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I'm the developer of Airships, so if you have any questions, feel free to ask here. :)
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zarkonnen: I'm the developer of Airships, so if you have any questions, feel free to ask here. :)
Hi,

first, let me thank you for supporting Linux. :)

I have some questions and a feature request:

How many players can play via Network?

How do players find each other?

Does Airships support LAN connections?

Strategic Mode in co-op multiplayer would be nice, as would other co-op game modes. :)

Cheers
V4V
I am interested to know whether there is cross play between GOG players and the Steamers. On a let's play a player said he designed his shop with genetic algorithms to pit different designs against each other so he could improve his designs.. Is this a built in thing?
Feedback. after playing a few games

Good game well worth the price.

Thank you for not having blood and gore in the game. I have young children and can play the game with them around because losing crew is very abstract. I really appreciate the ability to both play games with them around and introduce them to these type of games as it teaches useful skills.
I'm enjoiyng the game a lot. it's a fun to build crazy contraptions. One thing I'm curious about though, is there anyway to see how long it takes a crewman to get ammo when i'm building? I can't quite decide if it's better to have ammo more spread out to keep the guns firing faster, or to just have one, and a long distance to reach the guns.
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V4V: first, let me thank you for supporting Linux. :)
I develop the game on Linux, so it's more likely to fail to support Windows properly than Linux. :P
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V4V: How many players can play via Network?
All battles are 1v1.
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V4V: How do players find each other?
There's a global multiplayer lobby, but you can also host/join using IPv4 or IPv6.
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V4V: Does Airships support LAN connections?
Yep, via IPv4/IPv6.
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V4V: Strategic Mode in co-op multiplayer would be nice, as would other co-op game modes. :)
The game design problem with multiplayer strategic mode is: what does everyone else do while a battle is going on? I'm still chewing on that one.
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kongxinga: I am interested to know whether there is cross play between GOG players and the Steamers. On a let's play a player said he designed his shop with genetic algorithms to pit different designs against each other so he could improve his designs.. Is this a built in thing?
There is cross-play. The multiplayer system and lobby is totally independent of Steam/GOG.

Genetic algorithms aren't a built in thing, though I have experimented with them myself. Can you link me to the Let's Player you mentioned?
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Twistfox: I'm enjoiyng the game a lot. it's a fun to build crazy contraptions. One thing I'm curious about though, is there anyway to see how long it takes a crewman to get ammo when i'm building? I can't quite decide if it's better to have ammo more spread out to keep the guns firing faster, or to just have one, and a long distance to reach the guns.
If you click on the "overlays" button in the ship editor, there's a bunch of different informational overlays, including one where you can see how many seconds it takes a crewman to deliver an ammo unit from the nearest ammo store to a weapon.
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paulpmc: Feedback. after playing a few games

Good game well worth the price.

Thank you for not having blood and gore in the game. I have young children and can play the game with them around because losing crew is very abstract. I really appreciate the ability to both play games with them around and introduce them to these type of games as it teaches useful skills.
Well, there *is* blood, but as you say, it's kind of abstract. I don't intend to make it gorier. :)
Post edited January 02, 2017 by zarkonnen
Thank you for all the answers. :)
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V4V: first, let me thank you for supporting Linux. :)
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zarkonnen: I develop the game on Linux, so it's more likely to fail to support Windows properly than Linux. :P
Then thank you for developing the game on Linux and porting it to Win and Mac. :) Although on different systems, we're all fellow gamers.
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V4V: Does Airships support LAN connections?
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zarkonnen: Yep, via IPv4/IPv6.
Thanks for that, too, since LAN support sometimes seem so be on the decline in these times of centralized online services like Steam, Battlenet and GOG Galaxy.
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zarkonnen: The game design problem with multiplayer strategic mode is: what does everyone else do while a battle is going on? I'm still chewing on that one.
I'm not sure I understand you here completely. If SM would be 1:1 too, both players would be in the battle, no? Or are you thinking about more players and/or computer opponents in the same game?

edit: You could implement a mini game like Pac Man for them to pass the time. ;)
Post edited January 08, 2017 by V4V
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V4V: Thank you for all the answers. :)
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zarkonnen: I develop the game on Linux, so it's more likely to fail to support Windows properly than Linux. :P
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V4V: Then thank you for developing the game on Linux and porting it to Win and Mac. :) Although on different systems, we're all fellow gamers.
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zarkonnen: Yep, via IPv4/IPv6.
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V4V: Thanks for that, too, since LAN support sometimes seem so be on the decline in these times of centralized online services like Steam, Battlenet and GOG Galaxy.
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zarkonnen: The game design problem with multiplayer strategic mode is: what does everyone else do while a battle is going on? I'm still chewing on that one.
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V4V: I'm not sure I understand you here completely. If SM would be 1:1 too, both players would be in the battle, no? Or are you thinking about more players and/or computer opponents in the same game?

edit: You could implement a mini game like Pac Man for them to pass the time. ;)
Yeah, if it was strictly 1 v 1, it would work, but I'd also have to remove monster nests, and I feel it'd just be a bit of a disappointing experience - for a *lot* of work.
Post edited January 09, 2017 by zarkonnen
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zarkonnen: Yeah, if it was strictly 1 v 1, it would work, but I'd also have to remove monster nests, and I feel it'd just be a bit of a disappointing experience - for a *lot* of work.
As long as there are 2 human players it could work with AI factions and monster nests. When it comes to battle give the player not actively in the battle the option to control the AI units for said battle.
Fun and addictive game!.

I think I ran across a bug. I designed a nice Citadel building with heavy cannons and flak guns. An enemy airship will attack and my citadel will fire both the cannons and flak as they are in range and within the firing arc. But after one round they stop firing with the "No target available" message. But the enemy ship is clearly within range and the firing arc, yet my guns do not fire.

So, the rest of the battle is a tedious round of the enemy ship sitting there and picking off my men with rifle fire!

Something is definitely not right.
One problem I have is a broken savefile.
In it time no longer passes on in the map-world no matter what speed i set it to, it is just frozen.
Also: Some missed oportunity I found.
You can not harpoon friendly ships.
Allowing this would open so many options.
Towing stuck tanks
rearranging small landship compositions
and my favorite.
having a dropship that brings a light melee mech just behind enemy lines to punish them with style.
Hey hey,


first of all gratulations to your release here, i can remember when i saw your game first at a small booth at the gamescom a few years ago (i guess there was some kind of papercutting and the kraken or something, i m not sure...was a while) and i did keep the game itself in mind because the idea was really nice (who didnt draw fighting airships on paper back in school?) so i was happily surprised to see it on gog and did get a copy.

i m positive surpised about the amount of content it got now and it became a really well made game- its fun to build and see your own creations flying around and see where you have to improve and micromanage your designs, till they drop from the sky again.

the graphic is nice made, it looks great to see your sailors walk around or to see details like a moving eye of the kraken, the editor is good and easy to use and the KI seems to be intelligent enough (i dont know if it was intentionally, but one of the wooden enemy ship did this: it went to the dead spot of my defense tower so i wasnt able to hit it anymore but it was also unable to hit me....so instead of flying back into the shooting range to attack, it startet to vertically ram my base into pieces and i was like "wtf?? did the ki just roflestomp my base?")

Man eating Nutcrackers, Pirates, Turtles, nice made Kraken, Dragons, big Ships and a lot of cannon-boom, the game got everything you wish for a game about flying ships (the only thing missing are sky whales and ghostship with an undead crew...maybe thats an idea for an add on)

so long story short, its a really well made game....

so its already too much text so now my question^^:

- is there a way to deactivate the battle recording? maybe i m just blind but i didnt find a deactivation button and the game just created 80 battlereplays that i did delete manually....

-are there add ons planned? even small things like more decoration possibillities?
Hmmm...
It seems that updates fo the GOG version are kinda lagging behind >.>
Hi Zarkonnen,
A question about the halloween patch/release - is it seasonal only, or are the gargoyles to stay? :)