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my favorite perfectly balanced weapon in this game
that is
until I discovered the D-2000
a rocket propelled tsar bomb?
cost 9,000 to build
wieghs a lot
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.
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. :)
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. :)
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?
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.
Just calm down
Calm down
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.
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.
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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
These weapons don't say they engage planes or troops which to me indicates they are clearly not as OP as they could be.
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.
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.
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?