Airships: Conquer the Skies

Airships: Conquer the Skies

Capybara Compendium
226 Comments
kelpy  [author] 28 Oct @ 4:45pm 
We're so back
grignr2 28 Oct @ 4:06pm 
HANG ON IT DOES WORK
kelpy  [author] 22 Oct @ 8:18pm 
I haven't played in a while so IDK
grignr2 22 Oct @ 4:00pm 
I'm pretty certain this has been deprecated now, its not showing up on the mods page
kelpy  [author] 14 Sep @ 1:21pm 
IDK if an update broke it, but the MK1 SUNEBO uses the Suspendium Disruptor's attack meaning it only damages suspendium-based modules in a small radius. If it hits w/o any suspendium modules in its radius then it will just do nothing
ABOBA 14 Sep @ 12:11pm 
Does anyone know how to use mark 1 sunebo? Because when I drop it nothing happens.
kelpy  [author] 12 Sep @ 7:53am 
That might've been balancing, I forgot. I can't imagine an artillery barrage of super-large-splash-radius HE shells would be very fun to fight against.
SpaceKiwi 11 Sep @ 11:26pm 
i dont know if this is a bug with my install but all the explosions splash ranges are really small (radio artillery is 4m torpedo spar is 9m)
kelpy  [author] 25 Aug @ 5:14pm 
Thank you Mr. YellowMiner 👍
valdarkwall 25 Aug @ 12:16pm 
Oooh right, there is a "change size" button here and not just "Variant".
Thanks mate!
YellowMiner 25 Aug @ 8:39am 
Are you sure it's not just under the variant button ? That should be vanilla behaviour and unrelated to the mod.
valdarkwall 25 Aug @ 3:15am 
Hey, thanks for the mod, it's fun. :lunar2019piginablanket:

For some reason only small keel is available in "Structural".
Large one can be salvaged from some saved blueprints, but it's not showing in the corresponding category. And there is should be even a bigger one too? Maybe it was from some other mod.

Fresh game install, mods are only Capybara Compendium & Capybara Compendium HV.
TheLocalWaffle 3 Jul @ 1:30am 
vv
If you could though, I would love to at least see at least stuff like the cultist things, a few things like the galley, recoil-less rifle, bulkhead, and flagship array (as these in my opinion are the best of the bunch for being close to game, and fair.)
It wouldn't even matter to much if the technology wasn't included, or just barely.
TheLocalWaffle 2 Jul @ 8:31pm 
Yea I did have a look but yk, sad
kelpy  [author] 2 Jul @ 6:41am 
You oughtta look at my deprecated mods and see if the mods you want are there: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3030996776

Otherwise, it would be too much work to break this mod up into smaller chunks as everything is very intertwined.
TheLocalWaffle 2 Jul @ 5:59am 
is there a way to install these individually cus some of these are for me and my friends taste way out of hand but still has a bunch of good stuff
kelpy  [author] 23 Jun @ 8:26pm 
Firefly 22 Jun @ 1:44pm 
For the floating island components, is it possible to get rid of the "reduced structural integrity due to X size"? It seems more reasonable to have full structural integrity for floating islands.
kelpy  [author] 16 Jun @ 7:41am 
I think someone would need to make a compatibility mod. Unfortunately, I don't have the time to do so right now.
kosma111 15 Jun @ 10:38pm 
okay, I know the problem, the mod "More Propulsion & Lift Modules" which adds great modules is unfortunately incompatible with your mod, is there a chance to make it compatible?:HereKittyKitty:
kosma111 15 Jun @ 10:20pm 
I just started conquest with tier 9 technologies and I have the technology you are writing about but it does not have this module
"Scientific suspendium mining"
-Large suspendium chambers
-suspendium hover wings"
there is nothing written here about this flagship module
kelpy  [author] 15 Jun @ 12:50pm 
Scientific suspendium mining, same tech that unlocks large suspendium chambers
kosma111 15 Jun @ 11:54am 
in editor it says
"SUSPENDIUM FLAGSHIP ARRAY"
Requires bonus: suspendium flagship array
kosma111 15 Jun @ 11:50am 
what is name of that tech
kelpy  [author] 15 Jun @ 7:30am 
What do you mean by flagship array bonus? You can research it on the bottom suspendium tech path or you can choose the suspendium engineers charge to get more lift from it.
kosma111 15 Jun @ 5:42am 
how to get the Suspendium flagship array bonus it is not in technologies or as a symbol bonus:ToolsOfDestruction:
kelpy  [author] 7 May @ 2:02pm 
Update what
update pls
kelpy  [author] 17 Apr @ 5:06am 
If you can't kill them while they're small then you have to wait until you get a bigger economy and more technology. IMO, they grow a bit too fast so I may need to balance them later.
King of Mars 16 Apr @ 11:46pm 
Nukes. Or tons and tons of autocannon ships.
Pro-Pain 16 Apr @ 9:26pm 
How do you guys fight the imperial strongholds?
kelpy  [author] 26 Jan @ 10:11pm 
Thank you! :cool_seagull:
BAANZ 26 Jan @ 9:47pm 
I love these mods and your Majestic work, literally and figuratively.:prisoner:
kelpy  [author] 3 Jan @ 5:02pm 
No problem, if you enjoyed the extra music I added in this mod you should also check out my other music mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3034091904
VerifiedBeano 3 Jan @ 4:06pm 
Spot on, thank you very much!
kelpy  [author] 3 Jan @ 8:33am 
IIRC, it's Gradus Vita from Hellsing Ultimate https://youtu.be/nNyOu5Gmm-A
This song also shows up if a Clockwork Synchronizer is in battle.
VerifiedBeano 3 Jan @ 7:05am 
I’m idly curious, what’s the music for the Abandoned Laboratory fight? It’s so amazingly intense that I get distracted from killing the murder cubes! All of the extra soundtrack honestly is more than welcome, you have a great ear for it Kelpy
kelpy  [author] 26 Dec, 2024 @ 9:43am 
Idk
Günter 25 Dec, 2024 @ 4:21pm 
when will this mod be Updatet?
YellowMiner 25 Nov, 2024 @ 12:45pm 
I did this :dab:
kelpy  [author] 25 Nov, 2024 @ 12:44pm 
There was an update to how armor modifiers work ?!?!? :ReBotCrying::ReBotCrying::ReBotCrying:
YellowMiner 25 Nov, 2024 @ 9:35am 
Lemme retract that statement you can't derive and multiply at once, i'm mistanking this with another game.
YellowMiner 25 Nov, 2024 @ 9:20am 
Which means that the armors don't derive their stats from the vanilla ones like they should. In fact deriving every module stats from the nearest vanilla module and applying some multipliers should be the standard way of modding things for future proofing.
Conniday 25 Nov, 2024 @ 8:15am 
I made a separate version of this mod for me and some friends to use in our modpack, tweaked a bunch of stuff but also fixed the armor weight modifiers for use with the new vanilla armor styles :3

Hope that's alright with you! Here's the mod I'm talking about. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3371922226
kelpy  [author] 19 Nov, 2024 @ 2:22pm 
Unless they're causing issues with the main mod, probably not. Though you're free to make a separate mod with them if you want to.
thmp2007 19 Nov, 2024 @ 12:01pm 
Any posibility of the supply ships bieng a separate mod? nice mod tho
Fishman 9 Nov, 2024 @ 10:58am 
That's probably why it doesn't work in design and fight
kelpy  [author] 9 Nov, 2024 @ 9:52am 
You have to unlock the tech and then build it as a construct similar to the fleshcrackers.
Fishman 9 Nov, 2024 @ 9:20am 
I wasn't able to find the part in either editor
kelpy  [author] 9 Nov, 2024 @ 6:35am 
The player can build and use them too, though I forgot if they count as ships or as buildings.