Airships: Conquer the Skies

Airships: Conquer the Skies

Professor Aluminum's Maniacal Menagarie of State Funded Mad Science And Fun!
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Update: May 27, 2018 @ 5:06pm

Professor Aluminum's Latest Major Update: "The Well Documented 500 Stages of Anicipation" Has been quickly created in response to the 9.8 update, bringing a whole list of preparations before version 10.

-Added small clockwork Drone modules, allowing the construction of tiny, yet truly unmanned warships.

-Added the Torpedo Engine, a fun little bonus improvised module that you may recieve whith Aerial Torpedos.

-Added Pennant versions of Standing Flagpoles.

-Updated the Standing Flagpole with the new flag code, as well as fixing some latent bugs with the Standing Flagpole in general.

-Completely reorganized the mad science modules, instead of being everywhere, they are now in neat little catergories; 'Engergistics', 'Monsters', 'Robotics', 'What Man Was Not Meant to Know', and of course, 'State-Funded Mad Science'

-Updated the Moon-Melters armor to fit in with the new armor masking system, unfortunately, it renders in the editor preveiw, but not on the actual render, for now the Moon-Melter has invisible armor.

-Certain Modules now have music affinities, so they are as musical as similar vanilla modules!

-Buffed the Project Lycan deployment barracks by increasing the capacity by 6, but also increasing the base price to match.

-Nerfed all mechanical modules that provide command, giving them a maintenance cost so that mobs and AI don't completely blanket the sky with drones.

Update: Apr 22, 2018 @ 6:55pm

The second half of the Professor's Latest Major Update; "It Came From the Patent Office!" has arrived! Bringing the update to a conclusion with another round of changes:

-added a bunch of custom ships and other prefabs sporting mad science modules, now the AI can fight you with their own access to mad science! amongst the ones I made are modified versions of the DT5-B Mauler (by Rebellious), and the King Glydon (by The_Clockworks)

-added a Standing Flagpole decoration and a ventral variant (they have to be decorations because colors and charges are exclusive to decor). Credit to Rebellious as this was his submission prize.

-buffed the Mad Science base bonus by giving nations the ability to build Towers of Mad Science and Fun!, special buildings that host at least one or two modules from every technology from this mod.

-gave Eldritch Studies a bit more variety by giving nations the ability to summon Kraken Revenants, an ability previously exclusive to cultist mobs.

-gave the Church of Tildeth some gusto to challenge and retake their territories from the Children of Cosinus, now any magic cults in your area are now in a constant struggle between peace and aggression!

-buffed the Moon Melter by a small margin as it felt like it didn't have as much 'oomph' as other large energy weapons, nor as versatile as its smaller counterpart.

-reworked the Tallboy again, now it does trip over a lot more easily, more due to the 'stilts' part of the design, but it no longer flies around as if possessed by a ghost of a bird with ADHD when it does trip over.

-fixed some naming conventions so that some mobs now have proper defeat descriptions.

-hotfixed some of the lighting bugs involved with coat of arms, although this is only temporary until the coat of arms lighting bug has been addressed offically, custom charges still need both a vanilla coat of arms and a decoration from their respective mods to work on some decor.

Update: Jan 23, 2018 @ 12:04am

Professor Aluminum's first half of his Latest Major Update: "It came from the Patent Office" has arrived adding some changes, now in b-movie-o-vision!

-added 'Improvised' modules, a cheaper, handy, but more brittle 1x1 versions of the real thing!

-added new charges to the selection, yes I know there is major lighting glitches on the coat of arms when used now.

-added Gonfalons, banner ribbons, junk decoration, and Charge Stencils, which also somehow affect the coat of arms lighting bug.

-changed player and city heraldry to sport the new charges, now anything that does the same will now conflict with this mod.

-unfixed the bug where cities can have the sciences as a city bonus, those whom thought that this is an intended feature, rejoyce!

-stay tuned for part 2!

Update: Dec 21, 2017 @ 4:59am

Professor Aluminum's Latest Major Update: "Is This Even Science Anymore!?" has finally arrived bringing fouth Changes Man Was Not Meant To Know!

-Added a new tech bonus: Eldritch Studies, obtainable as a possible reward from any of the new monsters in this update!

-Added the Arcane Science Wing, which houses two Cultists whom can sling spells and work better than sailors.

-Added the Wizards Quarters, a tower cap that not only casts heavy bolts of energy at foes, but is also powered by a veteran bona-fide wizard!

-Added the light and heavy Wavelength Energy Siphons, magical turrets that hurl bolts of magic and summons guardian sprites;"Colours Out of Space"!

-Added 'Project Lycan' Deployment Barracks, a large module that provides quarters to a crack-team of super soldier werewolves!

-Added the Gurney of Baron Von Flunkystein, a special throne for a much improved Flunkystein.

-Added two rare cult factions, the peaceful Church of Tildeth and the aggresively fanatical Children of Cosinus, the only cults that practice real magic.

-Added "sequel" versions of Castles Flunkystein and Woofenstein, which are a lot more formidable than their respective counterparts.

-Added Buzzard Camps, Buzzards now make forward bases before building an Aerodrome.

-Added custom UI messages, now your captains and crew whinge and complain when beset by robots and crimes against nature!

-Fixed the 'Tallboy' Stilt Walker, it moves more slowly, but at least it hangs less when going downhill.

Update: Oct 15, 2017 @ 3:15pm

Minor Hotfix:

-Some mobs have been changed:

-Income of the Strange Vessel has been severely tapered off, now they wont plan on full scale invasions anymore.

-Some spawn rates and incomes of other mobs have been altered slightly.

Update: Oct 11, 2017 @ 12:15am

Professor Aluminum's Latest Major Update: Robotic Uprisings and Other Such Chaos! has finally arrived bringing a volley of changes!

-Added the Robot Uprising Monster Nest, a financially crippling, incredibly tough, but incredibly rewarding to defeat mob found in conquest mode.

-Added the Binary Reciprocating Autonomous Intelligence Network Core, a special computer that can automate entire ships!

-Added the Mechanical Tripod Legs, a fuel-saving, nimble throwback to the H.G. Wells classic: War of the Worlds!

-Tweaked the stats of some modules to have some semblance of balance some changes, some listed here:

-Complete revamp of how the Suspendium Drop Charge deals damage; while comparable to the Aerial Torpedo, that damage is spread evenly over a very wide area, effectively changing the Drop Charges role as a single-use module-b-gone to a single-use armor peeling system.

-Despite what the tooltip says, the blast damage of all energy weapons remains the same, since the game apparently calculates that number based on the blast radius.

-Several changes to some charges, and a tweak of the hearaldry system, now some mobs will sport fancier flags.

-Fixed a bug where the tech bonuses could be a cities base bonus, much to the chagrin of those who thought that this was an intended feature.

-Fixed an issue where the Magneto-Photovoltaic Advanced Impulse Drive was not properly categorized into the State Funded Mad Science tab.

Update: Aug 14, 2017 @ 6:16pm

The Arachnid Update!

-Added the Mech Spider Mark-II: a stronger mech spider with an onboard grappling hook!

-Added Tamed Spiderlings, in both wolf spider and black widow varieties!

-Fixed up some errors and issues found in the module descriptions.

-Removed some test modules that were not supposed to be there (but was reinserted by the "Whoops!" update).

Update: Aug 14, 2017 @ 12:09pm

General Hotfixes:

-Changed around some words in the descriptions of the HEART and Magazine to better clarify strucural stress reduction.

-Added some parting sentences to clarify what each scientist crew does exactly.

-Robots now return to their storage compartments when needing repairs, as long as they can actually move themselves.

Update: Aug 14, 2017 @ 12:06pm

woops!

Update: Aug 14, 2017 @ 1:52am

General Hotfix:

-Went through all the mod descriptions and spell-checked all the errors, much to my embarassment, there were lots.

-Fixed the Kraken so that it will not show up in the landship catergory, sometimes, strapping one to a tank might be on the edge of taking it too far.