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.
Over the past few days, I've spent a lot of time going over Airships and improving it in terms of AI, speed, and bugs. The major highlight is that the strategic game should be more balanced now: AI empires make much better decisions in terms of what to build and who to invade. Also, I've eliminated inefficient code for crew shouts and firing angle calculations that were taking up a solid two thirds of CPU time - remember to profile, kids!
On top of that, there's lots of other improvements:
All in all, I heavily suggest you upgrade to 5.2, which you can do by downloading the newest version from the store or forums.
Next up, I'll be writing up the second part of the game's modding guide, where I'll show how to make a simple mod that adds a new module. I'm also continuing work on the graphics improvements for version 6, which will see the introduction of dynamic lighting.
That's all for now. I leave you with the following recruitment poster:
Latest tweets from @zarkonnen_com
8hours 48mins ago
Just had a highly entertaining idea for some Suspendium fauna I'll have to draw... :D
Nov 23 2014, 8:04am
Nov 23 2014, 7:41am
Nov 23 2014, 2:14am
Nov 22 2014, 12:46pm
"Potentially the hottest bird lawyering game to come out of 1840's France." I really like @AviaryAttorney's graphics concept.
Nov 22 2014, 12:45pm
Got the same comment on 4 Airships videos asking for a torrent. Tempted to zip up some pictures of ham and label it airships .zip...
Nov 22 2014, 12:27pm
New startup concept: Tinder for VCs and startups: Like their elevator pitch? Swipe right! #snark
Nov 21 2014, 3:24pm