Airships: Conquer the Skies

Airships: Conquer the Skies

Modern Military Weapons Pack
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Update: Apr 29, 2023 @ 6:14pm

Supply Lid:
-Now Dragless

Platoon Cabin:
-Cost: 220>320 (Cost/damage: 6.35>5)
-Now has a barrel and cups. :)

Riflemen:
-Pierce Damage: 2>0
-Blast Damage: 0>4

Update: Apr 23, 2023 @ 9:05am

Supply Lid:
-Drag profile added, no longer a full block.
-HP/Cost no longer multiplied by its own unlock condition.

Support Autorifle:
-Semi-auto is now a variant, reducing menu clutter.
-New sponson version added.

Update: Apr 17, 2023 @ 8:47am

All gun modules:
-Bonuses and Specials reapplied relative to their actual intent. (Heavy Gunnery, Master Metallurgist, Master Gunsmith, Increased Cannon Damage)
-DANGEROUS_FIGHTERS references removed.
-Reload no longer affected by lightweight rounds.
-Supply Requirements removed. You can move around the overworld map easier now.

Stopping Rifle:
-Price increased. (100->150)

Vehicular Assault Gun:
-Ammo Per Clip increased (2->3)

Tactical Squad Assault Rifle:
-Price decreased: (130->100)

AT Rifle:
-Renamed to AT Musket
-Musket bonuses replace Rifle bonuses

Update: Apr 16, 2023 @ 10:51am

Modern Troops:
-Gun now changes mechanically if you have Modern Engineering. No longer dependent on massive rifles.
-Troop count and module cost no longer considers Universal Conscription.
-Base maintenance cost decreased 66%, down to 8. Both Universal Conscription and Martial Caste decrease this.
-Troops now receive HEAT rounds when unlocking HEAT rounds.
-Troops now receive stone armor when upgraded with Elite Infantry. This is further upgraded to light steel by Air Dragoons. Does not stack.

Techs:
-Several techs now dependent on if you have Modern Engineering, rather than stage of the game.

Update: Apr 17, 2022 @ 6:55am

Nothing changed, just received reports of crashing and my copy was working.

Update: May 22, 2020 @ 6:10pm

Stopping Rifle:
-no longer reloads when clip runs empty.
-now ignores firing mode.
-reload increased to 15 seconds.
-damage massively increases as player tech level increases.
Small Scale Explosives Rifles:
-Now properly uses "cases" system with HEAT bonus.
-Exception to Grenade Autocannon, as it purely counts as a grenade launcher alongside Grenades and Bomb Bays.
Fuel:
-Small room moved to Combustibles tech. Now reasonably accessible from a T0 start. Removed references to plastic.
-Medium room name addressed for absolutely no reason other that my own health.
Rifle clone:
-Literally just a rifle with stat increases connected to the mod.
AT Rifle:
-Due to correcting issues with it gaining bonuses... from the tech it's unlocked from... -5 total damage.
-Initial power increased to compensate and achieve -5 instead of -15. It's still a monster.

Update: May 9, 2020 @ 4:08pm

WOOPS.

-Fixed the AI strategy... not... having anything... at all...

-Buff galore on troops.

-"Scientific Bounty" buffed. Balanced to Cataclystic Expansion standards. Still godlessly expensive.

Update: May 5, 2020 @ 4:57am

Fixed a research related issue with new strategy. Again.

Update: May 5, 2020 @ 4:55am

[x]

Update: May 5, 2020 @ 4:39am

Swapped the picture for a stock image of some... tank rounds?