Airships: Conquer the Skies

Airships: Conquer the Skies

Cornelius Backgammon's REDCON mod
128 Comments
Chuckles the socipath 3 hours ago 
yo how goes the mod?
Cornelius Backgammon  [author] Aug 23 @ 2:28am 
That's easier said than done, and would require a lot more work than I am able to put into the project right now if it is even possible, you can't just flip a switch and give a part invulnerability because there's no provision for it in the game. Durability is related to the stats HP, Hardness and armour, and there's no way to alter them in battle other than by using another module which will function until it runs out of coal/gets destroyed, or by a hero ability.

Tldr, there's no invulnerability function, no way to restrict it to the foundation if there was, and no way to time limit bonuses on top of that.

I tried at one point making foundations lighter but that didn't actually solve the issue as most of the weight comes from armour, and it meant lighter forts hovered off the ground due to track physics.
WAFFEL E100 Aug 23 @ 2:14am 
well, i dont know how to code so i cant help either. as for the foundation problem, i have semi fixed this by getting a energy shields mod and using them to tank damage for the foundation. a potential fix is to give the foundation immunity to damage for the frist 3 or so seconds of the battle.
Cornelius Backgammon  [author] Aug 23 @ 2:10am 
Unfortunately due to how the game works there's not much I can do about the foundation. the problem is related to how landships work in the main, because the foundations are basically a tracks module without tracks. making them more durable doesn't really help. I've tried a lot of solutions but they didn't work, so the best I can suggest is to try and clear trees before attacking and lighten your forts.

As for the omega, i'm afraid that's probably not happening. I don't have anyone helping me with the mod at the moment, and am too unwell to do all the work myself. I do have an Orion semi ready but that's about it, and it's not really going anywhere right now.
WAFFEL E100 Aug 22 @ 1:42pm 
is it possible to make the fort foundations immune to fall damage? those things are so ridiculousley heavy and the game keeps trying to place them on trees, resulting in forts digging themselves into the ground and dying the moment the battle starts. (also: omega when?)
Cornelius Backgammon  [author] Aug 13 @ 2:23am 
No problem lol, I hope you are enjoying your time with the mod by the way.
KatzenSindKool Aug 12 @ 2:09pm 
i get redconica and redcon mixed up srry
Cornelius Backgammon  [author] Aug 12 @ 1:17pm 
Redconica the rusted warfare mod? That mod is also based on Redcon the game. If you want to see what these two mods are based on search REDCON on steam.
KatzenSindKool Aug 12 @ 10:39am 
this game always reminded me of redconica with the weapons
rainbowpeanut1119 Jul 20 @ 8:59pm 
wilco
LOFTBI May 20 @ 4:28am 
very cool great job
Chuckles the socipath Mar 7 @ 2:27pm 
aight, i wish you good luck my man

May the krux be victorious
Cornelius Backgammon  [author] Mar 7 @ 11:51am 
That would be easy to do, but would bloat the module list out a lot, which I don't really want to do because it's already pretty large. I could make a submod that adds versions like that, but that would be a bit more work and I don't really have the energy for it right now. I'll have a think about it and see what I can figure out, but for the moment i'm afraid it's probably going to stay mainly the same as it is,
Chuckles the socipath Mar 7 @ 9:40am 
i use variants aswell (the belligerent ones are fucking awesome) however it is pretty hard to recreate fortress from redcon because of all the limits which makes it difficult. there could be like Factory variants which have no build area limits but have lesser stats maybe? idk much about modding or coding
Cornelius Backgammon  [author] Mar 7 @ 3:54am 
The problem is that I have to try and strike a balance between weapons reflecting what they are in REDCON and also being balanced in airships, and I don't want to do that by making the guns just not very powerful. I also have to respect the design conventions of Airships, for things such as turrets having upward no build areas, I've already tried to make them as small as I can, and I think making them smaller or removing them would make them too much of a straight upgrade from the basegame weapons.

However, do you know about variants? If you press N while holding weapons in the editor several base modules have different variants, and I've made a lot for this mod. You should check out the Solaris and Archon variants in particular if you want front facing weapons.
Chuckles the socipath Mar 6 @ 5:55pm 
i understand for hydras and alastors but the rest are just really hard to fit in
Chuckles the socipath Mar 6 @ 5:55pm 
i wanna recreate traditional fortresses but they look ugly because like a solaris will be jutting out and all the basilisks look so weird
Cornelius Backgammon  [author] Mar 6 @ 11:40am 
I don't plan to for most of them no, it's part of the balancing of the parts. I'm making the ammo factory easier to access in the next update though. Which guns are you particularly having trouble with?
Chuckles the socipath Mar 6 @ 11:25am 
Do you plan to remove the limits for the artillery guns? its incredibly difficult to make fortress because of the up facing limit thingy, idk what to call it but it prevents anything from being placed above it
Chuckles the socipath Mar 1 @ 9:49am 
Ah i apologize fellow Rebel, We must stop that Madman and end this war, to turn our cannons and weapons into plowshares, to bring about Peace!
Cornelius Backgammon  [author] Mar 1 @ 5:17am 
If you think I root for the State you are mistaken lol who would work for Grimm
Chuckles the socipath Feb 28 @ 9:32pm 
Perfect. more equipment for the rebellion to use against you, HAHAHA
Cornelius Backgammon  [author] Feb 27 @ 6:21am 
Two new small modules will be released soon, with a third possibly on the way soon.
Chuckles the socipath Feb 26 @ 5:02pm 
Ah, Strike Commander Backgammon, how are you fellow friend, or should i say, STATE ENEMY, yes indeed, this is Krux strike commander chuckles speaking, i wish you good luck with your recovery so i may watch you futilely try to capture anymore Krux territory, LONG LIVE THE KRUX REBELLION
Cornelius Backgammon  [author] Jan 28 @ 2:43am 
Thanks! Hope you enjoy the mod!
lampadario69 Jan 27 @ 2:10pm 
Thank you for responding and i will look into it to stop my abominations to return to dark pit of hell whenever spawned.Anyways have a good recovery
Cornelius Backgammon  [author] Jan 27 @ 1:47pm 
Unfortunately this is a problem with the game, I've done everything I can to mitigate this issue but currently there's no real fix I can do, however I can reccomend sending in a 'construction landship' beforehand to destroy all the trees and bushes on your side of the map, then send in your forts. If they don't start over trees or bushes, it's far less likely they will suffer this problem.

Sorry I can't offer anything more helpful, but the problem lies with how the game deploys landships, and the softness of soil blocks. I've looked into increasing the soil block hardness but that causes other problems (Namely regular tracked landships explode if they try and go up a slope).
lampadario69 Jan 27 @ 11:27am 
Hello another thing when i place extreamily heavy ship even tough i placed 2 large foundations at the bottom (so i have 50% of the total supported weight) they sink in the terrain and making them explode. I think this is because when they spawn floating and after starting the battle gravity destroys them. Do you have any Idea if this is mod's fault or am I missing something?
Cornelius Backgammon  [author] Jan 14 @ 11:06am 
That's ok man I don't mind, and thanks.

Also, I hope you enjoy your time with the mod!
chrismmar Jan 14 @ 9:12am 
ah, sorry about that, wasn't aware you were just taking a break, my bad for not reading the comments enough, good luck with your health issues :steamthumbsup:
Cornelius Backgammon  [author] Jan 14 @ 2:08am 
It's not been abandoned, however as I have said below, I currently can't work on it due to health issues and there's currently nobody with the requisite skills who are able to help me. Clandestine ops was the last module I added, so some functionality is missing from it, but everything else works as far as I know. (The tartarus and talos are kinda fucked but that's due to a game limitation meaning mortars don't really work.)

If I recover sufficiently I will continue working on the mod, but currently i'm not in a position to, however it's certainly not abandoned.
chrismmar Jan 13 @ 2:05pm 
love the idea behind the mod, but it seems that its been abandoned, I notice a few of the modules just don't work, like the clandestine operations module.
Cornelius Backgammon  [author] Dec 28, 2024 @ 3:28am 
excellent! Hope you enjoy it.
Stucka_ / Luca Dec 28, 2024 @ 1:07am 
Absolutely awesome. I actually got this game to satisfy my redcon itch so this mod is perfect
Cornelius Backgammon  [author] Dec 24, 2024 @ 4:47am 
Redcon actually got a small update recently, so maybe you will want to check that out. Also hope you enjoy the mod!
Gigglybug75 Dec 23, 2024 @ 8:14pm 
Holy hells, I haven't seen Redcon in the wild in a while now. I hope development on this mod goes well, and I hope ye get the help you need.
Cornelius Backgammon  [author] Dec 19, 2024 @ 9:41am 
Thanks! hope you enjoy the mod.
xKilroyx Dec 19, 2024 @ 9:26am 
Very cool! Always nice to play around with extra gadgets. Glad to see modders still into this gem of a game.
Cornelius Backgammon  [author] Oct 11, 2024 @ 6:53am 
unfortunately there's no way you can guarantee it, but his recruitment triggers are from researching the redcon/state techs
lampadario69 Oct 11, 2024 @ 6:19am 
How do you get the strike commander?
Chuckles the socipath Sep 1, 2024 @ 5:17pm 
Very good, Mental health is important, if ever you are working and feel unwell, take a break, no matter how long. I hope for, not mod progress but that you feel and do well. All Salute the strength of Strike Commander Backgammon. HORAH
Cornelius Backgammon  [author] Sep 1, 2024 @ 3:07pm 
Still ill i'm afraid so no modding recently but I'm reasonably well. Thanks for asking!
Chuckles the socipath Sep 1, 2024 @ 1:04pm 
How are you doing? just checking in on you
Cornelius Backgammon  [author] Jul 24, 2024 @ 3:19am 
Glad to hear you like it! I've been trying to work on updating the mod to finish it finally but work is slow, so I'm glad people enjoy what's there!
Local 58 Jul 23, 2024 @ 1:30pm 
this mod got me back into that game. I own that game now.
Cornelius Backgammon  [author] Jun 28, 2024 @ 4:06pm 
Good to know! Glad it doesn't seem to be causing issues.
Geesemen Jun 28, 2024 @ 11:03am 
It seems like it was actually another mod that was causing problems, wasn't conflicting I think so everything is fine now. Will report if I find anymore tho
Geesemen Jun 28, 2024 @ 8:51am 
I don't use cataclysm so can't be that. Later today I'll try to see what mods might be the problem and get back to you. But glad to hear your doing ok! Hope you feel better and energized soon backgammon
Chuckles the socipath Jun 27, 2024 @ 8:54am 
good to your doing well Strike Commander Backgammon
Take all the time you need, mod making isnt easy and is pretty tiring
Hope you do well!
Cornelius Backgammon  [author] Jun 27, 2024 @ 3:08am 
I'm doing mainly ok! Just very tired most of the time so unable to work on my mods at the mo, I do intend to come back to them when I am able though.
As for those issues... odd. I haven't experienced them before so I can only think it is as you have supposed and is due to some weird interaction with another mod, I know someone said they had problems with cataclystic expansion being incompatible, are you using that?