So a while back, Zark uploaded a modding tutorial on YouTube. I was messing around with it by the time, making some weapons that were stupidly powerful for shits and giggles. (Didn't upload them)
A couple of weeks ago, I started playing Airships actively again after a break of some months, and I also got interested in making a legit mod.
This mod being based around pirates, and weapons that were used at the time, mixed with steampunk elements.
I did a bit of a research, and I used a bit of my imagination, and so far these are some of the ideas I have:
Longbow (small explosive tipped arrows)
Ballista (large puncturing arrows)
Blunderbuss (shotgun)
Volley gun (burst fire weapon)
Hotshot cannon (explosive shots)
Grapeshot cannon (spread shots)
Swivel cannons (light cannon,wide arc. Has an up, down, and forward facing version)
Petard (heavy shotgun. Requires almost point-blank range)
Kraken cannon (8 chambered cannon revolver)
I tried to keep them from simply being re-skins of the stock weapons, therefore there were some ideas that were taken out:
Bombard (literally a re-skin of the heavy cannon)
Mortar/howitzer (re-skin of deck gun, though it would do blast damage)
Instead, I gave them different functionalities than the stock weapons. The blunderbuss for example being a close range rifle, or the swivel cannon as an AP flak cannon, and hotshot is a blast damage cannon (since it's only main difference is the damage type, I'm still considering the howitzer).
Next to weapons I was thinking about other modules, but I'm facing the re-skin problem with that. My only ideas for non-weapon modules:
Powder room. A 2x2 ammo store that has more ammo per tile (large ammo store is 80ammo/6tiles=13.3 ammo per tile) but the dense storage means a way higher chance of exploding.
Mast. Basically a vertical keel to mount suspendium tanks onto.
If you have any suggestions that would fit a piratey theme, let me know.
I will post some images of the weapons that are already done and working if anyone is interested.
P.S. Zark, if you are reading this, what's the best way to create my own categories in the ship editor. I tried to copy the ModuleCategory file from the base game, and renamed the categories, but it gave me an error where the name I gave doesn't show properly in-game.
Midshipman
(DPS modules)
So a while back, Zark uploaded a modding tutorial on YouTube. I was messing around with it by the time, making some weapons that were stupidly powerful for shits and giggles. (Didn't upload them)
A couple of weeks ago, I started playing Airships actively again after a break of some months, and I also got interested in making a legit mod. This mod being based around pirates, and weapons that were used at the time, mixed with steampunk elements.
I did a bit of a research, and I used a bit of my imagination, and so far these are some of the ideas I have:
Longbow (small explosive tipped arrows)
Ballista (large puncturing arrows)
Blunderbuss (shotgun)
Volley gun (burst fire weapon)
Hotshot cannon (explosive shots)
Grapeshot cannon (spread shots)
Swivel cannons (light cannon,wide arc. Has an up, down, and forward facing version)
Petard (heavy shotgun. Requires almost point-blank range)
Kraken cannon (8 chambered cannon revolver)
I tried to keep them from simply being re-skins of the stock weapons, therefore there were some ideas that were taken out:
Bombard (literally a re-skin of the heavy cannon)
Mortar/howitzer (re-skin of deck gun, though it would do blast damage)
Instead, I gave them different functionalities than the stock weapons. The blunderbuss for example being a close range rifle, or the swivel cannon as an AP flak cannon, and hotshot is a blast damage cannon (since it's only main difference is the damage type, I'm still considering the howitzer).
Next to weapons I was thinking about other modules, but I'm facing the re-skin problem with that. My only ideas for non-weapon modules:
Powder room. A 2x2 ammo store that has more ammo per tile (large ammo store is 80ammo/6tiles=13.3 ammo per tile) but the dense storage means a way higher chance of exploding.
Mast. Basically a vertical keel to mount suspendium tanks onto.
If you have any suggestions that would fit a piratey theme, let me know. I will post some images of the weapons that are already done and working if anyone is interested.
P.S. Zark, if you are reading this, what's the best way to create my own categories in the ship editor. I tried to copy the ModuleCategory file from the base game, and renamed the categories, but it gave me an error where the name I gave doesn't show properly in-game.
Aerial Emperor
So you should be able to create a file in ModuleCategory containing something like this:
and then add a key for it in en.properties:
Midshipman
I didnt have the line in the en.properties. Its working now, thanks.
Commodore
Exciting. Looking forward to this development.