airships conquer the skies ΠΊΠΎΠ΄Ρ
ΠΠΎΠ΄Ρ ΠΈΠ³Ρ ΠΈ ΠΊΠΎΠ΄Ρ: Airships: Conquer the Skies (PC)
ΠΠ²Π΅Π΄Π΅Π½ΠΈΠ΅
ΠΡ ΡΠ°Π΄Ρ ΠΏΠΎΠΊΠ°Π·Π°ΡΡ Π²Π°ΠΌ Π²ΠΈΠ΄Π΅ΠΎΠ»ΡΠ΄ΠΈΡΠ΅ΡΠΊΠΈΠΉ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π», ΠΊΠΎΡΠΎΡΡΠΉ ΠΌΡ ΡΠΎΠ±ΡΠ°Π»ΠΈ Π΄Π»Ρ Airships: Conquer the Skies!
ΠΡΠ»ΠΈ Π²Ρ Π·Π½Π°Π΅ΡΠ΅ Π΄ΡΡΠ³ΠΈΠ΅, ΠΏΡΠ΅Π΄Π»ΠΎΠΆΠΈΡΠ΅ Π½Π°ΠΌ ΡΠ²ΡΠ·Π°ΡΡΡΡ Ρ Π½Π°ΠΌΠΈ, ΠΈ ΠΌΡ Π±ΡΠ΄Π΅ΠΌ ΡΠ°Π΄Ρ ΠΎΠΏΡΠ±Π»ΠΈΠΊΠΎΠ²Π°ΡΡ ΠΈΡ Π·Π΄Π΅ΡΡ Π² ΡΡΠΎΠΉ ΡΡΠ°ΡΡΠ΅.
Π‘ΡΡΠΎΠΉΡΠ΅ ΠΌΠΎΡΠ½ΡΠ΅ Π΄ΠΈΡΠΈΠΆΠ°Π±Π»ΠΈ ΠΈ ΠΏΠΎΡΡΠ°Π»ΠΎΠ² Π² Π±ΠΎΠΉ, ΡΠ°Π·Π²ΡΠ·Π°ΡΡ Π²ΠΎΠΉΠ½Ρ ΠΈ Π·Π°Π²ΠΎΠ΅Π²Π°ΡΡ Π½Π΅Π±ΠΎ!
Airships: Conquer the Skies Π±ΡΠ» ΠΎΠΏΡΠ±Π»ΠΈΠΊΠΎΠ²Π°Π½ 16/07/2018 Π΄Π»Ρ PC. ΠΡ Π·Π°Π±ΠΎΡΠΈΠΌΡΡ ΠΎ ΡΠΎΠΌ, ΡΡΠΎΠ±Ρ ΠΎΠ±Π½ΠΎΠ²ΠΈΡΡ ΡΠΏΠΈΡΠΎΠΊ ΠΊΠΎΠ½ΡΠΎΠ»Π΅ΠΉ, Π΄Π»Ρ ΠΊΠΎΡΠΎΡΡΡ ΠΈΠ³ΡΠ° Π±ΡΠ»Π° Π²ΡΠΏΡΡΠ΅Π½Π° Ρ ΡΠ΅ΡΠ΅Π½ΠΈΠ΅ΠΌ Π²ΡΠ΅ΠΌΠ΅Π½ΠΈ, Π΅ΡΠ»ΠΈ ΡΡΡΠΊΠΈ ΡΠ°ΠΊΠΆΠ΅ Π±ΡΠ΄ΡΡ ΠΏΡΠΈΠΌΠ΅Π½ΡΡΡΡΡ ΠΊ Π½ΠΎΠ²ΡΠΌ ΠΏΠΎΡΡΡΠΏΠ»Π΅Π½ΠΈΡΠΌ.
ΠΡ ΡΠ°ΠΊΠΆΠ΅ Π½Π°ΡΠ»ΠΈ ΡΡΠ΅Π½Π΅ΡΠ° Π΄Π»Ρ ΡΡΠΎΠΉ ΠΈΠ³ΡΡ. ΠΡΠ° ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ° Π΄Π»Ρ ΠΠ ΠΏΠΎΠ·Π²ΠΎΠ»ΡΠ΅Ρ Π΄ΠΎΠ±Π°Π²Π»ΡΡΡ ΡΡΡΠΊΠΈ Π² ΠΈΠ³ΡΡ, ΠΊΠΎΡΠΎΡΡΡ Π²Ρ Π½Π΅ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΏΠΎΠ»ΡΡΠΈΡΡ ΠΊΠ°ΠΊΠΈΠΌ-Π»ΠΈΠ±ΠΎ Π΄ΡΡΠ³ΠΈΠΌ ΡΠΏΠΎΡΠΎΠ±ΠΎΠΌ, ΠΈ Π°ΠΊΡΠΈΠ²ΠΈΡΠΎΠ²Π°ΡΡ ΠΈΡ Π²ΠΎ Π²ΡΠ΅ΠΌΡ ΠΈΠ³ΡΡ.
Π Π½ΠΈΠΆΠ½Π΅ΠΉ ΡΠ°ΡΡΠΈ ΡΡΠΎΠΉ ΡΡΡΠ°Π½ΠΈΡΡ Π²Ρ ΠΌΠΎΠΆΠ΅ΡΠ΅ ΠΏΡΠΎΡΠΈΡΠ°ΡΡ ΡΠΏΠΈΡΠΎΠΊ ΡΠ΅Π»Π΅ΠΉ Π΄Π»Ρ Π΄ΠΎΡΡΠΈΠΆΠ΅Π½ΠΈΡ ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΡΡΡΠΈΡ ΠΊΠΎΠ½ΡΠΎΠ»Π΅ΠΉ, Π° ΡΠ°ΠΊΠΆΠ΅ Π½Π΅Π±ΠΎΠ»ΡΡΠΎΠ΅ ΠΎΠ±ΡΡΡΠ½Π΅Π½ΠΈΠ΅ ΡΠΎΠ³ΠΎ, ΠΊΠ°ΠΊ ΠΈΡ Π΄ΠΎΡΡΠΈΡΡ.
Π‘ΠΏΠ°ΡΠΈΠ±ΠΎ, ΡΡΠΎ ΠΏΡΠΎΡΠΈΡΠ°Π»ΠΈ ΡΡΠΎ ΠΊΡΠ°ΡΠΊΠΎΠ΅ Π²Π²Π΅Π΄Π΅Π½ΠΈΠ΅. ΠΠ°Π²Π°ΠΉΡΠ΅ ΠΏΠΎΠΊΠ°ΠΆΠ΅ΠΌ ΡΡΡΠΊΠΈ.
ΡΠΈΡΡ: Π£Π²Π΅Π»ΠΈΡΠ΅Π½ΠΈΠ΅ Π Π΅ΡΡΡΡΠΎΠ²
ΠΠΎΠ³Π΄Π° Π²Ρ ΡΠΎΡ ΡΠ°Π½ΡΠ΅ΡΠ΅ ΠΈΠ³ΡΡ, ΡΠ°ΠΉΠ» ΠΈΠ³ΡΡ ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»ΡΠ΅Ρ ΡΠΎΠ±ΠΎΠΉ ΡΠ΅ΠΊΡΡ Π² ΡΠΎΡΠΌΠ°ΡΠ΅ JSON. ΠΡΠΊΡΡΡΡ ΡΡΠΎΡ ΡΠ°ΠΉΠ» ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΡ Ρ ΠΏΠΎΠΌΠΎΡΡΡ Π±Π»ΠΎΠΊΠ½ΠΎΡΠ° Π²Ρ ΡΠΌΠΎΠΆΠ΅ΡΠ΅ Π»Π΅Π³ΠΊΠΎ ΡΠ΅Π΄Π°ΠΊΡΠΈΡΠΎΠ²Π°ΡΡ Π²ΡΠ΅ Π·Π½Π°ΡΠ΅Π½ΠΈΡ, ΡΠΎΠ΄Π΅ΡΠΆΠ°ΡΠΈΠ΅ΡΡ Π² Π½Π΅ΠΌ, ΠΈ ΠΏΠΎΠ»ΡΡΠΈΡΡ Π²ΡΠ΅ Π΄Π΅Π½ΡΠ³ΠΈ, ΠΊΠΎΡΠΎΡΡΠ΅ Π²Ρ Ρ ΠΎΡΠΈΡΠ΅ Π² ΠΈΠ³ΡΠ΅.
ΠΠΎΠ»ΡΡΠΈΡΡ Π²ΡΠ΅ ΠΠ΄Π°Π½ΠΈΡ ΠΈ ΠΡΡΠΆΠΈΠ΅
Airships conquer the skies ΠΊΠΎΠ΄Ρ
Airships: Conquer the Skies
This guide is not complete. I will be editing it to make it better, adding a few pictures here and there, and going into greater depth into things, then eventually adding sections for modding in different types of modules, and not just weapons!
Feel free to comment or message me any suggestions you have!
First, you can rename «Your_Mod» to whatever you want. Make it something relavent and unique. For example, if I was making a rapid-fire cannon, I could name it «Rotary_Artillery» or «Barrage_Gun.» Try and use that same name whenever said rapid-fire cannon will be mentioned in your mod. This is, a lot of the time, required. Anywhere it isn’t I’ll go over.
Now that you’ve decided what to make, it’s time to take a look at the «images» folder. This houses three things: customgun.png, customgun_bump.png, and customgun_frags.png. The first, customguns.png, is the «graphics» of the module. I’ve left the sprites of my first mod, the Heavy Rifle, in it for scale. The box on the brown line in the top left is one whole square in-game. Since I’ll be making what is basically the real-life equivalent of the organ gun, I’ll make my weapon two squares wide by copying and pasting the leftover graphic.
Quickly, let’s look at the gun below it. It is seperate from the first box for a reason: it is the «barrel» of the weapon, which I’ll fully touch on the later. The barrel is the part of a weapon that decides where its fired projectile will spawn, and rotates based on where your gun fired at. If you’re making something like the heavy duty rifle, where it’s more of a handheld weapon, you can just draw the actual gun part of your module over it and basically skip the next step. Since I’m making a cannon, which will be held up by a frame or stock, I will draw just the cannon’s barrel, so the frame isn’t wildly flying around.
When you’ve finished drawing the barrel, you’ll now have to work on its frame, and/or additional features of the module, such as shells or ammo laying in the background. You can erase the ammo bags found in the original picture.
Make sure everything besides your barrel, floor and frame is transparent!
After that, we’ll move onto making the module itself.
«YOURMOD.json» is where all the stats and information for the module are stored. First and foremost, «name» and «flipped from». Now you can use the name you made for the mod’s folder, for example:
Let’s scroll down a bit and look at the properties of the weapon now.
«name»- This is the unmentioned name of the module. this would be «ROTARY_GUN», as mentioned.
«categories»- Which categories the module will be included in with the Airship Editor.
«isweapon»- Exactly as it sounds. Leave as true.
«w»- How many squares wide the module is. In my case, it’s 2.
«h»- How many squares high the module is. In my case, 1.
«src»- Where the game will find the sprites for the weapon. Keep it as «customgun» if you didn’t rename «customgun.png»
«x»- Where the game finds the beginning of the module’s graphic on the X-axis.
«y»- Same as «x», but for the Y-axis
«w»- Essentially the same as the previous «w». Must be the same value, too.
«h»- Just like «w», the height of the module.
What your «YOURMOD.json» should look something like so far.
And now, the values which effect how the module works in-game.
«hp»- The «HP» or Hitpoints of the gun. The general rule is, think of how expensive the gun is, how strong the insides would be about, and how useful and effective the weapon is in combat. Put this together for a general estimate of how strong it is. You can go back and adjust it later once your mod is in a playable state to rebalance it if your estimate was not enough or too much.
«fireHP»- How many Hitpoints the module has to resisting fire.
«movedelay»- How much additional time it takes for your command cooldown to complete so you can give a new command to a ship.
«weight»- Exactly how it sounds. The weight of the module. For this, you can estimate again. I’ll add a few weight values from other modules below so you can get a sense of scale. For my cannon, about 20 would work.
«cost»- How much the module costs to build In-game. Again, think about how valuable the weapon is in production costs and how it serves in battle.
«crew»- How many crewmen it takes to operate this weapon,
«recommendedCrew»- The optimal amount of crew operating the weapon.
«recommendedGuards»- The optimal amount of troops to be guarding this weapon.
«frontOnly»- Makes it so you cannot place anything else in front of this module. If you want to make it so it blocks other modules from being placed around it in multiple places, such as the Dorsal Turret, use «bottomOnly,» «backOnly,» and «topOnly» respectively.
«isGun»- Just as it sounds. Leave as «true».
«isCannon»- The same deal set this to true if you’re making a cannon, and keep it at false if not.
«reload»- How many seconds it takes between each round fired. For scale, «2000» would be 2 seconds.
«clip»- How many rounds the gun holds before it needs resupply from an ammo depo or a similar module.
«blastdmg»- How much explosive damage the weapon causes when it hits. The bigger the number, the bigger the boom!
«penDmg»- How much penetration damage the weapon causes when it hits. The higher the value, the easier it breaks through armour.
«muzzleCenterX»- Where the (mechanical, not the barrel you’ve drawn) barrel appears on the X-axis of your module.
«muzzleCenterY»- Same as X, but for the Y-axis.
«optimumRange»- The optimal range the weapon should be firing at. Doesn’t seem to really do anything in Beta 8?
«fireSound»- The sound the weapon makes when it fires. I’ll upload a list of all the sounds and their names later.
«fireSoundCount»-The particle effect that spawns when the weapon fires.
«shot»- The sprite of the projectile fired. Point the X and Y to the weapon’s Projectile, and use W and H to describe how wide and how high the projectile is.
«barrel»- The sprite of the barrel. Point the X and Y to the very top-left pixel of the sprite, and use W and H to describe how wide and how high the barrel is.
«barrelX»- Where the barrel appears in the gun, for the X-axis.
«barrelY»- Where the barrel appears in the gun, for the Y-axis.
«recoil»- How forcefully the gun fires. The higher the value, the farther backwards the barrel moves when you fire.
Optionally, if you want your module to go out with a bang, add a new line:
Which should end up looking like this:
The higher the value, the more powerfully the module will explode when destroyed.
That’s about it for your «YOURMOD.json» file. We’re now nearing the final stretch!
Now navigate to «strings» and open en.properties. This is the name and short description of your module in the game editor.
As mentioned before, we’ll now enter the basic name of our module and then what we want its actual name to be.
Make a short, fitting descripting.
You can then essentially just copy everything to the Flipped lines, however, keeping «flipped» in the lines. It should end up looking like this:
There’s only one thing to do now: Write the mod’s name and description.
Navigate to info.json and then change write up everything to how you like.
«id»- Make this something like «rotary_gun» or «rotarygun»
(name)
«en»- The english name of the mod. In my case, it’d be «Rotary Cannon»
(description)
«en» The english description of the mod, which is used in your «mods» setting tab in Airships, and displayed as the default info for your mod once uploaded to steam.
You can also make a preview image for the mod that will be used on steam and in-game. Simply edit «logo.png» and do with it what you like. It must be, maximum, 512×512 pixels.
And now, you should be done! Upload your mod to the Steam Workshop by viewing it in the mods tab in-game and clicking «upload to Steam», anytime you want to update it, simply change the files as you please and then click «update on steam».
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
No cheat fair AI
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
Removes the AIs unfair advantages at higher difficulty levels.
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
At higher difficulties the AI get a number of unfair advantages, including extra starting technologys, extra income, faster shipyards, extra starting money and a large starting fleet. This mod removes all of these and offer a fair fight. Higher difficulty levels still come with a smarter and more aggressive AI and more monsters.
The mod was made at game version v1.0.20.2
Probably it will work at all previous/following versions of the game.
1: Unzip the file
2: Go to the games installation directory
3: Go to «\data\DifficultyLevel»
4: Make a copy of the original «levels.json» file
5: Overwrite the original «levels.json» file with the moded one
To restore the game to the original version, overwrite the moded file with the copy of the original, or alternatively you can reinstall the game.
Airships conquer the skies ΠΊΠΎΠ΄Ρ
Vehicles from the Warhammer 40K universe rebuilt in Airships: Conquer the Skies.
Designed with both aesthetics and combat effectiveness in mind.
Imperial Guard / Astra Militarum
Space Marines / Adeptus Astartes
Orks
A rickety, lightly armoured βkanβ, piloted by lowly Gretchin.
Warhammer 40K
Orks, Goffs.
Super-heavy tank of the Imperial Guard.
Armoured personnel carrier of the Imperial Guard.
Warhammer 40K
Astra Militarum, Death Korps of Kr.
Self-propelled artillery piece of the Imperial Guard.
Warhammer 40K
Astra Militarum, Death Ko.
All-terrain, bipedal walker used by the Imperial Guard for both scouting and combat.
Main battle tank of the Imperial Guard.
Warhammer 40K
Astra Militarum, Death Korps of Krieg.
Anti-personnel flame-thrower tank of the Imperial Guard.
Small and manoeuvrable interceptor of the Imperial Guard, used to establish air superiority.
Tactical bomber of the Imperial Guard, able to operate in the vacuum of space and a planet’s atmosphere.
Airborne assault carrier of the Imperial Guard. Used for transporting troops and close air support.
A highly manoeuvrable gunship, capable of providing close air support for Imperial Guard ground forces.
Heavy fighter of the Imperial Guard; well armed and armoured for its size.
Warhammer 40K
Astra Militarum, Death Korps of K.
A versatile gunship, fulfilling the roll of dropship, bomber and close air support. Often considered the cornerstone of a Space Marine chapter.
Fast attack flyer with a low service ceiling. Used outside of combat for reconnaissance, scouting and resupply.
Super-heavy grav-tank of the Primaris Space Marines. Able to annihilate landships and small buildings with low altitude bombing, while sustaining minimal damage. The pinnacle of Imperial engineering.
Anti-gravitic tank of the Primaris Space Marines. Suffers from low ground clearance due to its bulky armour.
Manoeuvrable and sturdy; the Stormraven serves as a versatile fighter for any Space Marine chapter.
Aerial interceptor and ground-attack gunship of the Space Marines. Agile and well-armed, but vulnerable to heavy bombardment.
Close assault, armoured personnel carrier of the Space Marines. One of the most resilient and iconic vehicles in the galaxy.
Armoured personnel carrier of the Space Marines.
Warhammer 40K
Adeptus Astartes, Blood Angels.
Siege tank of the Space Marines.
Main battle tank of the Space Marines.
Warhammer 40K
Adeptus Astartes, Blood Angels.
Artillery support of the Space Marines.
Warhammer 40K
Adeptus Astartes, Blood Angels.
Mobile anti-air platform of the Space Marines.
Airships conquer the skies ΠΊΠΎΠ΄Ρ
7 damage per shot
5 rounds per second
costs 200
75 degree firing arc.
Adds a larger bomb bay module for those who like busting bunkers.
Be wary, it likes to explode!
—
Update 1: Now with fancy animated barrel! Also slightly better cen.
A highly secured, but heavy and small, vault made specifically for holding ammunition safely.
STATS:
Weight: 200
HP: 320
Ammo Storage: 30
Requires 1 Supply.
A burst fire tripple barreled cannon.
HP : 100
Weight: 210
Cost: 240
Crew: 4
Description:
designed to reduce the need for massed rows of cannons. the tripple barrel cannon requires a large crew to function
and the fire rat.
Adds a Heavy Flamethrower module to the game. A costlier, heavier, larger and deadlier flamethrower.
The weapon is roughly equivalent to 2.5 flamethrowers.
A powerful but impractically large bronze cannon.
Adds a slow firing, but powerful, heavy-duty rifle, capable of hitting enemies from miles away. Created by David Dire, and assisted by David Stark (Zarkonnen)
I’m working on something else right now, as this is mostly complete unless somebody suggests s.