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Thread: Airships: Conquer the Skies

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  1. #1
    The very model of a modern Moderator Xiahou's Avatar
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    Default Re: Airships: Conquer the Skies

    I think Husar's probably right. Go to the hitpoints overlay and check how many HPs the different modules have. Then find the room to slap a large (or maybe grand?) keel in there somewhere and see how much the hitpoints go up. I had a similar problem designing a rather large landship. Adding a large keel took it from "significantly" reduced integrity to "slightly" reduced. I've never built anything that rated "heavily" reduced.

    Also note that the number of Air Sailors says "264 (max 120)". I'm pretty sure 120 is the maximum you can have in the current game. That design recommends 164 crew to staff it, so the fortress is probably underperforming with 120 airsailors. Maybe getting rid of those extra ammo stores helped though.
    Last edited by Xiahou; 01-08-2017 at 16:51.
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  2. #2
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Airships: Conquer the Skies

    Yeah I ended up scrapping the whole design. Kinda wish that large designs didnt go up like that, would be cool to make one massive superfortress and have a massive number of enemies thrown at it.
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  3. #3
    The very model of a modern Moderator Xiahou's Avatar
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    Default Re: Airships: Conquer the Skies

    The next best thing, I think, would be to design a series of complementary fortifications all designed to work together with each other.

    Also, it turns out keels aren't a thing for buildings, apparently. It'd be nice if they put something in to allow for large buildings not to take such a HP hit. I came up with this, it's pretty formidable but even it is taking a "slight" HP penalty. Even still, it seems to crush any cost equivalent combination of airships/landships I've tried. Bookend it with some Silent Watchers and you've really got something.


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    Last edited by Xiahou; 01-08-2017 at 18:16.
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