Airships: Conquer the Skies

Airships: Conquer the Skies

29 ratings
Airships Isekai (Mod)
   
Award
Favorite
Favorited
Unfavorite
Type: Mods
File Size
Posted
Updated
12.431 MB
26 Aug, 2020 @ 7:22pm
10 Mar @ 4:41pm
29 Change Notes ( view )

Subscribe to download
Airships Isekai (Mod)

Description
WARNING: Breaks older versions of my mod!
To safely convert older ships/buildings, remove their Infirmary & Dormitories before updating to current version.
Alternate DL and older versions available here: https://www.nexusmods.com/airshipsconquertheskies/mods/12
-NEW! Added new Hero, Archwizard Self Proclaimed Explosion Master, Megumin. Most of her text/display bugs should be fixed. Let me know if you find more.
-Added Settlement Upgrades. Added new Modules: Radar & Clockwork Crew, Vertical (Water) Tank, Engineering Workshop, Bridge Variants.
Other refinements: Resized the Dormitories. Compacted the build menu. Reworked Martial Traditions. Animated and rebalanced Rocket Hussar.

Old 2020 blurb: Semi-vanilla rationalization & rebalance mod. Incorproates BMY's Extended Sails and Heavy Sponson.
Has an entire new tech tree. Turbines, electrically actuated automatic cannons and their Imperial variants, Large Ammo/Coal handling facilities and variations, double Extinguisher, Crew and Garrison Dormitories, walkways and variants.

Vanilla Changes:
-Cannons above Tier 2 fire shells, just like IRL cannons after 1890. They have some blast damage and a blast radius now, with the bigger guns recieving a bigger blast radius.
-Gatling, Flak, and Deck Guns have had their AA range doubled.
-Range limited weapons have their max range increased.
-Guided Missiles buffed a bit.
-Current version: 1.0a

Credits to dafeeeeeesh, 12345, Cornelius Backgammon, 'I am'/ishi & BMY.
25 Comments
newageofpower  [author] 4 Aug @ 7:21am 
yeah the late game build menu is too cluttered (even without mods!) so I compacted it by putting Large crew/ammo/extinguisher/etc as variant of normal crew/ammo/extinguisher/etc
Maya 3 Aug @ 3:24am 
I don't know if it's this mod or something else, but for me things like ammo storage are condensed into one item in the part list which you can then cycle through the various sizes
draznev_ttk 2 Aug @ 7:18am 
Hey, idk if you still work on this but apparently if I turn this mod on it completely hides some vital items like the 2x2 ammo store and crew quarters? Not sure if it's just an incompatibility issue since I use other mods with it, or because of the recent updates?
12345 12 Mar @ 6:34am 
:steamhappy:
newageofpower  [author] 15 Feb @ 8:47pm 
Alright, I think I've got the mod working. Added clockwork crew. Lemme know if you can't pull it from steam, will push to nexusmods if that doesn't work.
Maya 6 Feb @ 11:34pm 
I didn't remove any files IIRC, just edited the files removing instances of tech requirements that didn't work
newageofpower  [author] 6 Feb @ 9:33am 
I meant what mod files did you remove? And I figured it out; Zarkonnen edited the Sponsons tech name in the base game. He also added aliases but that correlates everywhere except tech-dependencies
Maya 5 Feb @ 9:17pm 
I didn't change anything in the vanilla files, Sponsons show up as a research in-game IIRC but for whatever reason the mod had issues detecting it at the time, haven't tried recently and don't really feel like doing so since the game runs terribly on my current computer
newageofpower  [author] 5 Feb @ 7:48pm 
@Maya I see SPONSONS as a tech/bonus requirement in current vanilla files. What did you remove?
Shadow Wizard Money Gang Member 14 Sep, 2023 @ 3:26pm 
@Bobbyjeff where are the colons at?