Airships: Conquer the Skies

Airships: Conquer the Skies

Modern Military Weapons Pack
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Update: Dec 7, 2018 @ 9:55pm

-Boys Mk1 sound applied to all weapons.
*MGL has old M240 sound
-Deltas added, Boys Mk1 advances through upgrades correctly.


+With the failure to use several sound files, the Boys Mk1 sound has been used as a general firearms sound until the other files can be replaced with ones the game will bother using. The MGL is an exception, because it's a grenade launcher instead of a rifled gun, so it's using the "pop" sound the old M240 sound file makes in-game. This really put a wrench in the plans, but now that everything's in progress again I can start back on economy techs, along with other functional modules and requested weapons that use the new module-building techniques found from fixing the Boys Mk1.
+Also planned are high-calliber mobile units with recoiless rifles and RPGs, because zark completely cutting out vehicle-carried ground-forces partaking in a ground-war "because it looked awful" really rusled my jimmies and I'm out on a mission to show the man the power of the boots on the ground!

Update: Sep 24, 2018 @ 8:40pm

-M240, M249, Boys Mk1 fire sounds added.
-Some work towards adding economy bits. The file is a .json_hold, so airships won't even bother looking at it, but it's still able to be seen in Notepad++.

+The jist of Modern Military economy is making underperforming hinderences that provide a little leeway to ease the economic stress of implimenting advanced, modern weaponry found in this mod. It is planned to be spread across all tiers, peppered across both vanilla and custom techs. These will mark the mod's progression into Tier 6 technology and beyond, where the mod will slowly progress into Cataclysm's balancing after Tier 5. This will enable me to potentially work on monster nests, which will revolve around modernized brigands who can potenitally overwhelm slow defenses and pressure players into making rapid-responce vehicles in place of sheer overwhelming firepower on singular crafts. Also expect this to allow AI empires to begin using these weapons.

Update: Sep 12, 2018 @ 1:49am

-"Martial Caste" and "The Lion" now affect most - if not all - weapons in this mod. They provide a reload bonus. "The Lion" provides a slightly improved bonus over "Martial Caste", but takes up your Charge while "Martial Caste" is a researchable Either Or tech (alongside Universal Conscription) so can be used with any charge.

-AmmoPerClip=2 added for the M240 and M249.

Update: Sep 3, 2018 @ 11:42pm

-Bump map updated.
-Supply Lid art edited: More metallic, metally, whatever you wanna call it. The rim isn't wood anymore, that's for sure.

Update: Sep 1, 2018 @ 10:06pm

-Strings cleaned up a little bit.

Update: Aug 31, 2018 @ 6:53pm

-Ammo Increases, Damage decreases, Price decreases. All in the name of realism and balance.
-Supply hatch nerfed via price increase. Also takes in more guards (up to 3 from 1).
-Magazine and Clip Storage buffed to compete with the native ammo increases across most weapons.
-Medium Synthetic Gasoline storage rebalanced, more expensive, less risk of exploding (still completely wipes everything around it when it explodes.) Weight reduced.
-Specialized Scope Room rebalanced, +5% accuracy, +$25 initial cost.
-.950 JDJ is now the cheapest weapon, at $40+armor. Second place is Boys Mk1 AT Rifle at $60+armor.

Update: Aug 31, 2018 @ 2:35am

-Max ranges added to each weapon.
-M249 price increased to $110 base. If you can't balance them, make them hard to get! :D
-Tech tree position for "Precision Engineering" corrected.
-Boys Mk1 Heat Rounds now properly on the tech tree.
-Martial Caste now improves several weapons' reloads and accuracies.
-Other Balance Changes I've Forgetten About.MP4

Update: Aug 29, 2018 @ 5:13pm

-Wrenches have been forked back into shape, and data's in place for a separate Wrench charge.
-Tech Tree and Bonuses Repaired.

Update: Aug 29, 2018 @ 4:09pm

-More balancing (nerfs) across the board.
-Not really, in fact a lot of reload buffs.
-Now affected by "Dangerous Fighters" (Quicker reloads, now affects most MMWP weapons.)
-Boys Mk1 Rifle dedicated modernization tech: HEAT Rounds. Ignores armor entirely, plus some blast damage.
-Barrett XM109 now shoots explosive ammo, tech required changed to "Small Scale Explosives."
-Most rapid-fire small arms (MG36, MM240/MM249) have had damage severly reduced.
-Prefix Added on modules, techs, and bonuses; plus substitution folder added for compatibility with designs before this update.
-TWS room now requires coal, comes with 1 coal. This means you need to keep your electronic scopes charged.
-TWS room nerfed. Only provides a 20% increase.
-Sound files exist, not used.

Update: Aug 25, 2018 @ 3:26am

-Fixed Splash Radius on weapons with explosive rounds. No longer no splash.