Airships: Conquer the Skies Soundtrack Edition GOG

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Airships: Conquer the Skies Soundtrack Edition GOG

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Airships: Conquer the Skies Soundtrack Edition

Genre: Strategy - Building - Fighting
Works on: Windows (7, 8, 10)
Languages: Text only: 中文, Deutsch, English, français, 日本語, русский
Features: single-player - multi-player
Released: February 25, 2015
Size: 347 MB
Company: David Stark / David Stark
Installer version: v1.2.5_(69490)
Included goodies: Soundtrack (MP3) + Soundtrack (MP3)
Store page: https://www.gog.com/game/airships_conqu ... ck_edition

About:
This edition contains both Airships: Conquer the Skies and the soundtrack for the game.

The soundtrack was composed by Curtis Schweitzer, who has also created the music for Starbound
and Staxel. It contains twenty tracks ranging from the heroic to the creepy.

Design steampunk pixel airships out of functional modules and conquer the skies!

In the game, ships are viewed side-on, and their modules are operated by individual crew
members. During combat, players give high-level commands to a small fleet, positioning their
ships, ramming and boarding others. Ships and terrain are fully destructible: they can catch
fire, explode, break apart, and fall. Players can also compete against one another in Internet
and LAN matches.

The ships are highly detailed, teeming with sailors moving around at their individual tasks, like
an ant farm or a cut-away drawing. The player's choices in ship layout are crucial, and an important
part of the game is exploring the design space of different airships and their matching tactics.

● Create giant Steampunk vehicles from modules
● Fight, board and ram enemy vehicles and monsters in realtime combat
● Measure your skills against others in battle
► System requirements
Minimum system requirements - Windows: 7 / 8.1 / 10
Processor: 1.8 Ghz+
Memory: 256 MB RAM
Graphics: 128 MB VRAM+ w/OpenGL
Storage: 200 MB available space
Mouse, Keyboard

Recommended system requirements - Windows: 7 / 8.1 / 10
Processor: 2.2 Ghz+ Dual-core
Memory: 1 GB RAM
Graphics: 1 GB VRAM+ w/OpenGL
Network: Broadband Internet connection
Storage: 200 MB available space
Mouse, Keyboard
Support the software developers. If you like this game, BUY IT!

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Airships: Conquer the Skies Soundtrack Edition GOG

Post by sammuggleton »

To mass install dlc, check Bonaqua's "alldlc" batch: viewtopic.php?p=90721#p90721
As of Sep 24 2022 rar files contain 3% recovery record.
Par2 files on request for older and non-rar files.
Mirrors please.
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Re: Airships: Conquer the Skies Soundtrack Edition GOG

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Re: Airships: Conquer the Skies Soundtrack Edition GOG

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Re: Airships: Conquer the Skies Soundtrack Edition GOG

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Re: Airships: Conquer the Skies Soundtrack Edition GOG

Post by catastic »

vastyr wrote: 24 Oct 2019, 21:16 Update!

added v1.0.11_(33417).
► Changelog
Version 1.0.11 - Ray Guns!
The newest update introduces the first beam weapon to the game - a Suspendium Ray, firing charged particles. It's accurate, flexible, and fairly powerful, but also bulky.

There's also a new set of AI ship designs that specialize in those ray guns.

For modders, this means you can finally make beam-type weapons, including various options for beam dynamics, custom beam textures, and so on. As always, feel free to ask me for details on how to set this up.

Work on the big diplomacy/conquest/multiplayer update is ongoing.
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Re: Airships: Conquer the Skies Soundtrack Edition GOG

Post by catastic »

vastyr wrote: 29 Oct 2019, 20:40 Update!

added v1.0.12_(33522).
► Changelog
Worship the Worm Eye

Have you ever wanted to worship the monstrous Worm Eye? Penetrate the mysteries of life and death? Summon your own undead Kraken? Well, now’s your chance. Select the Worm Eye as your heraldic symbol and get access to a whole new part of the tech tree that lets you recruit cultists and shape your cult.

To try it out, start a new conquest game and make a coat of arms that uses the Worm Eye.

Unlike other heraldic symbols, the Worm Eye doesn’t give you any immediate advantages, but it unlocks a new strand of the tech tree. There, you can develop your cult and delve into unhallowed mysteries.

At the first level - unlocked if you’re playing on at the default starting tech level - you gain the ability to crew your ships and buildings with cultists. They’re not quite as fast and effective as real sailors, but their fanatic devotion means that they can endure even worse living conditions, so you get more of them, and they’re cheaper, too.

At the second level, you can choose the form of your cult. Does it try to spread its beliefs, or is it a secret cult? In the former case, sympathizers in other cities make your spy actions more likely to succeed. In the latter, your cult’s closed nature makes enemy espionage harder. (Oh, by the way, I fixed up and rebalanced spy actions for this update.)

At the third level, another choice: Does your cult appeal to the masses, or does it court the already wealthy and powerful? Do you want even cheaper crew, or increased industrial production?

At the fourth level, your cult starts investigating deeper mysteries, blurring the line between life and death. Your sickbays can now bring dead crew back to life.

Finally, at the fifth level, you use your necromantic knowledge to resurrect and control the carcass of a giant aerial kraken. The resulting beast is rather ponderous, but very hard to kill, and its partially decayed tentacles do massive damage especially to buildings.
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Re: Airships: Conquer the Skies Soundtrack Edition GOG

Post by catastic »

vastyr wrote: 04 Nov 2019, 12:18 Update!

added v1.0.13.1_(33660).
► Changelog v1.0.13.1
Bugfix Version 1.0.13.1

Fixed desync caused by Shellwalkers in multiplayer.
Fixed crash caused by trying to do a spy action when the spy has been caught.
Cultist nest buildings now have cultist crew.
If you're a cultist empire, you get special messages for cultist nests. (They're "heretics" from your point of view.)
Suspendium Ray damage increased but made less effective against armour.

Modding:

You can now specify alternate text for monster nests based on a bonus that an empire has.
You can now specify a pixel amount for shells to shift when they open. (See data/ModuleType/SHELLWALKER.json.)
Monster nest rewards can now provide technologies.
► Changelog for inminent hotfix v1.0.13.2 (not yet released on GOG offline)
Version 1.0.13.2 - Bugfixes
This update fixes two crash bugs, one caused by loading a combat with a firing beam weapon, and one that happened when a monster nest message was meant to pop up.
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Re: Airships: Conquer the Skies Soundtrack Edition GOG

Post by catastic »

vastyr wrote: 05 Nov 2019, 18:59 Update!

added v1.0.13.3_(33692).
► Changelog for .3 and .4
Version 1.0.13.4 - Bugfixes and Networking
This update fixes two crash bugs, one caused by loading a combat with a firing beam weapon, and one that happened when a monster nest message was meant to pop up.

Apologies for those affected by the crashes.

Addendum: I've now released version 1.0.13.3, which has fixes to networking, hopefully eliminating desync and reconnect issues. There is also a new server called "Europe (New)" which uses slightly better networking code.

Added addendum: Version 1.0.13.4 fixes a particularly obtuse bug caused by the player having the move command active while a tentacle attacks. Yes, really.
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Re: Airships: Conquer the Skies Soundtrack Edition GOG

Post by catastic »

ADMIN wrote: 17 Dec 2019, 18:38 main post updated to v1.0.14.1_(34700)
► Changelog
Version 1.0.14: Stats and Bugfixes

This version brings both a large list of bug fixes and some nice new stuff.

Post-combat stats.
All-new achievement icons.
Two new achievements: "We Have Reserves" for sacrificing 100 crew for a victory and "Dumb Ways to Die" for having your crew die in 10 different ways in the same fight.
Nicer combat setup dialog.
Collapsible chat windows in combat and conquest mode.
Fixed crash in conquest mode caused by selected ships being destroyed.
Fixed crash when user would try to paste from an empty clipboard.
Fixed combat desync issue.
Rearranged ships in tutorials a bit to make them work more reliably.
Flipped land blocks rendered properly.
Giant spiders now die all at once rather than in halves.
Cursor no longer instantly turns into selection cross cursor when you click somewhere.

The new combat stats system breaks down information such as accuracy both per-ship and per-weapon, which should be both useful and entertaining.
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Re: Airships: Conquer the Skies Soundtrack Edition GOG

Post by catastic »

ADMIN wrote: 13 Jan 2020, 20:30 main post updated to v1.0.14.4_(35320)
► Changelog
Version 1.0.14.4

Fixed desyncs happening right at the start of conquest games.
Fixed some rare crashes.

Version 1.0.14.3 - New Landscape Graphics Desync Fix

Landscape graphics have been updated and reorganised by Yellowminer.
Changed light direction of daytime scenes to make more sense.
The ship editor in multiplayer games now knows which modules you have available.
Moved the "Import from File" button in the file screen to the top bar to be less confusing to new players.
Obstruction beams now visible even when the distance between two modules is zero.
Removed "Outside View" toggle in tutorials.
Small ornate nameplates now display correctly.
Items in the landscape editor palette are now better spaced and easier to click.


Edit And v1.0.14.3 fixes a desync issue I introduced when I added combat stats. My apologies, this should be fixed now. In general, if you encounter desyncs or other network issues, please do get in touch with me.
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Re: Airships: Conquer the Skies Soundtrack Edition GOG

Post by catastic »

Yasha wrote: 28 Jan 2020, 16:59 Airships: Conquer the Skies 1.0.14.6
► Changelog
Version 1.0.14.6

Added an easier difficulty level. Remember: Play the game at the difficulty level you enjoy it at.
Boarders with grappling hooks are now better at grappling with Suspendium tank endcaps, rams, and similar objects.
Torpedo bombers are better at leading their shots.
Stone guardians are more resistant to ramming.

Version 1.0.14.5

Crew with no ability to board can no longer end up on enemy ships by being told to abandon ship and then move into the enemy ship. This was confusing, because they'd just stand inside the hatch looking gormless.
Grass with stuff on (like piles of wood, signs, ruins) now gets properly converted to soil when buried.
German translations are now up to date. Other translations are in progress.
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Re: Airships: Conquer the Skies Soundtrack Edition GOG

Post by catastic »

Yasha wrote: 23 Mar 2020, 12:12 Airships: Conquer the Skies (1.0.15.1)
► Changelog
Version 1.0.15

Bugfixes and balance improvements:

Rebalanced large dust tanks, reducing endcap lift by 50%. (Note: I will be releasing another balance update soon that reverses most of this nerf, so don't panic and redo all your designs just yet. :D )
Fixed endless reconnect loop when resuming a conquest game with mods.
Fleets that only have boarders and no weapons no longer just surrender.
Fixed some AIs failing to research technologies and getting stuck on old ship designs.
Updated all translations.
Armoured doors are no longer weirdly super-heavy.
Projectiles now have an impact force, pushing back the target they hit, defaulting to half their recoil.


YellowMiner has been updating and adding to module and decal graphics:

Many more decals are now flippable and colourable.
Many new decals, including anchors, side lamps and lanterns, smaller ornate coats of arms, bigger roundels with charge, more masts, struts.
Struts and solid shapes have been reworked and have their own category.
Stained glass windows are now paintable and have more variants.
Other minor graphics rework.


Modding-related stuff:

You can now adjust the targeting weight of modules, making them more or less likely to be targeted by enemy gunners. See the keels for an example.
Graphics are being moved around and shifted to the new modules spritesheet, but the original spritesheet will remain forever so as to not break mods that refer to it.
You can now set ammoPerClip = 0, clip to something greater than one, and clipReloadTime to some number of milliseconds to make ammoless weapons that fire in bursts.
You no longer need to specify the offset in external appearances if it's 0, 0.
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Re: Airships: Conquer the Skies Soundtrack Edition GOG

Post by catastic »

Yasha wrote: 26 Mar 2020, 17:39 Airships (10.0.15.2)
► Changelog
Version 1.0.15.2

Rebalanced suspendium dust tanks again: endcaps have more lift again, and large tanks also have more, but they're more expensive and a bit more fragile.
Large explosive weapons now also have an impact force.
Fixed various decal display issues.
Fixed an issue with flipped pipes and ornate charges displaying incorrectly in graphics compatibility mode.
Known issue: Detailed module fragments are currently missing.
Known issue: Due to Apple's increasing restrictions, the game may no longer launch on OS X Catalina. I'm looking to see if I can fix this.
Known issue: lantern chains are not displaying correctly.
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Re: Airships: Conquer the Skies Soundtrack Edition GOG

Post by catastic »

Yasha wrote: 31 Mar 2020, 21:37 Airships - Conquer the Skies (1.0.15.3)
► Changelog
Version 1.0.15.3

More graphical upgrades and new decals by YellowMiner. Some modules now change appearance as tech level increases.
Decals are now organised into categories, like modules.
You can now paint modules like hatches with the paint tool.
You can now hold down space to paint decals with the paint tool.
Multiplayer world generation is no longer stuck indefinitely if one of the players disconnects while it's going on.
Added confirm dialog to flee/surrender button.
The AI now leaves after fully raiding a city in multiplayer.
Fixed impact force for beam weapons.
Fleshcrackers no longer shoot crew held by their own tentacles. After all, they're about to eat them.
The targeting AI is no longer supernaturally aware of the location of pressurised suspendium chambers, making them more viable.
You can now make mods that use bonusable values to change the appearance of modules and armour. This would previously crash the game.
Miscellaneous other GUI improvements.
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Airships: Conquer the Skies Soundtrack Edition GOG

Post by Yasha »

Airships: Conquer the Skies v1.0.23.17.57876 + OST (FLAC).
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Re: Airships: Conquer the Skies Soundtrack Edition GOG

Post by catastic »

Yasha wrote: 06 Apr 2020, 14:43 Airships - Conquer the Skies (1.0.15.4)
► Changelog
Version 1.0.15.4

Fixed a crash in combat in graphics compatibility mode. (Side note, don't use graphics compatibility mode if you can avoid it. It's slower than normal graphics.)
Fixed crash when a fleet you had selected was destroyed.
Changed the way shiny/non-shiny materials are rendered slightly. (Shinyness now slightly affects ambient lighting.)
Fixed one whole typo.
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Re: Airships: Conquer the Skies Soundtrack Edition GOG

Post by catastic »

genu wrote: 22 Apr 2020, 03:50 Airships_Conquer_the_Skies_v1.0.15.5_(37736)
► Changelog
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Re: Airships: Conquer the Skies Soundtrack Edition GOG

Post by catastic »

Agent wrote: 22 Apr 2020, 22:33 setup_airships_conquer_the_skies_1.0.15.6_(37745)
► Changelog
Version 1.0.15.6 fixes issues with tech bonuses not being applied to coats of arms, some charges losing their bonuses, and coats of arms of towns displaying incorrectly.
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Re: Airships: Conquer the Skies Soundtrack Edition GOG

Post by Lukapolwart »

► Changelog v1.0.16 (Taken from Steam)

-Robotic sky-squid deployed by the mad scientist. If you defeat her, you can also build them yourself.
Image

-You can now view and select the tech available in the ship editor using the Tech Filter available from the top bar.
Image

-There is now a research queue. Click on any tech to automatically queue up the research needed for it, or right-click on techs to add them to the queue.
Image

-A new "Phial" heraldic charge that increases research speed by one third.
-Fill paint button now paints externals like doors, and you can click on the button while holding down space to paint all decals at once.
-Added one new AI ship set by Master Yoba.
-Aerial charges require fewer crew now.
-Painted decals now look nicer in the editor and in the ships list.
-Name plates now limit themselves to showing as much of the ship name as fits.
-Overwriting a ship now updates the preview in the load/save screen.
-Fixed a desync caused by playing the game in single player and then in multiplayer.
-Going into the save screen no longer causes random parts of your ship to be selected.
-Replays now support using the reserve.
-Better logic for which colours get derived from your coat of arms for paint.
-Flipped versions of modules are now merged with their un-flipped versions for combat stats.
-Destroyed tracks no longer leave "invisible ghost wheel" obstacles.
-Fixed High-Temperature/High-Pressure Jelly tech prerequisite.
-Mac users no longer type gibberish.
-New visuals for a number of weapons by YellowMiner.

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