Airships: Conquer the Skies

Airships: Conquer the Skies

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Cornelius Backgammon's REDCON mod
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Type: Mods
File Size
Posted
Updated
9.989 MB
14 Jan, 2024 @ 2:58am
28 Jul, 2024 @ 9:57am
18 Change Notes ( view )

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Cornelius Backgammon's REDCON mod

In 1 collection by Cornelius Backgammon
Cornelius Backgammon's Humble Offerings
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Description
Welcome kind gentlefolk, to the open beta version of my mod based on the game 'REDCON' by Hexage. This is a fan mod, as I love both games and saw an opptorunity to mod a version of REDCON modules into ACTS.

This mod has been a long time in development, and I didn't want to release it in an unfinished state, however it has become clear to me that I will not be able to finish it at this rate, and I wanted to release an open beta version. The mod contains most weapons from the game, along with some interesting homebrew additions by myself and my compatriots. It also contains utility modules and 4 city improvements, along with an unique power system for weapons.

HEROES:
Strike Commander: Strategic genius of the Empire State themself, the Strike Commander graces the battlefield. Enemy forces will tremble in fear.

REQUEST FOR ASSISTANCE FROM MODDERS
Cornelius is not a little ill at the moment, nothing life threatening worry not, but I find it hard in my current state to focus on making or maintainin my mods, therefore I ask of you, If there are any who have skills related to modding airships (particularly spriting and coding for crew, that stuff is a nightmare even when i'm feeling good), and are willing to help me, please message me either here or on discord. Since until I can get some help with production, development on all my mods is going to be somewhat glacial.

LIST OF CONTENTS
Weapons for forts and landships, these weapons are 100% finished, working, and in terms of the mod, balanced:
Flakgun,
Autocannon,
Pulse Laser,
Basilisk (Emplaced, Battery, Autocannon and Walled Battery versions),
Solaris Heatray (Emplaced, Tower and Turret versions),
Archon Precision Cannon (Light and heavy versions),
Alastor Siege Cannon (Regular and Belligerent versions.),
Hydra Assault Artillery (Regular and Belligerant versions.),
Python Missiles,
Sirius Scorcher Beam,
Typhon Supergun (Emplaced and AA Explosive Grapeshot versions.)

There are also several weapons for airships:
Aerial Assault Basilisk,
Solaris Aerial Bombardment Ray,
Aerial Assault Hydra,
Skullbomb.

There are two WIP weapons for forts and landships, these weapons are in the game and can technically be used, but are not exactly polished or finished:
Talos siege mortar (Emplaced and Belligerant versions.)
Tartarus Superheavy Mortar.

List of power generation modules, please note that weapons REQUIRE power generation on the same fort or vehicle to function anywhere near efficiently.
Blast engine,
Dual Stroke Blast Engine,
Small Reactor (Regular and windowed versions).

List of miscellaneous modules:
Active Defence Control,
Basilisk Optimiser,
Small Ammo Factory,
Large Ammo Factory,
Ammunition dump,
Coal Hole,
Foundation modules (Several for buildings, and several for landships, so you can make 'moving forts', the idea being that because we can't actually do the long range artillery warfare of REDCON we imitate it like this.)
Several aesthetic modules with minor use cases.

List of airship modules:
Small Helium Balloon,
Large Helium Balloon,
Jet Engine.

WIP Modules, These modules have sprites but have not yet been coded:
Armoury,
Blast Door,
Extinguisher stash.

Planned:
All remaining REDCON modules and weapons,
More variants,
Custom crew,
Custom fleets and empires (2 currently WIP),
More city improvements (1 currently WIP.),
Proper research tree,
Heroes and villains (Most importantly being Grimm and Kranz.),
And so much more, I wish to include all REDCON modules and weapons in the mod along with more homebrew versions, but alas in my current state I find it hard to work, so if you are interested in helping, please let me know!

Thumbnail and heroes/villains art by my good friend Gus.
Thanks to Ishi for the crew sprite and anims.
Some fortress pictures by Arkadiy.
129 Comments
Cornelius Backgammon  [author] 29 Aug @ 4:44am 
There unfortunately will be no updates for the foreseeable future. I am ill, and have no one currently assisting me with the mod.
Chuckles the socipath 28 Aug @ 4:51pm 
yo how goes the mod?
Cornelius Backgammon  [author] 23 Aug @ 2:28am 
That's easier said than done, and would require a lot more work than I am able to put into the project right now if it is even possible, you can't just flip a switch and give a part invulnerability because there's no provision for it in the game. Durability is related to the stats HP, Hardness and armour, and there's no way to alter them in battle other than by using another module which will function until it runs out of coal/gets destroyed, or by a hero ability.

Tldr, there's no invulnerability function, no way to restrict it to the foundation if there was, and no way to time limit bonuses on top of that.

I tried at one point making foundations lighter but that didn't actually solve the issue as most of the weight comes from armour, and it meant lighter forts hovered off the ground due to track physics.
WAFFEL E100 23 Aug @ 2:14am 
well, i dont know how to code so i cant help either. as for the foundation problem, i have semi fixed this by getting a energy shields mod and using them to tank damage for the foundation. a potential fix is to give the foundation immunity to damage for the frist 3 or so seconds of the battle.
Cornelius Backgammon  [author] 23 Aug @ 2:10am 
Unfortunately due to how the game works there's not much I can do about the foundation. the problem is related to how landships work in the main, because the foundations are basically a tracks module without tracks. making them more durable doesn't really help. I've tried a lot of solutions but they didn't work, so the best I can suggest is to try and clear trees before attacking and lighten your forts.

As for the omega, i'm afraid that's probably not happening. I don't have anyone helping me with the mod at the moment, and am too unwell to do all the work myself. I do have an Orion semi ready but that's about it, and it's not really going anywhere right now.
WAFFEL E100 22 Aug @ 1:42pm 
is it possible to make the fort foundations immune to fall damage? those things are so ridiculousley heavy and the game keeps trying to place them on trees, resulting in forts digging themselves into the ground and dying the moment the battle starts. (also: omega when?)
Cornelius Backgammon  [author] 13 Aug @ 2:23am 
No problem lol, I hope you are enjoying your time with the mod by the way.
KatzenSindKool 12 Aug @ 2:09pm 
i get redconica and redcon mixed up srry
Cornelius Backgammon  [author] 12 Aug @ 1:17pm 
Redconica the rusted warfare mod? That mod is also based on Redcon the game. If you want to see what these two mods are based on search REDCON on steam.
KatzenSindKool 12 Aug @ 10:39am 
this game always reminded me of redconica with the weapons