Figuring out how to build a decent airship's a big part of this game, so I thought I'd open this thread to talk about ship design. I'll start things out by showing the HMS Dragon, one of the default ships in early access release one that is actually completely terrible. (Sorry about that!)
Why is this an awful design? Simple - it's awkwardly laid out and way understaffed. There are only two crew members who don't have some module to man, and the keel in the middle, while providing stability, is a massive barrier that makes it very hard to move around the ship quickly.
This is going to be the replacement in the next version. It's smaller, $50 cheaper, and has both a better layout and one fewer gun, easing the staffing problem. I mean, it's still a small, cheap thing with no real survivability, but at least it no longer tends to fall out of the air from coal starvation!
Anyway, if you post shots of your ship design efforts, I'll be happy to comment upon them. I'm also working on a blog post with some general ship design advice.
Here is a remade version of the Wanton. I find that it is very effective in large numbers and can even stack up to 5 on top of each other. Leading to a wall of impenetrable doom.
hey there, is there any special "tactic" i have to use when building large ships? mine cost around 5k$ each and are even less effective than 2 2k$ ones (damage and hp wise)
Just make sure that you have at least 4 cannons on it and you give it some sort of steel or metal. I could show you a picture of one of my larger ships.
oh yea, and building very large airships is pretty hard becasue when having around 10 quarters makes every new block a 10 sec lagspicke, and crashing when trying to remove a gun, just lost my 300 crew ship that way :(
and i wanna add that big ships will always be less effective becasue you can only put guns on the front and you waste alot of space with enouth coal and engines and maybe around 10 guns
Chosenlama: Yeah, the algorithm to assign crew takes time proportional to number of crew times number of modules, at least, so I think Bad Stuff happens with too much crew. Would you be super-sad if I just plonked in a hard limit on crew?
legoracer171: Don't you find you run out of ammo rather rapidly with that improved wanton design? I like the turrets at the top and bottom though. :)
The combat mode is pretty good for testing, for now at least :)
I would show you the behemoth of a ship I built today, but its SO heavy it barely has lift. I need to figure out the mechanics of each aspect and look into why its taking so long to issue each command, why they run out of coal when they are right next to coal lots, etc. Maybe its TOO big? Should I have excess crew?
@legoracer171 Quite correct on all points. :) I really need to finish off that introductory guide to Airship design. And as WeiseGamer pointed out elsewhere, an actual tutorial would not go amiss at some point.
I have been experimenting with making ships that are both large, and also able to fly extremely high, raining down rockets from above. Quite challenging, but some success. Some questions...
How much faster can air sailors move through corridor compared to rooms? In capital ships of maximum size, is it perhaps reasonable to have a long corridor spanning the ship?
Is the current crew maximum of 120 going to remain in place through the future? 120 is quite nice, but I wouldn't mind being able to make 180-200 crew ships.
When it comes to how fast a sailor can move I don't know the specifics, but I think they move almost the same through out everything except fire doors. However it is best to have similar modules close together so that they wont have to run around the ship (i.e. coal next to suspendium chambers, ammo next to guns, e.t.c....)
I dont not know if this will stay in place but there is one thing that I know for sure. Once you have a certain amount of crew members the game starts to lag even when trying to put down a corridor in the editor, I have waited 10-15 seconds between placement of modules. So the whole reason there is a limit is so that the game wont lag, and when in multiplayer others wont lag because of all the sailors it has to render.
Actually, movement speed is pretty variable. It takes 300ms to move through a corridor, but 600ms for most other modules, and 800ms for weapon modules. So corridors can really help speed up movement, though as legoracer says, obviously the best thing is to just co-locate related modules.
Indeed, the crew maximum is due to performance issues. The CPU cost of a ship goes up roughly as the square of the number of crew at the moment, so until that's fixed, the cap will remain. Hopefully, I can improve things and the cap will go up at least!
Just curious, I've made some airships, but I don't know how to take a screenshot and I'd like to post them out here. Is there a way to take a screenshot in the game? Or do I need to use Fraps?
Hm, I'm on a Mac so I just use cmd-shift-3 to take screenshots. Have you tried just hitting print screen? If you can't find a solution, mail me the files (%APPDATA%\AirshipsGame\ships) and I'll make pix. :)
I've also added built-in screenshot functionality as a todo. :D
The ship I created at the start of my last campaign which came in very handy for a small price and can be easily upgraded. My first upgrade when I had the money was a cannon to replace the bottom rifleman then when I get gatling guns I replace the last 2 rifle man.
This was the first ship made, and once you get the gattling guns it is amazing and throws up walls of lead. One can hold it's own but two are all that's really needed for me ATM.
With the issues of large defense that I need to crack(end game), I figured I would just make a fort/garrison that I could just place at the beginning of battle and let it clear the field. It's also used as a defensive fort for the strategic cities.
The big question is I need to find a way to post images (I know how to take screenshots).
I have made bigger ships than the satan, and I find they die really easily against late game defense. Any ideas?
Made this to fill the gap when I cannot get the gattling guns(distance or keeps getting recaptured).
This speed is amazing and so is the height(to a point whereas some ships will just sit beneath it and get bombarded.)
I'm finding out that around the $500-600 range is perfect for a destroyer type ship. And like modern warfare the size, punch, cost means that you have something that can take out most ships(ai).
Below is a endgame tactic I use. at the start of battle you fly a ship(or two) over the enemies and ground them on top of the opponents ship.
I would love to see it incorperated whereas this tactic will allow the combined weight to overwhelm the enemies ship and send it crashing to the ground(with your ship if you do not fly off it at the last moment).
I'll be keeping the design for the future whereas there will be boarding. With the speed, short time for orders, and the ability to fly over the rang of most weapons(accuracy) I think it's well suited for assault/gunship role.
About mid game this ship needs to work in pairs to be effective, and late game it needs 3 or more.
A tactic I find amusing mid/game is creating a bunch of High flying heavy ships and dropping them on enemy buildings like rocks... Never seems to work but is fun.
The problem is I play on full screen and the only way for me to exit fullscreen is to click the forums button which ends up in a million forum home pages because I'm too lazy to press the X. Also whenever I take a screenshot on fullscreen it ends up taking a picture of whatever's behind the fullscreen, why is that?
Would adding a ram on the bottom of a ship make grounding it actually do damage?
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Aerial Emperor
Figuring out how to build a decent airship's a big part of this game, so I thought I'd open this thread to talk about ship design. I'll start things out by showing the HMS Dragon, one of the default ships in early access release one that is actually completely terrible. (Sorry about that!)
Why is this an awful design? Simple - it's awkwardly laid out and way understaffed. There are only two crew members who don't have some module to man, and the keel in the middle, while providing stability, is a massive barrier that makes it very hard to move around the ship quickly.
This is going to be the replacement in the next version. It's smaller, $50 cheaper, and has both a better layout and one fewer gun, easing the staffing problem. I mean, it's still a small, cheap thing with no real survivability, but at least it no longer tends to fall out of the air from coal starvation!
Anyway, if you post shots of your ship design efforts, I'll be happy to comment upon them. I'm also working on a blog post with some general ship design advice.
Captain, Engineering Corps
Here is a remade version of the Wanton. I find that it is very effective in large numbers and can even stack up to 5 on top of each other. Leading to a wall of impenetrable doom.
Midshipman
hey there, is there any special "tactic" i have to use when building large ships? mine cost around 5k$ each and are even less effective than 2 2k$ ones (damage and hp wise)
Captain, Engineering Corps
Just make sure that you have at least 4 cannons on it and you give it some sort of steel or metal. I could show you a picture of one of my larger ships.
Midshipman
oh yea, and building very large airships is pretty hard becasue when having around 10 quarters makes every new block a 10 sec lagspicke, and crashing when trying to remove a gun, just lost my 300 crew ship that way :( and i wanna add that big ships will always be less effective becasue you can only put guns on the front and you waste alot of space with enouth coal and engines and maybe around 10 guns
Aerial Emperor
Chosenlama: Yeah, the algorithm to assign crew takes time proportional to number of crew times number of modules, at least, so I think Bad Stuff happens with too much crew. Would you be super-sad if I just plonked in a hard limit on crew?
legoracer171: Don't you find you run out of ammo rather rapidly with that improved wanton design? I like the turrets at the top and bottom though. :)
Midshipman
yes, i would be, i think a warning about strong lag or crashes after like 120 members could be good too
Midshipman
This one is my favourite ealygame and support ship! it can fly so high that most buildings cant attack it and got decent damage with the cannon.
Its really effective when you have around 4-6 of them on the top of the map supporting your bigger ships
Captain, Engineering Corps
That Sapper is a good design ChosenLama, I am in the works trying to make a ship to beat it with a similar cost.
Able Airman
Currently I'm experimenting with different airship designs and test them in combat mode against the other ships. This one works quite well:
Aerial Emperor
Ah, a combined arms approach. Lots of firefighting resources too.
I should really add an AI vs AI skirmish mode for testing purposes...
Able Airman
The combat mode is pretty good for testing, for now at least :)
I would show you the behemoth of a ship I built today, but its SO heavy it barely has lift. I need to figure out the mechanics of each aspect and look into why its taking so long to issue each command, why they run out of coal when they are right next to coal lots, etc. Maybe its TOO big? Should I have excess crew?
Captain, Engineering Corps
@WeiseGamer
Tips/Tricks from Adm. legoracer171
Aerial Emperor
@legoracer171 Quite correct on all points. :) I really need to finish off that introductory guide to Airship design. And as WeiseGamer pointed out elsewhere, an actual tutorial would not go amiss at some point.
Able Airman
I have been experimenting with making ships that are both large, and also able to fly extremely high, raining down rockets from above. Quite challenging, but some success. Some questions...
How much faster can air sailors move through corridor compared to rooms? In capital ships of maximum size, is it perhaps reasonable to have a long corridor spanning the ship?
Is the current crew maximum of 120 going to remain in place through the future? 120 is quite nice, but I wouldn't mind being able to make 180-200 crew ships.
Captain, Engineering Corps
@Yolan
When it comes to how fast a sailor can move I don't know the specifics, but I think they move almost the same through out everything except fire doors. However it is best to have similar modules close together so that they wont have to run around the ship (i.e. coal next to suspendium chambers, ammo next to guns, e.t.c....)
I dont not know if this will stay in place but there is one thing that I know for sure. Once you have a certain amount of crew members the game starts to lag even when trying to put down a corridor in the editor, I have waited 10-15 seconds between placement of modules. So the whole reason there is a limit is so that the game wont lag, and when in multiplayer others wont lag because of all the sailors it has to render.
Tips/Tricks from Adm. legoracer171
Aerial Emperor
Able Airman
I made this, because having a ship that is just 3 ships stuck to each other is fun and when it breaks apart, it keeps fighting.
Warrant Officer
My anti capital ship so far has been this. Two can take out a satan.
Cabin Boy
Just curious, I've made some airships, but I don't know how to take a screenshot and I'd like to post them out here. Is there a way to take a screenshot in the game? Or do I need to use Fraps?
Thanks: Rockwell Torry
Aerial Emperor
Hm, I'm on a Mac so I just use cmd-shift-3 to take screenshots. Have you tried just hitting print screen? If you can't find a solution, mail me the files (%APPDATA%\AirshipsGame\ships) and I'll make pix. :)
I've also added built-in screenshot functionality as a todo. :D
Lieutenant
Since I love building capital ships, I learned painfully that you need fire extinguisgers EVERYWHERE , especially by your large amounts of coal.
Able Airman
The ship I created at the start of my last campaign which came in very handy for a small price and can be easily upgraded. My first upgrade when I had the money was a cannon to replace the bottom rifleman then when I get gatling guns I replace the last 2 rifle man.
Able Airman
With the issues of large defense that I need to crack(end game), I figured I would just make a fort/garrison that I could just place at the beginning of battle and let it clear the field. It's also used as a defensive fort for the strategic cities.
Captain, Engineering Corps
The big question is I need to find a way to post images (I know how to take screenshots). I have made bigger ships than the satan, and I find they die really easily against late game defense. Any ideas?
Able Airman
I'm finding out that around the $500-600 range is perfect for a destroyer type ship. And like modern warfare the size, punch, cost means that you have something that can take out most ships(ai).
Below is a endgame tactic I use. at the start of battle you fly a ship(or two) over the enemies and ground them on top of the opponents ship.
I'll be keeping the design for the future whereas there will be boarding. With the speed, short time for orders, and the ability to fly over the rang of most weapons(accuracy) I think it's well suited for assault/gunship role.
About mid game this ship needs to work in pairs to be effective, and late game it needs 3 or more.
Cabin Boy
A tactic I find amusing mid/game is creating a bunch of High flying heavy ships and dropping them on enemy buildings like rocks... Never seems to work but is fun.
Air Admiral
i dont even know how to take a screen shot. :P
Aerial Emperor
I think we all generally just run the game in a window and do print screen. Something that may want improvement really...
Commodore
The problem is I play on full screen and the only way for me to exit fullscreen is to click the forums button which ends up in a million forum home pages because I'm too lazy to press the X. Also whenever I take a screenshot on fullscreen it ends up taking a picture of whatever's behind the fullscreen, why is that?
Would adding a ram on the bottom of a ship make grounding it actually do damage?
Commodore
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