A real-time strategy game where you design airships and then fight with them. The aim is to have pretty chaotic explodey fights and interesting ship design choices.
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Purchase includes future versions up to 1.0!


At its core, the game is about designing airships and fighting with them. Ships are put together out of modules, and the layout of modules matters a great deal: everything on board is done by individual airsailors who need to run around, ferrying coal, ammunition, water and repair tools - and sometimes their fallen comrades.

You can command fleets of airships both against the computer and against other players across the Internet.

In addition, there is a single-player strategic mode, where you use your fleet to conquer city after city, unlocking new modules and bonuses with each of them.

The game has an authentic-ish system of heraldry where you can create your own coat of arms, and register it with the game forums as unique to you.

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The latest Airships update fixes a bug in the combat AI for ships. It was a rather weird and stupid bug, and so I'd like to tell you about it. I hope to entertain you and also give you a view into the game development process.

There were a lot of reports of the combat AI being very incompetent when trying to attack buildings, especially from close range. Ships would just float around unmoving instead of closing in and bringing their weapons to bear.

So I set about reproducing this problem, which turned out to be rather easy. I set up a combat of an AI grenade bomber versus a building, and the bomber completely failed to position itself.

I will explain the cause of this in a moment, but I first have to get into the detail of how combat AI works. Its main function is to evaluate possible positions for the ship to move to. For each position, it looks at how much damage it can deal from there and how much enemy fire it's exposed to. Some positions it can't get to, because something's in the way, or because they're above its service ceiling.

The other mildly confusing thing I need to mention is how the y-axis in the game's coordinate system works. It points downwards, so ships with a higher y-coordinate value are further down. And the zero point is at about 70 metres above ground. Not the most sensible way of doing things, but it just evolved that way.

I have a convenient debug view in the game that lets me see the combat AI's evaluation of all the positions it considers. In the case of the combat of the bomber versus the building, I could instantly see that it marked all the positions near the ground as unreachable. All the positions with y-coordinate greater than zero.

At this point I had a pretty good idea of what was going on. The culprit was an obscure module type value called aiMaxY. This value is used to tell the monster AI to not move too far down, because it looks weird. For example, it prevents the Aerial Jelly, which is meant to hover above your ships and attack like that, from moving all the way to the ground.

aiMaxY is set to 10000 by default, going all the way into the ground. But by looking at the debugger, I could see that the bomber's aiMaxY was actually set to 0. So the AI considered all positions where y was greater than 0 as invalid.

Now I just needed to figure out why the value was at 0 instead of 10000.

The culprit there turned out to be flipped modules. The information for flipped versions of modules is derived automatically from their un-flipped counterpart. The game does this by copying all the information and adjusting it where needed, making firing arcs point the other way, mirroring the graphical appearance, and so on.

But I had forgotten one line in this code. It didn't copy over the aiMaxY value, and instead left it at 0.

So all flipped modules would tell the combat AI to not take the ship beyond y = 0. Any airship with a flipped module had broken AI. Which was many but not all of them, making the bug appear inconsistently.

The fix was painfully easy: add that line to copy over the aiMaxY value for the flipped module. And with that one change, the AI started behaving much better!



Airships: Conquer the Skies is complete!

Airships: Conquer the Skies is complete!

News 2 comments

After five years of dev, my steampunk shipbuilding RTS has launched.

Strategic Multiplayer Dev Log 2

Strategic Multiplayer Dev Log 2

News

Work on multiplayer strategic conquest continues, fixing desync issues and working on setup and resume GUI.

Strategic Multiplayer Dev Log 1

Strategic Multiplayer Dev Log 1

News 2 comments

I’m embarking on an attempt to make multiplayer strategic conquest work in Airships. Let's see what happens!

Replays, GIFs, and re-writing history

Replays, GIFs, and re-writing history

News

v9.6 adds a new feature: combat replays. All fights you participate in are automatically recorded. You can play them back, analyzing them, or just glorying...

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The Module Kit v005 Alpha | 1x1 - 1x3

The Module Kit v005 Alpha | 1x1 - 1x3

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Comments  (0 - 10 of 63)
ouchies12
ouchies12

hey guys sorry... im new here...so....
how do you run the game?

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Guest
Guest

best

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Guest
Guest

somebody should make a lets play where its one city defence get money and build defences only i want to see how that will play out.

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Guest
Guest

Great game

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martyra2j
martyra2j

I did a Let's Play/First impressions on this game! Come check it out if ya like!
Big thanks to the developer for this great game!
Hope you enjoy.

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SkyBreack
SkyBreack

Wow! what a nice and original idea. Looks very fun! follow! =D

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Zillvr
Zillvr

Looks like a whole lot of fun...and chaos. Definitely tracking this!

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TheManWhoFlewAway

Great idea - keeping an eye on this :)

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DonleyTimeFoundation
DonleyTimeFoundation

I love this game soooo much! HAHAHAH!

-Tim

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Propagandawar
Propagandawar

Are you planning on adding a map for Multiplayer? I have friends getting the game. Although it looks like they are waiting for another option besides paypal to pay with. .

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Zarkonnen Creator
Zarkonnen

The issue with making a MP map is that combats and strategy work at different timescales, so you'd spend a lot of time waiting for other peoples' fights. Not sure how to fix that.

Re: PayPal - what kind of payment method would they like? I totally understand that it's not exactly everyone's first choice. Am up for anything, including stuffing money into an envelope. :P

Reply Good karma+6 votes
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Airships: Conquer the Skies
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Highest Rated (2 agree) 10/10

Great game. I've been playing since Dev2 and it gets better each time. It's a steal for only $5. Reminds me of the Total War games with it's campaign map.

Apr 24 2014 by CanofSodaGames

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