but i'll try and fix it at some point. Thanks for the detailed report!
VerifiedBeano 11 月 1 日 下午 4:19 
I think it may actually be a problem with this mod, or a recent update to the base game. I went back and checked so I could help anyone else who had this problem, made sure to disable every single other mod, and started a fresh save. I did use the game's built in cheats to get the requisite techs, but I made sure to unlock them organically instead of pressing the "All Techs" button. All of the needed buildings were completed as well when the Doomed Tower was made.

So, the barracks for Landships works as intended, as does the small crew berths. In both of those cases, the crew have been replaced by Tankmen or Sailor-Bots. (Which has led to a rather funny few ship designs with organic crew working alongside their replacements).

The Crew Quarters however, which houses twelve, still does not receive the change. Perhaps the crew quarters was changed in a recent update in some minor way?
Cornelius Backgammon  [作者] 11 月 1 日 上午 11:57 
No worries, also feel free to ask any questions about the mod you may have in future, I can assure you it's no bother.
VerifiedBeano 11 月 1 日 上午 10:19 
I'm thinking that might be the case yeah, because I finally got around to building landships, and the crew have been properly replaced by TANKMEN (Splendid). Ah well, woe onto me, thank you for the insight!
Cornelius Backgammon  [作者] 11 月 1 日 上午 10:16 
It's most likely a mod conflict,doesn't happen often but if another mod alters the airsailor/other crew files then it probably removes the change.
VerifiedBeano 11 月 1 日 上午 8:50 
Hello once again, apologies for the bother (this comment thread is unfortunately my only source of information on the mod). I'm playing around with the Gargoyles again, and have progressed all the way to their Doomed Tower. As far as I remember from the last time I used them, the doomed tower converts your regular Air Sailors into Sailor-Bots. Yet, after building all the mechanical brains and the doomed tower, nothing seems to have changed. (Even after reloading the save)

Is there another tech I'm forgetting to pick up, has something changed with that feature, or (most likely) is it some mod conflict I'll have to dredge up in the murky depths of my modlist?

Thank you in advance, your prompt responses to mine and other's questions even years after the mod's release have been very much appreciated!
joe02184X2  [作者] 9 月 21 日 下午 6:10 
Another interesting one, during ages like the age of piracy pirate buildings such as smugglers dens produce more income and more unrest
VerifiedBeano 9 月 21 日 上午 7:59 
Interesting, I didn't know that! Thank you for the information, that's really interesting
Cornelius Backgammon  [作者] 9 月 20 日 下午 2:55 
Yeah, what joe said is probably what you are seeing. I'm really glad you enjoy the mod!
joe02184X2  [作者] 9 月 19 日 上午 9:24 
so something interesting about the mod is a lot of building effects change based on era, chain gangs and gallows work most of the time but during ages of unrest they tend to just make people angrier with you
VerifiedBeano 9 月 19 日 上午 7:51 
Hm, noticing a minor problem. Maybe it's an issue with the latest version or my own modlist (though I don't see why it would be), but the Gallows now give +10 unrest instead of reducing it by 10, while still keeping the minus 6 reputation. Is that intentional, or a bug? Still absolutely loving this mod by the way, it's now an essential part of my ACTS playthroughs. Also, did chain gangs use to reduce unrest in towns?
Cornelius Backgammon  [作者] 9 月 7 日 下午 2:16 
I think so? Don't quote me on it but I don't see a reason it would conflict, it shouldn't break the game at least.
Jadawin 9 月 7 日 下午 12:53 
Love the idea of this mod but is it compatible with Capybara Compendium?
Dauntless Duelist 2024 年 10 月 18 日 下午 7:41 
ah. alright, that makes sense.
Cornelius Backgammon  [作者] 2024 年 10 月 18 日 上午 5:26 
It's because the buildings that provide bonuses have to link to the modules. The way that airships works is that unfortunately if you want something like the Grand Forge from this mod to affect say, cannons, you have to add the bonus to every weapon that you want to affect by directly altering that weapon.

You can't just say '+20% cannon damage' or +15% steel armour health' or something on the building that will provide the bonus, you have to actually add that bonus to the cannon itself, then say 'use this bonus when player has X building'.
Dauntless Duelist 2024 年 10 月 17 日 下午 11:14 
...why does this touch a large number of vanilla modules?
Cornelius Backgammon  [作者] 2024 年 7 月 24 日 上午 3:37 
Thanks for letting me know about that haha that was a bad one, should be fixed now.
MangoMan5689 2024 年 7 月 23 日 下午 2:24 
I'm guessing it's probably just that you're in the process of updating it, but just in case it's not. There's currently a load error with the mod. In EmpireStat>stats.json I'm pretty sure you just forgot to put a comma after the Cornucopia tree at line 439 and line 457
Cornelius Backgammon  [作者] 2024 年 7 月 23 日 上午 3:43 
Don't worry, i'd rather someone pointed this stuff out rather than just letting it be! I appreciate any and all bug reports/questions.
As for the ballista, that's definitely a bug and I'll fix it right away, the tree however does nothing currently, because the functionality of what we originally wanted it to do, and you have just reminded me that we need to fix it. So i'll be working on that today too. I never disabled it because i figured people might want it even though it's currently non functional for druid RP purposes haha, but hopefully by the end of today it should be functional.
MangoMan5689 2024 年 7 月 22 日 下午 10:56 
Sorry for commenting so much, I was just wondering what the Conrucopia Tree does? Currently I'm just seeing a 30 Maintenance cost and am not sure what it does
MangoMan5689 2024 年 7 月 22 日 下午 9:41 
I've noticed that the Steelwood Ballista module visually has a ladder, but doesn't have any actual ability for crew to traverse vertically through the module. Not sure if this is an issue, or intentional. But thank you so much for your rapid responses and quick fixes! We all really appreciate it
Cornelius Backgammon  [作者] 2024 年 7 月 21 日 上午 3:23 
I looked, there were a couple I missed out but not too many, also it's important to note that it's only *town* upgrades that get zero maintenance with the windmill, not city ones, so any cities that start with a port will still have to pay maintenance on their upgrades.
Cornelius Backgammon  [作者] 2024 年 7 月 21 日 上午 3:09 
Oh, that's odd. I'll look at that next. Thanks for the heads up.
Uwotome 2024 年 7 月 20 日 下午 3:49 
I'm not sure if it's due to your modded buildings, or just the base-game. However, when using the windmill charge I noticed a lot of buildings still had a maintenance cost. If it's within your purview I'd appreciate if you could fix it, thank you.
Cornelius Backgammon  [作者] 2024 年 7 月 20 日 上午 3:42 
I had apparently made a spelling mistake when referencing a bonus and the game hadn't told me, thanks for letting me know! It should be fixed now.
Cornelius Backgammon  [作者] 2024 年 7 月 20 日 上午 2:22 
I don't think it should, I'll check that out later and see if it's a bug on my end or your end. Thanks for letting me know.
123nick 2024 年 7 月 19 日 下午 7:26 
Unless wolfpack (wolfs head erased) counts as a pirate/skulduggery faciton
123nick 2024 年 7 月 19 日 下午 5:14 
Actually, reading the description, i think their supposed to be locked behind the skullduggery charge, but arent. even when i pick Wolfs Head Erased, i get pirates. im using ishis core collection aswell if that matters.
123nick 2024 年 7 月 19 日 下午 5:12 
Are pirate raiders supposed to be available from tier 0? they feel like they should be behind a bonus or something, like destroying a pirate outpost gives the bonus, but they arent. their grapple hook raiders when grapple hook raiders are like tier 4 or 2? if they are weaker per model compared to the higher tier ones im not sure how much a big deal that is since you can just add more barracks and overwhelm ships.
Cornelius Backgammon  [作者] 2024 年 7 月 15 日 下午 1:34 
All done! should be working now, courtesy of dafeesh.
Cornelius Backgammon  [作者] 2024 年 7 月 15 日 上午 5:13 
Argh, yeah, that makes sense, I forgot I would have to update for the new armour variants. Thanks for letting me know.
MangoMan5689 2024 年 7 月 14 日 下午 4:47 
The current cost decreases that you have for armor in the mod for researching further into the tree are currently broken. For example the triple cost steel armor before researching Advanced Metallurgy doesn't apply to the new steel armor variants just added.
Cornelius Backgammon  [作者] 2024 年 6 月 19 日 上午 3:39 
You can, they are related to arms bonuses, if you want to be able to build pirate cities you need to play a nautical charge like the anchor or harpoon, if you want to be able to build druid structures you need to pick the flower or tree, to be able to build the galvanic buildings you need to pick the gargoyle, this is because these have been made as factions similar to the cultists, and have unique research and a few modules to go with them.
Niko 2024 年 6 月 18 日 下午 2:06 
Why do IA can build things like private city and we cant?
Cornelius Backgammon  [作者] 2024 年 4 月 27 日 上午 3:48 
I don't know I'm afraid. I wouldn't expect it to break but can't guarantee anything.
chryssjanzonio 2024 年 4 月 26 日 下午 10:51 
hay is this compatible with steam progress?
Cornelius Backgammon  [作者] 2023 年 10 月 31 日 上午 8:57 
That's some great feedback, and thank you for trying the mod! Unfortunately due to the constraints of the airships engine however, you can't have a building give you a +/- reputation income, though that would be excellent, I will see what i can do as like you say, it would be a much better way for them to work.
Ark_Malan 2023 年 10 月 31 日 上午 8:18 
I have just one suggestion: make it so having these negative gazzilion rep buildings decrease your reputation constantly since if you fight any monsters you can quickly gain all the rep back
Ark_Malan 2023 年 10 月 31 日 上午 7:47 
great mod
Cornelius Backgammon  [作者] 2023 年 9 月 5 日 上午 3:05 
Yup, don't worry that's safe to ignore. The mod works fine, I will add a damaged sheet in time, but right now it is the least of my worries as it doesn't actually affect the mod's functionality.
chryssjanzonio 2023 年 9 月 4 日 下午 6:51 
it says the sprite sheet has no damage model and the text is in red.
Cornelius Backgammon  [作者] 2023 年 8 月 23 日 上午 3:45 
Changes done, the pirate modules should be available once you research Legalised Piracy. Enjoy your piratical misadventures!
Cornelius Backgammon  [作者] 2023 年 8 月 23 日 上午 2:55 
That is something I have been meaning to do for a while, but had escaped my mind. I'm not really able to work on the mod in a major way right now due to one reason or another, but I will make that change today as it is a fairly minor one.
Hibiscsuss 2023 年 8 月 23 日 上午 1:25 
Do any of the skullduggery factions have the ability to unlock pirate components? I've been capturing pirate ships, but since their special parts are not researched/researchable I can not upgrade and refit the ships to better suit my fleet of ruffians and scoundrels
joe02184X2  [作者] 2023 年 7 月 28 日 下午 12:05 
If you are talking about the gargoyles those are meant to be a sort of powerhouse faction endgame thats very very evil, for this reason they are just incredibly strong once you reach the endgame and aren't intended to be fighting just AI.
Cornelius Backgammon  [作者] 2023 年 7 月 28 日 上午 10:09 
Which is why we also introduced a very in-depth series of balance alterations to greater expand the scope of the changes we make. The mod is also designed predominantly for player based RP games, and does have integration for the AI so I'm not entirely sure what you mean about 'only available for the player'.
Hope you are enjoying the mod, please remember you have no obligation to use it!
stun 2023 年 7 月 28 日 上午 9:49 
woh hundreds of research/income/production, infinite hp everything, and 1.5x armor resistance and HP just for the player what a deep and compelling cheatmod
Cornelius Backgammon  [作者] 2023 年 7 月 22 日 上午 2:39 
The Great library is meant to be an early but cost inefficient alternative to universities/field stations, though we are considering making a later game tech that will improve it somehow.
As for the Gargoyles, they are mainly implemented, please give them a try when you have a chance!

Thank you for the suggestions, and I am glad you are enjoying our mod.
Kazeck 2023 年 7 月 21 日 下午 5:46 
Does the book bonus have anything linked to it, as it stands it merely doubles universities, but it might be cool to have a bonus tech or something for schools or buffed libraries! I also look forward to the gargoyles and such!
Cornelius Backgammon  [作者] 2023 年 6 月 18 日 上午 3:45 
Thank you, we've done our best. Glad you are enjoying it!