Airships: Conquer the Skies

Airships: Conquer the Skies

Weapons of Mass Destruction
70 Comments
Koda 🏳️‍⚧ Mar 12 @ 1:45am 
is this integrated into research tree?
e. Dec 14, 2022 @ 3:06pm 
Ah yes, the gustav
my favorite perfectly balanced weapon in this game

that is



until I discovered the D-2000
Pazii  [author] Sep 18, 2022 @ 4:14pm 
@vibius: Yeah sure, I don't mind that. :) Feel free to use this mod as a basis for your mod as long as you mention what your version is based on.
vibius Sep 18, 2022 @ 1:16pm 
Sorry,My friend and I made a Chinese version of this mod, do you agree?
SquidSalsa May 29, 2022 @ 8:53am 
seeing the gustav is funny, even if it sucked eggs irl
Demon Cat Summoner Summon Lv4 Jul 23, 2021 @ 10:17pm 
hmmmm
a rocket propelled tsar bomb?
cost 9,000 to build
wieghs a lot
Lung Jul 23, 2021 @ 5:50pm 
I mean this mod is complete, It can't be improved there's no complaint on the Gustav sponson existing other than it's funny.

I do think the Gustav feels a bit underpowered. But I must say I enjoy the complete mod. There's nothing that can be improved really or added spare for making another mod pack but- I don't think you're interested in that. So thank you for your work and the creation of this mod it's came out quite well. The Autocannon is my favorite weapon though, I wish the heavier version was a bit more... Stronger.

Anyways it's nice seeing youre still replying to messages, I hope all is well. Thank you for your time.
Pazii  [author] Jul 23, 2021 @ 5:13pm 
Adding to that last message: It's nice to see that this mod is still getting some attention even though I haven't been working on it for quite some time. I had lots of fun making the mod and it turned out to be surprisingly popular too.

I feel kinda bad leaving the mod to its current state, but it was originally supposed to just implement gustav cannon to the game so it has already achieved much more than I originally intended.

Anyways, thanks for Lung for nice feedback. I hope my last message helped with your question. :)
Pazii  [author] Jul 23, 2021 @ 5:05pm 
When experimenting with sponsons you will naturally think about all the possible options for the cannon type you would be using.

First thing that comes to mind is most likely something conservative like a auto-cannon or a rocket launcher. Suddenly you remember that this is a mod called weapons of mass destruction and it should be something more spicy. Then you look at the picture where all the stuff you have made so far are and notice this massive gun barrel in the center. You will then think that yeah, maybe the good old gustav would be spicy enough.

Next thing you know you are shooting 7-ton rounds from the side of your airship and thinking why didn't I think of that in the first place. :)
Lung Jul 23, 2021 @ 1:02pm 
I helped with suggestions a very long time ago when you were still making this mod but I must say I absolutely adore your artwork. It's severely unlikely you'll continue but good job with the mod. I do think some things were nerfed into the ground (refer to the gustav, there's a lot worse mods out there and the gustav doesn't do all that much for some reason)

I do enjoy your attempt to balance the mod using cost & other changes. And though not everyone uses it, good job with its creation it's a must for me. I only have one question however which is in sync with the bottom comment.

Why, why did you make the gustav a sponson. Did gunther approve of this madness?
Natalie6 Jun 15, 2021 @ 4:02pm 
I'm sorry, it's been some time since I last played Airships and was checking what ships to make, but I will never emotionally recover from seeing Gustav-fucking-sponsons in the weapons list.
Demon Cat Summoner Summon Lv4 Mar 26, 2021 @ 10:29pm 
Hans always needs more weapons
Pazii  [author] Jan 2, 2021 @ 9:49pm 
Its been quite some time since I've been playing / messing around with the Airships. This unfortunately means WOMD will be more or less at discontinued state at least for now. If I get inspiration to mod the game again in the future I will once again try to take note of all the feedback that you have been posting. Until then, the WOMD will be as it is now.

I really hope everyone has had at least some fun with the mod so far and sorry if anyone feels that there is still something that requires fixing. I will be still checking all the comments from time to time (and answering them if necessary) so you are always welcome to post your thoughts regardless what you think of the mod.
Scarf Jan 2, 2021 @ 3:05am 
Need bigger smoke plumes upon firing. Right now it just looks like the shell is being thrown from the barrel.
BRUH MOMENT Oct 22, 2020 @ 7:38am 
You dont need Mass destruction weapons hans
Just calm down
BRUH MOMENT Oct 22, 2020 @ 7:37am 
Okay Hans,
Calm down
Crab Old.usp.ro Oct 11, 2020 @ 12:57pm 
Dayum This is just an overall incredible mod, it would have ben better if it would be actually balanced tho!
Funy Birb Man Apr 30, 2020 @ 11:46am 
Thanks for responding
Pazii  [author] Apr 29, 2020 @ 11:36pm 
-> The Icon of Sin:

All the modules should work like any other parts under AI control, but as I haven't included any custom factions to the mod, the AI won't be able to build them in the campaign mode (each AI faction has it's own pre-made building orders and blueprints that ultimately determine what the AI will build during the game). You as a player can research and build all the parts freely in the campaign mode, but because of the way how the game works, the AI unfortunately cannot design ships on their own.
Funy Birb Man Apr 26, 2020 @ 4:29pm 
can the AI use these lads
Pazii  [author] Mar 2, 2020 @ 4:33pm 
Thank you for your recognition. :)

I am by no means perfect nor have answers to all problems, but I always try to be of help in case someone needs it.
Baby Stew Mar 1, 2020 @ 3:21pm 
Man, the mod creator cares. Look at him responding to the issues.
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Pazii  [author] Feb 23, 2020 @ 1:05am 
Correction to the earlier comment about mod path: '%AppData%\AirshipsGame\steam\mods\' is the correct path when checking subscribed mods. Path mentioned earlier contains local mod files which are different from the subscribed ones.
Pazii  [author] Feb 23, 2020 @ 12:58am 
Also as a side-note, the named ammo stores should not have any effect on the weapons or are not required for them to work as they are basically just normal ammo stores with changed visuals / size.
Pazii  [author] Feb 23, 2020 @ 12:56am 
--> mick1.lomax: I made a quick test ship after your comment that had both Gustav Cannon and Karl Gerät (you probably meant that with mortar) and they seemed to be working normally at least with me.

Is it that you can't find the weapons at all from the build menu (both weapons should be found under the 'weapons' category in-game) or is there some issues when using them?

If they are missing there might be some issues with the weapon .json files or you might have had some problem with downloading the mod from the steam. If that is the case, I would try to unsubscribe the mod and start the game at least once afterwards and check that the mod is removed from your airships mods folder (mods should be inside '%AppData%\AirshipsGame\mods\' folder by default). If removed correctly, subscribe the mod again and check if that helped. If not or you have some other issues, comment me again and I can try to assist you more if possible.
mick1.lomax Feb 22, 2020 @ 12:10pm 
how do you get the gustav gun and the mortar to work because i can only find an ammo store for them
Pazii  [author] Jan 3, 2020 @ 4:40pm 
Problem with making a drill that digs is that weapons always need something to shoot at and the game doesn't see the ground as a shootable target. Unless there is some weapon variable (which I'm currently unaware of) that enables the weapon to see the ground as an "enemy" you can't make the drill hit the ground. You might be able to make the weapon's damage reach the ground by adding wide splash area to it or giving the weapon very low accuracy, but it would still need an enemy ship, building etc. within it's range to trigger the weapon.

Another possible problem is that I'm not sure if weapon damage has an effect on the ground even if you could force the weapon to attack on it.

I can try to do some additional research on the subject at some point, but I have a feeling that making a ground digging drill is beyond my skills at the moment unfortunately.
Pazii  [author] Jan 3, 2020 @ 4:38pm 
There are some problems in the game mechanics that would make a digging weapon quite tricky.

All weapons (including saws and drills) behave similarly by automatically picking something in their weapon range to shoot at including enemy ships, buildings, vehicles or troops. For example a saw blade (and my assault drill) is basically a very short range machine gun that has a animated saw/drill blade added on it.
Box Jan 2, 2020 @ 7:50pm 
can you make the drill brake the ground or something along the lines of that
Dietz Nuts Dec 16, 2019 @ 1:49am 
thank you very much :D
Pazii  [author] Dec 15, 2019 @ 11:28am 
Regarding the question about building Schwerer Gustav:

The mod should actually have the same Scwerer Gustav blueprint that I used for the screenshots inside the mod landships folder (%appdata%\Roaming\AirshipsGame\mods\weapons of mass destruction\landships).

I don't think that it will show up in designs normally, but you should be able to get it visible in game by copying the blueprint (Schwerer Gustav.json) to your landships folder (should be %appdata%\Roaming\AirshipsGame\landships by default). After you have copied the file and restarted the game you should be able to open it in-game from the landship designer 'open design' list among your other designs.

If you want to design your own version instead of using my blueprint and have some further questions in mind just ask and I will try to help you out if I can.
Dietz Nuts Dec 14, 2019 @ 7:02am 
excuse me can somebody help me how to build schwerer gustav?
Hakapik Nov 17, 2019 @ 12:46pm 
Many thanks : )
Pazii  [author] Nov 17, 2019 @ 7:59am 
Autocannon consumption rates are now fixed among other new changes. They indeed consumed 1 ammo per shot which most likely wasn't my original intention. If you notice anything else out of the ordinary please inform me and I will do my best to correct them if needed.

Another thing to mention. I was discussing about adding aircraft and infantry type of modules to the mod, but lack of time prevented me to add them to the mod yet. I haven't forgotten about them despite this and I will probably focus on them in the next update when I have more time to add new content to the mod.
Pazii  [author] Nov 17, 2019 @ 7:41am 
Thanks for pointing this out. I will check it out and try to fix it.
Hakapik Nov 17, 2019 @ 3:38am 
Possible bug report: autocannon type weapons eat up ammunition like crazy. 1 standard autocannon can deplete 100 ammo in seconds, seems to me it consumes 1 ammo per. shot instead of per. clip, is this intended? Because this kinda makes autocannons inefficient in combat. : (
Pazii  [author] Nov 13, 2019 @ 1:33pm 
Sounds good to me. I haven't done any airplane or infantry type of modules yet so I could add them to my to-do-list too. I don't know how the game handles large numbers of fighters or infantry yet so further tests will determine whether I should focus more on numbers or quality, but I think I will manage to figure something interesting out.

I have usually tried to keep the time theme somewhat where the vanilla game is (early to middle 20th century with some steampunk flavor), but as I have already included many modern designs the planes could also be more futuristic or based on something from the real world from any time period. If that matters to anyone or someone wants to see something particular implemented I can make a note of that too.
Juroguy Johnson Nov 13, 2019 @ 8:08am 
A hangar that just deploys a crapload of fighters would be neat.

would be op and allow for various kinsd of heavy carriers to be built.

Alternatively you could make rocket fighters, or mass infantry modules for infntry assaults.
Pazii  [author] Nov 11, 2019 @ 12:49pm 
That's a fair enough. There is no reason why the Vulcan Turret shouldn't be able to shoot down troops or planes. I will look into that at some point.

Kamikaze / explosive ram type of weapon you suggested is something I have actually already thought about earlier, but haven't yet tried out. Once I have time to add new stuff I will definitely consider adding that to the mod. I haven't forgotten the earlier proposed sponson type weapons either so that is something you can expect in the future.

Anyways, thank you for the feedback and I hope you liked the mod overall so far.
Lung Nov 11, 2019 @ 9:33am 
I am just saying do what you want. My initial comment was just because I noted the Vulcan doesnt engage planes despite being a literal turreted minigun. The mods name is weapons of mass destruction, I dont care if theyre overpowered or cost a lot, they should be weapons of mass destruction!

On that note, I would love to see a couple explosive type weapons that could be used on a kamikaze. Like bricks of dynamite, or the likes. Something I can just tape to a vehicle and ram it.
Pazii  [author] Nov 11, 2019 @ 7:20am 
I guess its quite relative what you consider overpowered. I could in theory easily create a stupidly powerful weapon that deals ridiculous amounts of splash damage to all enemy types with 1ms reload time and practically infinite clip size so it destroys everything without any effort. I don't know if such a weapon would be good idea, but in the end it really comes to where you want to draw the line.

I personally think that unbalanced weapons bring in more flavor to the game and there is nothing wrong to sometimes mess around with some crazy powerful weapons. If there is demand for completely over the top OP weapons I am always open for suggestions.
Lung Nov 10, 2019 @ 6:14pm 
I mean you say "Both Vulcan Turret and Metal Storm turrets are modern-era weapons that are basically out-of-place" However you have to consider most the people have Professor Aluminums mod, (well thats not the mod authors name but you know what I mean) and I personally just take everything that "an ammo box" makes because, its just so high quality.
Lung Nov 10, 2019 @ 6:14pm 
Personally I made a giant saucer as my primary ship that uses assets from a lot of different mods, It shoots lasers. Completely out of the setting but- the game literally begs for you to mod it. When I first started playing the difficulty climb was so well, difficult, I just said screw it and for the first time ever, I abandoned vanilla gameplay and put mods first. This didn't make the game any less difficult though, The AI still rams kamikaze ships into mine and, produces things that scare me in mass.

I would browse most the workshop items and just, look at the mods they use. There's a greater ratio of user creations that use mods, than those that don't, And I think that speaks levels on how this game is, what you make of it. What you mod into it, and not what the game presents itself as.
Pazii  [author] Nov 10, 2019 @ 5:57pm 
I agree that Vulcan / Metal storm turrets presented in this mod could be easily made even more powerful. I still think they are already powerful enough to be considered overpowered at least when comparing them to any other weapon you can find from the vanilla game.

Both Vulcan Turret and Metal Storm turrets are modern-era weapons that are basically out-of-place in the WW1-ish time period that airships game seems to be based on anyways so I treat them simply as fun addition to the game that don't need to be so well thought out as most other weapons when it comes to game balance. I have however tried my best to make them feel like you would expect a real life version of each weapon to behave in-game so that is what I focus most on each of my reality based designs. Hopefully I've got this part right at least.

The way the weapons work atm is basically a result of what seemed good at the moment I made them, but they can always be tweaked further if necessary.
Lung Nov 10, 2019 @ 1:37pm 
"Vulcan Turret price in the mod is now raised along both Metal Storm turrets. Even though they are all clearly OP weapons I still left them somewhat affordable, but clearly more expensive than standard modules. If anyone still thinks they need further correcting, please let me know."

These weapons don't say they engage planes or troops which to me indicates they are clearly not as OP as they could be.
mcqeulinferenzio Oct 29, 2019 @ 3:25pm 
Thanks for the update!
I'd love to see a larger 360 degree sponson. Doesn't have to be super overpowered since that level of flexibality alone would be useful.
Down ward firing guns be cool to.
WILDCATreactor Oct 27, 2019 @ 7:04pm 
sponson gun options are always welcome, a little outrigger deck-mounted mortar that you can stack deep would be great for mobile battery wagons
Pazii  [author] Oct 25, 2019 @ 2:25pm 
Ah, you mean modules prevent building other modules because of their line of fire? Many of my designs are large main guns that I think would be meant to be placed on top of a ship so they usually have restrictions as a result on front, top or back. I can try make future modules less restricting if there seems to be too many of them so far.

Also if you have any module in mind that needs either changing or should have more flexible version available I can always consider adding it to future versions. It is even possible to remove firing view restrictions completely if you would want to have for example new sponson-like cannon. It would be fair that such cannon would be less effective than something that has restricted firing zones, but that is always case dependent of what you want to design.
Catty Oct 25, 2019 @ 1:49pm 
I was thinking more in the building aspect, It would make building a more good looking ship easier. Currently, the firing view blocks the filling blocks. I don't know if its just me, but I like good looking ships and firepower.
Pazii  [author] Oct 25, 2019 @ 6:29am 
Vulcan Turret price in the mod is now raised along both Metal Storm turrets. Even though they are all clearly OP weapons I still left them somewhat affordable, but clearly more expensive than standard modules. If anyone still thinks they need further correcting, please let me know.

I checked all the other modules too, but didn't feel they needed further changes at the moment.

--> Mr. SovietCat: Thank you for you too for positive feedback. Did you mean without restrictions as in tech tree requirements or something else?