#Airships: Conquer the Skies
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Airships: Conquer the Skies by Zarkonnen. Take control of a fleet of airships in your conquest to rule over your empire.
This was kinda fun, ironically though, I like the conquest mode more then the actual core combat. The actual core of Airships is the combat. You have custom built airships on a 2d side profile with little pixelated crew members managing everything.
While the opening tutorial and visuals took me off guard I warmed up to the game halfway through it. Something I would like to see is a proper tutorial for the Conquest mode as it seems to be a very complex mode for this game. While it doesn't take too long to figure it out, it is still a bit overwhelming at first.
Now, this is one of those games that I'll likely make a Part Two on since the conquest mode is a little complicated and will take me a little bit of time. I really want to fight the giant squid that is shown on the itch page. Even though I'm not for seafood, I crave sky calamari.
https://zarkonnen.itch.io/airships
#itchio#Airships#Airships: Conquer the Skies#Going for a Part One for now#aiming for the next part once I've gotten a decent distance into the conquest mode
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Airships: Lost Flotilla, the steampunk autoshooter is out now on Steam from the maker of Airships: Conquer the Skies
Continue reading Airships: Lost Flotilla, the steampunk autoshooter is out now on Steam from the maker of Airships: Conquer the Skies
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Airships: Heroes and Villains releases on Linux

Heroes & Villains DLC launches with success for the Airships: Conquer the Skies game on Linux, Mac, and Windows PC. The fruit of tireless dedication and hard work by the brilliant developer, David Stark. Available on Steam and itch with 86% Positive reviews. The Heroes & Villains DLC launched on Linux for the sky battling, Airships: Conquer the Skies, and it's good. Since it provides a fresh expansion to step up your strategy by bringing new heroes and villains into the game. You can now recruit epic commanders to control your floating fortresses. As well as governors to keep your cities running smooth. These new characters aren't just for show – they pack some serious abilities to help you rule the world. The Heroes & Villains DLC includes commanders who can turn enemy ships into sitting ducks. Or level up their engines for an unexpected boost, or even pull random items to use as ammo. Some of these commanders are also sorcerers. So they can blind enemies, control the weather, or summon mystical creatures. Over on the homefront, governors are like your city managers. They can increase productivity, put citizens at ease, and even issue new rules and events. Due to things like martial law or forced labour, to something lighter like a masked ball party. These Heroes & Villains DLC characters are not static, either. They change over time based on what you do. They can level up, change their loyalty, and even start feeling different emotions like anger, stress, or even go crazy. Some will transform into more experienced, embittered, or powerful versions of themselves. Watch out, since a disloyal governor can be an annoyance. While a famous or super-powered hero could be the key to victory.
Airships: Conquer the Skies: Heroes & Villains DLC Trailer
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Things between empires just level up as well. In the Heroes & Villains DLC, you might have to deal with some diplomatic incidents and decide whether to trust or backstab your neighbors. Want to risk a war to look more powerful? Get on the good side of some cultists? Join forces to take on pirates? What you should do depends a lot on where you stand, what you need, and what you know about the other empire. Now with the Heroes & Villains DLC, your airship crew is not just for cannon fire anymore. They'll level up the more battles they survive, so you have a good reason to keep them alive. Maybe give them a place to heal up or some better protective gear. Just to give you an idea of the scale here: there are 60+ unique heroes, 25+ combat abilities, both regular and magical. Also over 40 types of diplomatic incidents in the Heroes & Villains DLC. You can now design and award medals to your veteran airships. But be careful, if your prized airship goes down, so does its medal. And to top it all off, you don't have to own the Heroes & Villains DLC to get a taste of the action. If you hop into a multiplayer match, you can still enjoy all these features even if you haven't purchased the Heroes & Villains DLC yet. This epic launch also comes with a game update introducing changing weather, landships drawn by wurms (those are like giant worms), and new weaponry like trebuchets and mortars. Available on Steam and itch. Priced at $8.99 USD / £7.49 / 8,79€. Along with support for Linux, Steam Deck (playable), Mac, and Windows PC.
#airships: conquer the skies#heroes & villains#dlc#linux#gaming news#david stark#ubuntu#mac#windows#pc
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if they don’t, STILL oh no
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I already have my Batman Season Four ideas planned out to an oddly precise degree, right? Well, I still have more ideas that I can't bring myself to get rid of. So I'm going to do a Batman Season Three and a Half. Here I'll adapt some of the few comics I like from the Batman '66 comic book, and maybe i'll add a few minor 50s and 60s villians I wish had been on Batman '66. So without further delay, here's my Batman 1966 Season Three and a Half ideas:
Episodes 1 and 2: A two parter based on the events of the Batman '66 Comic, Issue #1. A story involving The Riddler (Frank Gorshin) and Catwoman (Julie Newmar).
Episodes 3 and 4: An adaptation of the Lead Story in Batman '66 #2. A story featuring The Penguin (Burgess Meredith) and Mister Freeze (either George Sanders or Eli Wallach). They team up, only to get busted by the dynamic duo!
Episodes 5 and 6: Just the first story of Issue #3 of Batman '66 in it's entirety. Joker (Cesar Romero) stars, as does The Red Hood/Professor Overbeck (played by Leonid Kinsky).
Episodes 7 and 8: An adaptation of the second story in Batman '66 #3 (but an adaptation that's longer and more fleshed out). Egghead escapes from jail, and begins plotting to defeat Batman and Robin once again. To do this, he decides to conquer the skies with a gigantic dirigible of his own design! Egghead eventually captures the dynamic duo and drops them from his airship, to face the treacherous earth lying below. But due to sheer arrogance on his part, he'd forgotten to remove their utility belts.
So Batman and Robin successfully use their utility belts to survive the fall. They then fake their deaths, and prepare to snare Egghead and his gang within a trap of their own…
Episode 9: Batman is all alone on this case. He goes to the theater with a new love interest of his (and an old friend, too), one Linda Page. They've gone to see a benefit performance being put on by Chandell and The Siren, two supposedly redeemed ex-cons. But while Chandell really has gone straight, The Siren has done anything but. She uses this performance to hypnotize her audience, and then she tries to steal everything from people.
But Bruce manages to get away during the commotion, and he changes to Batman! But The Siren has learned some new tricks since last we saw her. Namely, she's learned how to summon hallucinations with her singing. So while Batman is immobilized by her strange hallucinations, Linda Page comes to the rescue and saves him from The Siren. Then she's sent back to jail, and Chandell is free to continue his performance.
But watching from the audience was that famous european criminal known as the Sandman, and he's most displeased that his newest assistant (The Siren) failed so utterly. He'd increased her powers by adding his dream sand to her arsenal, but she still failed! In his eyes, truly an unforgivable sin.
Episodes 10 and 11: Batman and Robin learn of how the Queen's Guard in England was robbed of all of their hats, and they realize that the Mad Hatter is clearly up to something. So with Alfred as their guide, Bruce and Dick travel to jolly old london town. While there, they end up having to confront The Mad Hatter, who really was behind all the thefts. He invades the Tower of London and steals the Crown Jewels.
But due to Batman's peerless reputation (even across the pond in the UK), Batman and Robin successfully manage to stop The Mad Hatter from getting away with the Crown Jewels. And then the good people of Scotland Yard haul the Hatter away, to serve out his full term in a London jail cell.
Episode 12: A more elaborate retelling of the second story in Batman '66 #4, Batman and Robin are still in England (being honoured for their victory against The Mad Hatter). But then Batman recalls an odd detail regarding the chiming of clock bells during their fight against The Mad Hatter. Realizing The Hatter may have had an accomplice, him and robin rush back to the tower to investigate this mystery.
And inside the clocktower, Batman finds his suspicions confirmed: The Mad Hatter was being aided by The Clock King, who actually turns out to be his brother! And The Clock King is now proceeding with his own seperate scheme to blow up The Tower of London when Big Ben chimes five. But before he can get around to that, Batman and Robin stop him. Both him, and his army of henchmen and clock themed androids.
From there, Clock King is sent to jail to rejoin his brother. And Batman and Robin return to their feast with Scotland Yard, finally able to celebrate the fruits of a victory well won.
Episode 13: An adaptation of the secondary story in Batman '66 #25, wherein Batgirl encounters Catwoman (played by Eartha Kitt) trying to steal the expensive Tiger Topaz. It turns out that crime never stops in Gotham, even while Batman's away (this story takes place concurrently with the saga over in England). So it's Batgirl to the rescue, on one of her many solo adventures.
Episodes 14 and 15: Batman and Robin have returned from their adventure in London, only to now have to deal with The Sandman, that evil super crook from the european continent. Still angry about the failure of The Siren (back in episode 9), The Sandman has now decided to take matters into his own hands. Him and his gang plunder the city, using a new form of sleep sand that can hypnotize people through dreams.
He successfully manages to ensnare and entrance the entire city (including Batgirl), but never once accounts for Batman's powers of lucid dreaming. Batman successfully manages to resist the strange dreams of the sleep sand, and he wakes up in time to free robin and batgirl and defeat the rest of the sandman's gang.
Episodes 16 and 17: A bit of a more dramatic episode, starring a very old Boris Karloff as Basil Karlo. An old man who's angry about the new remakes of his old horror films, Basil Karlo takes up his old costumed identity as Clayface and begins a series of attacks on the studio. When the film comes to Gotham City's annual film festival, Batman and Robin are called in to investigate.
Meanwhile, Bruce Wayne and Dick Grayson also deal with Aunt Harriet and Linda Page (who both serve on the gotham film festival board). This would be the last apperance of Linda Page for a while, by the way. She makes the two appearances this season, and maybe we'll bring her back eventually sometime later. But I'm not sure yet.
Episodes 18 and 19: Batman and Robin have to deal with The Bookworm, who's come up with a new and decidedly tricky scheme to figure out Batman's secret identity. Although he still fails, Bookworm ends up coming dangerously close to figuring out Batman's secret identity. So dangerously close that one thing becomes perfectly clear: Bookworm may one day actually find out Batman's secret. Of all the rogues, only him and egghead have gotten close to the truth. If either of them should team up one day…
Episodes 20 and 21: Olga, Queen of the Cossacks has returned to Gotham City. Angry on behalf of her partner egghead's failure (back in episodes 7 and 8), Olga has left him. And now she pursues a better choice of husband: Batman himself. Luring Batman and Robin to a large, snowy mountain in great northern reaches of North America, Olga kidnaps Batman and leaves Robin for dead.
Thankfully, Batgirl had been tailing them. So she manages to save Robin, and then the two of them go after Batman. They manage to trail Olga to her lair inside of a mountain, and then they find Batman struggling in the arena against an army of Olga's best men. Robin and Batgirl jump in to lend him a hand, and then our terrific trio end up saving the day and stopping Olga, but not before she successfully steals a kiss from Batman. Knowing our heroes luck, this probably won't be the last time they'll have to deal with this strong-willed cossack queen. She's still determined to win Batman's hand, after all.
Episode 22: A longer and more in depth version of the second story presented in Batman '66 #7. Here's the synopsis of that story from the DC wiki:
The Joker successfully robs a popular game show's jackpot, but bitterly notes only one of his men had actually helped in the getaway. After an evening watching business news, the Clown Prince of Crime is inspired to fire his whole gang except that one henchman. This "downsizing" not only leaves him a bigger share of loot, but also lets him evade Batman and Robin (who have grown used to picking him out of large retinues) at his next heist.
While troubled by the Joker's new efficiency, Batman correctly judges it unsustainable. Indeed, the Joker quickly overworks his one lackey to the point of exhaustion, and their following heist fails miserably against the Dynamic Duo.
Episodes 23 and 24: Batman, Robin and Batgirl all end up dealing with the evil villian of Spellbinder, a young bohemian/countercultural artist who's learned that his pop-art can cause people to follow his every command. Now causing a real mess with light and spectacle, the terrific trio have to stop him before he can do any more damage with his hypnotic powers.
I would definitely also have Andy Warhol make a cameo during a wall climbing gag during this episode. Because this episode is all about pop art, and he is the king of that stuff.
Episodes 25 and 26: An adaptation of the main story in Batman '66 #7, featuring False Face, a plot where he impersonates Bruce Wayne, and a subsequent showdown at Mount Rushmore between False Face and the dynamic duo!
Episodes 27 and 28: The Penguin is back with another new fiendish crime spree, all themed around rare and exotic birds. A ornithology exhibition has come to Gotham, and this bird of crime can't help but make a spectacle of himself stealing all the objects. Can Batman and Robin stop him? Or is it too late for our heroes to stop this foul bird of prey?
Episode 29: The Riddler is back in town, and he's come to menace Gotham with a scheme involving clues hidden within the daily crossword puzzles at the Gotham Tribunal. Can Batman, Robin and Batgirl successfully solve all of his riddles in time? Or is this curtains for our terrific trio?
Episodes 30 and 31: Catwoman ends up seemingly collaborating with Batman and Robin when another villian frames her for a crime she didn't commit. The villian in question ends up being revealed as a master magician known as The Great Marini. Using his masterful illusions, he manages to frame Batman for all sorts of crimes, and he manages to even successfully convince the GCPD that Batman and Robin are on the outs as useful crime fighters. That's when Batman learns the truth: Catwoman was a double agent all along!
Episode Two of this saga leaves our heroes no better off than they were before, as they're now hunted by the authorities. But they do escape Marini's deathtrap, and they even successfully manage to stop him and Catwoman before they can do too much harm to the city. To be fair: they were already beginning to fight amongst themselves. They were practically sitting ducks for the dynamic duo. But still, this would be the way that season three and a half ends.
#i'm gonna redo my batman 66 season 4 ideas too#because i feel like i can now add and rearrange some stuff#but i can't stop myself from thinking of all this stuff#batman 1966#batman 66#batman '66#batman#robin#batgirl#dc#dc universe#dcu#my ideas#comic ideas#story ideas#ideas#fanfic ideas#writing ideas#bruce wayne#dick grayson#barbara gordon#adam west
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Olga Romanoff or The Syren of the Skies (1894) by George Griffith

Hi I'm Rez. I like mind control. I like weird old stories. Sometimes in my travels I encounter things that encompass both. Here's my little attempt to preserve some forgotten history.
“Alas, poor Serge!” she said, as the door closed behind him; “you are not the first man who has lost the empire of the world for a woman’s kiss. Before, I saw that you were my equal and helpmate, now you and all other men—yes, not even excepting he who seems so far above me now—shall be my slaves and do my bidding, so blindly that they shall not even know they are doing it. “Yes, the weapons of war are worth much, but what are they in comparison with the souls of the men who will have to use them!”
There are few things I love more than an evil woman. A ruthless mad chemist lady using mind control to get her revenge– revenge which involves becoming the unquestioned dictator of Earth? Be still my beating heart!
Unfortunately, here, this comes with some... caveats...
Listen, the days of science fiction before H.G. Wells were dark times. For a short period, before Wells and his sensitive, witty commentary on human nature, the most popular author of the scientific romance was one George Griffith. And he… was certainly a product of his time.

Just look at this fuckin guy
Olga Romanoff is the villain protagonist of this tale; the last of the Russian dynasty, her family disgraced by the conquering of Earth by the Aerians– a nation that developed airships and promptly used their newfound power to cow the world into its get-along shirt (they’re the good guys, you see)(yes the name is super yikes also).
When Olga’s father dies, she inherits the recipe for a mind control elixir, a “will-poison” which, as any enterprising villainess ought, she promptly brews and uses on two Aerian men and her simpering loyal-dog cousin-fiancé to turn them into her obedient slaves (yes it is all but explicit that she fucks them).
Mocking voices spoke to her out of the night, and told her of the unholy love that such a woman would, in the plenitude of her unnatural power, have for such a man; how she would subdue him, and make him not only her lover but her slave; how she would humble his splendid manhood, and play with him until her evil fancy was sated, and then cast him aside—as she had done—like a toy of which she had tired.
The scene where Olga uses the potion on her fiancé is unabashedly awesome, so I will put the whole thing here for your reading pleasure.
From Olga Romanoff, Chapter VII. The Spell of Circe
Just before midnight, Olga proposed that, in accordance with the ancient custom of Russia, they should drink a glass of punch, brewed in the Russian style; and as she volunteered to brew it herself, it is needless to say that the invitation was at once accepted.
The apparatus stood upon a little table in one corner of the room. For a single minute her back was turned to the three sitting at the table in the centre; her share in the conversation was not interrupted for an instant, and no one saw a couple of drops of sparkling, blue liquid fall into each of three of the glasses from the little flask that she held concealed in the palm of her hand, and when she turned round with the little silver tray on which the glasses stood, the flask was resting at the bottom of her dress-pocket.
She handed a glass to each of them, and then took her own up from the side-table where she had left it. She went to her place, and, holding her glass up, said simply—
“Here’s to that which each of us has nearest at heart!” and drank.
All followed suit, and as the clock chimed twelve a few minutes later, the two Aerians took their leave, and left Olga and Serge alone.
“You said you would begin your share of the work to-night,” said he, as soon as they were alone. “Have you done so?”
“If you do your work to-morrow as successfully as I have done mine to-night,” replied Olga, looking steadily into his eyes as she spoke, “the Empire of the Air will no longer be theirs.”
Serge returned her glance in silence. He wanted to speak, but some superior power seemed to have laid a spell upon his will, and as long as Olga’s burning eyes were fixed on his, his tongue was paralysed, nay, more than this, his mind even refused to shape the sentences that he would have liked to speak. Olga held him mute before her for several minutes, and then she said quietly, still keeping her eyes fixed on his—
“Now speak, and tell me what you would do if I told you that I preferred Alan as a lover to you, and that I would rather a thousand times be his slave and plaything than your wife.”
“I should say that you are the mistress of my destiny, that I have no law but your will, and that it is for you to give me joy or pain, as seems good to you.”
Serge spoke the unnatural words in a calm, passionless tone, rather as though he were speaking in a sort of hypnotic trance than in full command of his senses. A strange, subtle influence had been stealing through his veins and over his nerves ever since he had drunk the liquor which Olga had prepared.
He seemed perfectly incapable of resisting any suggestion that might have been made to him. His will was paralysed, but even the consciousness of this fact was fading from his mind. All his passions were absolutely in abeyance. Even his love for Olga failed to inspire him with any jealous resentment of words which half an hour before would have goaded him to frenzy. He heard them as though they concerned someone else.
The ruin of his life’s hopes, which they implied so distinctly, had no meaning for him; so far as his volition was concerned he was an automaton, ready to obey without question the dictates of her imperious will.
“That will do,” said Olga, in the tone of a mistress addressing a servant. “Now go to bed and sleep well, and remember the work that lies before you to-morrow.”
“I will,” said Serge, and without another word, without attempting to take his customary good-night kiss, he walked out of the room, leaving her to the enjoyment of her victory and the contemplation of triumphs that now seemed almost certain to her.


Olga Romanoff is not a good book. Olga is not a complex character. But she lights up the little atavistic (to use a favored problematic term of the era) center of my brain, like, yessss evil mad scientist girl with a callous disregard for other people’s autonomy! Yessss she makes bubbling concoctions to make men her slaves and toys!! Yesss she’s an evil dictator who rules a ship called the Revenge with an iron fist and kills anyone who stands in her way!!! Bisexual femdom queen!
into an empire such as she longed to rule over,—an empire in which men should be her slaves and women her handmaidens.
But sad to say, dear reader, unless you also happen to have a fetish for airship battles, the bulk of this book will not appeal to you. I’ll confess my great sin now: I did not read Olga in its entirety. Sorry! It’s mostly really boring! I don’t give a fuck about the future-war!
And yet– I think about Olga a lot.
“Yes, yes,” she replied. “I know that; but I did not weary of this man, this king among men, for whose love I would have sold my soul. I only wearied of my own attempts to win it… “You know that when he seemed my lover he was only my slave—that I could not compel the man to love me, but only the passive machine that I had made of him, and you know, too, that the moment I had let him regain his freedom of will he would have loathed and cursed me, as no doubt he is doing now.
Olga is in love with Alan Arnold, the Aerian man she had held in thrall. He and his companion escape, and she spends the rest of the novel, between her war-maneuvering, pining after him, bitterly rebuking him, trying to fill the gaping hole in her heart with an alliance by a Muslim Sultan (which is about as tasteful as one would expect).
But even more bitter than this was the thought of meeting, not only as a freeman, but as the commander of the Aerian navy, the man who but a few days ago had been her docile, unresisting slave, robbed of the highest attribute of his manhood by the Circe-spell that she had cast over him, and which she now knew was broken for ever.
Olga grows more miserable the more powerful she becomes; despite her ruthless streak, she is plagued by insecurity and madness. Even though he is deeply loyal and in love with her, Olga uses the mind control potion on her new, not-Alan husband at the dawn of the final air-ship battle.
Pitiless and without scruple to the end, Olga, while she was recovering from her wound under the shelter of the Sultan’s roof, had managed, with the aid of her waiting-woman Anna, not only to poison the Grand Vizier Musa and Hakem the astronomer, but also to bring Khalid himself into the same state of moral slavery in which she had so long held Alan and Alexis. It was she who had brought this fleet from Alexandria to Aeria. Once under the fatal spell of her will-poison, she had commanded Khalid to revoke the orders that he had given for peace, and he had obeyed. A fleet of more than five hundred air-ships had been collected, and, taking Khalid with her on board the Revenge, so that there should be no chance of his recovering his volition, she had come to fulfil the prophecy which Paul Romanoff uttered when in the last hour of his life he had declared that one day the Eagle of Russia should fly over the battlements of Aeria.
But there is a great comet coming, foretold in prophecy. Olga and the Sultan flee to Olga’s Antarctic stronghold (which she has– awesome) and the story ends with the remaining Aerians finding her there, consumed by madness shuttered with the corpse of the Sultan, convinced that Alan is dead and haunting her.
Olga Romanoff had survived the doom of the world, but the hand of a just vengeance had fallen heavily upon her. Her once splendid form was shrunken as though three score years had passed over her in as many hours. Her left side was half paralysed and her shaking limbs hung loosely as she tottered along.Olga Romanoff had survived the doom of the world, but the hand of a just vengeance had fallen heavily upon her. Her once splendid form was shrunken as though three score years had passed over her in as many hours. Her left side was half paralysed and her shaking limbs hung loosely as she tottered along.
The world of Olga Romanoff is a distressingly, suffocatingly proto-fascist one; a genteel fantasy about the Big Strong Superiors so very kindly spreading their superior and prosperous society… but also bro, they’re sooo strong, they will totally fuck you up.
And then there’s Olga. Olga is an aberration. Olga is powerful, but not through her might or her stature. Olga Romanoff is clever and pretty. Olga is here to use her feminine wiles to get what she wants (world domination). The system is not one that can handle deviance; it swiftly falls to pieces.
The Masters of the World were supreme no longer, for a new power had arisen which, within the limits of the seas, had proved itself stronger than they were. Communication between continent and continent had almost ceased, save where the Aerian air-ships were employed. In six short years the peace of the world had been destroyed and the stability of society shaken. Among the nations of Anglo-Saxondom the change had manifested itself by a swift decadence into the worst forms of unbridled democracy. Men’s minds were unhinged, and the most extravagant opinions found acceptance.
Of course Olga is punished for this; of course we are supposed to hate her, and at most pity her in the end. This is a deeply moralizing novel, but Olga still shines as something right and true, a legitimate anger that can take down the most indestructible of foes. Most people will not forgive her for the mind control rape, but I will; I think she should do more of it.
I think Olga should have her empire built on the backs of brutal disregard for human autonomy, her slaves and her handmaidens, and she should suffocate in her loneliness at the top of the world because I think that shit’s hot!
“And you, my splendid Alan, before to-morrow night you shall be at my feet! Two drops of this, and that proud, strong soul of yours shall melt away like a snowflake under warm rain, and you shall be my slave and do my bidding, and never know that you are not as free as you are now."
If you want more context on the novel, its predecessor the Angel of the Revolution, and George Griffth himself, check out the Apocalist Book Club episode on this book.
Olga Romanoff can be found on Project Gutenberg & Librivox
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Open-world survival crafting game Guardians of the Wild Sky announced for PC - Gematsu
Blue Isle Studios has announced open-world survival crafting game Guardians of the Wild Sky for PC (Steam). It will launch this summer.
Here is an overview of the game, via its Steam page:
About
Fall into the world of Guardians of the Wild Sky, a survival-crafting adventure where magical creatures called Guardians are your greatest allies. Sail through the skies on your trusty airship and explore a massive world; discover unique floating biomes teeming with life, hidden treasures, and dangerous beasts to conquer. Explore solo or play cooperatively with friends as you build everything from cozy cottages to elaborate homesteads, or even floating castles that can fly!
Key Features
-Guardians: Your Magical Companions
At the heart of your journey are the Guardians – extraordinary creatures brimming with elemental magic and unique personalities. Your Guardians are more than companions; they’re your partners in shaping the skies.
Capture and bond with Guardians, each with unique abilities and traits that can aid you in combat, exploration, survival and crafting
Build strong relationships by feeding, grooming and caring for your Guardians. Watch them grow into loyal companions that can fight by your side or lend their work skills to your base or airship crew
Unlock a deep breeding system, combining traits and genetics to create powerful new Guardians tailored to your playstyle
-Build, Craft, Create, and Sail
Bring your imagination to life as you shape your place in the skies.
Whether you’re building for survival or style, the possibilities are endless.
Design your dream home in the skies; from cozy cottages to flying castles. Or, build mighty airships to command the skies
A deep crafting system lets you craft hundreds of tools, weapons and magical items to survive and thrive
Master systems for cooking, farming and fishing (even in clouds!)
-Face the Dangers of the Wild Sky
Brave the wild and embark on an epic adventure to uncover shadowy caves, ancient dungeons and treacherous foes called Cultists. Danger is lurking everywhere, if you seek it…
Explore hidden caves, uncover treasures and rare crafting materials to help you conquer the world
Challenge the Titan or Eternal beasts within ancient dungeons and crumbling battledromes. Those who survive will be rewarded with valuable loot and gear; build trophies to showcase your mastery of the great beasts
Confront the Cultist factions; battle against these shadowy foes and reclaim the lands and skies from their sinister plans
-A Living, Breathing World
Explore a vast cloud sea spanning hundreds of kilometers as you uncover biomes made up of thousands of floating islands.
Experience a dynamic environment with day-night cycles, evolving weather patterns and shifting climates
The world is teeming with wildlife; discover everything from deadly Titans all the way down to the smallest critter or butterfly
Observe each new Guardian species to reveal unique personalities, traits and powerful abilities
Discover breathtaking landscapes scattered with ancient ruins and hidden secrets; unlock mysteries from the past
-Adventure Alone or With Friends
The skies are vast, and your journey can be as solitary or social as you choose. Forge your path alone or team up for even greater adventures.
Play solo in offline mode to explore at your own pace, this is a great way to learn the game
Or, jump into cooperative multiplayer modes to explore, build and conquer together; tackling the skies as a team of adventurers
Multiplayer is recommended for up to 5 players, however, you can customize your server however you like, expanding the player limit and opening the world up to even more players
Watch the announcement trailer below. View the first screenshots at the gallery.
Announce Trailer
youtube
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I suppose it was finally time to make an intro post :3
Hi I'm Wildberry(she/it)! A 19yr old socially incompetent transfem who loves strategy games, mechs, monsters, and sleeping in a dog bed.
The kind of posts you can expect from me will usually be recent stuff going on in my life, outfits I like, my writing, transhumanist rants, and horny posting or any combination of said topics. My reblogs are whatever I find Interesting :p
Currently owned by the lovely @lapo-opal <3
Always feel free to send me DMs! While I only give my name and stuff to moots, I love talking to all the little gay people in my phone.
And as always, Minors DO NOT interact with this blog, this is definitely 18+ only
Cohost: @Wildberry
Fedi: @[email protected]
Below is my game list!
Factorio
Unturned
Team Fortress 2
Rimworld
OpenTTD
Starsector
Hearts of Iron IV
Forts
Kenshi
Minecraft (modded that's how we do)
Bloons TD 6
Garry's Mod
Lethal Company
From The Depths
Airships: Conquer The Skies
Space Engineers
Battlebit: Remastered
Oxygen Not Included
TerraTech
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Scalepiercer: Real time lighting in pixel art
I wanted to share some sprite normal mapping that we're implementing for our game! One reason I prefer 3D artworks is the dynamism of lighting that can be easily achieved with a renderer, something you couldn't historically do in 2D art with ease.
But lots of modern 2D engines adopted the 3D concept of 'normals' and now we can do stuff like this!
In Scalepiercer, we are using normal maps for characters and weapons/explosions. Our characters will react to light in real time similar to games like CRYPTARK and Airships: Conquer the Skies!
So how do normals work? What if you wanted to do this for your own game? Well there's many ways to normal map sprites! but here's how we did it:
We went into Blender and created a 'shape-sheet' like this by positioning 3D objects and taking a screenshot of their normals as viewed from above. The funky colours are because we are actually encoding *directions* for how individual pixels are "rotated" in 3D space! That's a normal map!
A TLDR of the directions are as follows:
A color value of 128 means "middle/no angle", with 0 and 255 being 90* facing one way or the other.
Red is the East/West facing angle
Green is the North/South facing angle
Blue is "tangent"/facing-camera and is always 255 (which is why our 'normal map color' is this specific 128,128,255 blue for a flat surface).
Knowing this information, we paint over our cargo container by sampling the 'directions' from or normal map sheet to create something like:
Keep in mind different game engines may have different direction encoding, if your sprite lighting looks backwards try inverting the red or green channels!
This is human-readable data too if you keep in mind that the presence or lack of a color means a direction! After some time you may be able to read (and even possibly paint) your own normals without constant reference.
P.S: I didn't know where to fit this but a note on automatic normal mappers: There's great tools like Laighter and Modlab which let you instantly create normal maps from sprites! These tools are very powerful and often make it very easy to do these effects, the reason we avoid them here is because they rely on the *brightness* of a sprite instead of intentionally knowing the *direction* of one. We found that the generated results often don't "understand" the 3D forms of a sprite as well a human who can think abstractly. If you want to mess with these techniques with little effort, or your art style is compatible with how these programs 'read' files, I'd recommend trying it! It's fun!
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I have suspicions about you name
Have you ever played the spectacular videogame Airships: Conquer the Skies
dawg what is this

i have not, maybe fate will guide me to it someday?
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[Spoilers!] Light's Falle Timeline
Updated 18 July 2024
Note: Links only go to the first chapter referenced per day - e.g., a link on Ch.12-15 will go to Chapter 12.
Key
AM - Astral Moon
UM - Umbral Moon
SQ - FFXIV Canon Timeline Dates
LF - General Light's Falle Dates
GP - Book 1: Gridanian Prelude
WT - Book 2: White Towers, Deep Waters
OT - Book 3: An Oasis at Twilight
Timeline
6th Astral Era
1 4th AM 1527: Vivail Aikiria is born. [LF]
ca. 1535: Papalymo Totolymo and Merlwyb Bloefhiswyn are born. [SQ]
4 5th AM 1536: Aebba Falle is born. [LF]
ca. 1545: Y'shtola Rhul and Thancred Waters are born. [SQ]
ca. 1546: Yda Hext is born. [LF]
ca. 1549: Kan-E-Senna and Adalberta Sterne are born. [SQ]
ca. 1550: Jacke Swallow is born. [SQ]
ca. 1552: The Ala Mhigan Civil War begins. [SQ]
22 1st UM 1556: Yenifer Falle is born to Aebba. [LF]
ca. 1557: Ala Mhigo is conquered by the Garlean Empire. [SQ] Yenifer and her mother escape Ala Mhigo. [LF]
ca. 1558: Yenifer and Aebba settle into life in the Gridanian hamlet of Quarrymill along with other Ala Mhigan refugees. [LF]
ca. 1562: The XIVth Legion is defeated in the Battle of Silvertear Skies. [SQ]
ca. 1572: The events of Final Fantasy XIV 1.0; Dalamud falls, unleashing Bahamut and the 7th Umbral Calamity. [SQ] Kan-E-Senna leads the Gridanian element at the Battle of Carteneau. [GP Ch.32] Aebba is killed during the Calamity. [LF]
7th Umbral Era
Year 5
18 2nd UM: The start of Light's Falle and Gridanian Prelude; Yenifer digs a ditch outside of Quarrymill and makes a fateful decision. [GP Ch.1]
24 2nd UM: Yenifer leaves Quarrymill for Gridania, joining the Lancers' Guild and encountering her rival, Foulques, for the first time. [GP Ch.2-9]
32 2nd UM: Yenifer is recruited by the Twin Adders to assist in a manhunt. [GP Ch.10]
3 3rd AM: Yenifer meets Scions Yda and Papalymo for the first time, and finds her Crystal of Light. [GP Ch.10-12]
11 3rd AM: Yenifer encounters Foulques for the second time, and stumbles into what would be called the Battle of Spirithold; she experiences her first Echo vision in the aftermath. [GP Ch.13-16]
29 3rd AM: Yenifer has her spear taken for repairs, and has a brief altercation with gawking Gridanians. [GP Ch.17-18]
30 3rd AM: Yenifer has her third encounter with Foulques after he kidnaps a Guild member. She finds herself stumbling into aiding the Gridanians in a battle against the Ixal. Yenifer has her first encounter with a Paragon, only narrowly surviving, and for her heroism is made Emissary. [GP Ch.19-29]
31 3rd AM: Yenifer fulfils the role of Emissary for the Greenbliss, but an Echo vision interrupts the ceremony. [GP Ch.30-31]
32 3rd AM: Yenifer is made Envoy of Gridania, and is dispatched by its leader, Kan-E-Senna, to deliver vital missives across Eorzea; end of Gridanian Prelude. [GP Ch.33-34]
ca. 3rd AM: Legatus Gaius van Baelsar of the Garlean XIVth Legion makes an inspection of Castrum Occidens. [GP Epilogue]
1 3rd UM: Yenifer arrives in Limsa Lominsa and delivers Kan-E-Senna's missive to its leader, Merlwyb; she also makes the acquaintance of several locals, most notably the rogue, Jacke, the Scion, Y'shtola, and the marauder, Vivail. Yenifer and Vivail are recruited by Y'shtola for an adventure to the Sastasha Seagrove to begin the following morning. [WT Ch.1-9]
2 3rd UM: Yenifer, Y'shtola, and Vivail travel to the Sastasha Seagrove; while investigating, Yenifer and Vivail become separated, and together fight through a pirate stronghold to liberate kidnapped civilians. Reunited afterwards, the three return to Limsa Lominsa, where Yenifer says her goodbyes to them, and to Jacke. Vivail is recruited by Y'shtola to join the Scions. End of White Towers, Deep Waters. [WT Ch.10-Epilogue]
2-3 3rd UM: While en-route to Ul'dah, Yenifer is incapacitated by the Echo, and is treated frantically by the airship's crew. Lost in the vision, Yenifer accidentally enters the memory - and then the present - of an Ala Mhigan, Arenvald. Surprising them both, Arenvald is able to see her in the vision, and strikes her, jolting her awake. [OT Prologue-Ch.1]
3 3rd UM: Yenifer arrives in Ul'dah and encounters yet another Scion, Thancred, while trying to get her bearings. Yenifer is abused by Brass Blade mercenaries after she attempts to save the life of a fellow refugee, and is in turn saved by the Miners' Guild's master, Adalberta. When Adalberta asks Thancred to investigate the Copperbell Mines going silent, Yenifer forces the Scion to take her along. Thancred allows her presence, but goes to recruit an ally of his for the mission as insurance: Arenvald. [OT Ch.2-13]
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EMERGENCY COMMS RESULTS #3
This one's for @ dictatorputski, who you might recognize as a mod developer for Airships: Conquer the Skies back in the day! He's got some sci fi stuff, too—and this one in particular is a reference to a fairly old 80's show in the same vein as Star Trek or Battlestar Galactica. Can you guess which?
#art#my art#artists on tumblr#ask me and i'll tell you#art commisions#commission#sci fi character#sci fi art#psst don't check in here but the reference is Red Dwarf it's the ship painting gag from Red Dwarf the series is--------
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I already have my Batman Season Four ideas planned out to an oddly precise degree, right? Well, I still have more ideas that I can't bring myself to get rid of. So I'm going to do a Batman Season Three and a Half. Here I'll adapt some of the few comics I like from the Batman '66 comic book, and maybe i'll add a few minor 50s and 60s villians I wish had been on Batman '66. So without further delay, here's my Batman 1966 Season Three and a Half ideas (now revised to include two or three extra stories):
Episodes 1 and 2: A two parter based on the events of the Batman '66 Comic, Issue #1. A story involving The Riddler (Frank Gorshin) and Catwoman (Julie Newmar).
Episodes 3 and 4: An adaptation of the Lead Story in Batman '66 #2. A story featuring The Penguin (Burgess Meredith) and Mister Freeze (either George Sanders or Eli Wallach). They team up, only to get busted by the dynamic duo!
Episodes 5 and 6: Just the first story of Issue #3 of Batman '66 in it's entirety. Joker (Cesar Romero) stars, as does The Red Hood/Professor Overbeck (played by Leonid Kinsky).
Episodes 7 and 8: An adaptation of the second story in Batman '66 #3 (but an adaptation that's longer and more fleshed out). Egghead escapes from jail, and begins plotting to defeat Batman and Robin once again. To do this, he decides to conquer the skies with a gigantic dirigible of his own design! Egghead eventually captures the dynamic duo and drops them from his airship, to face the treacherous earth lying below. But due to sheer arrogance on his part, he'd forgotten to remove their utility belts.
So Batman and Robin successfully use their utility belts to survive the fall. They then fake their deaths, and prepare to snare Egghead and his gang within a trap of their own…
Episode 9: Batman is all alone on this case. He goes to the theater with a new love interest of his (and an old friend, too), one Linda Page. They've gone to see a benefit performance being put on by Chandell and The Siren, two supposedly redeemed ex-cons. But while Chandell really has gone straight, The Siren has done anything but. She uses this performance to hypnotize her audience, and then she tries to steal everything from people.
But Bruce manages to get away during the commotion, and he changes to Batman! But The Siren has learned some new tricks since last we saw her. Namely, she's learned how to summon hallucinations with her singing. So while Batman is immobilized by her strange hallucinations, Linda Page comes to the rescue and saves him from The Siren. Then she's sent back to jail, and Chandell is free to continue his performance.
But watching from the audience was that famous european criminal known as the Sandman, and he's most displeased that his newest assistant (The Siren) failed so utterly. He'd increased her powers by adding his dream sand to her arsenal, but she still failed! In his eyes, truly an unforgivable sin.
Episodes 10 and 11: Batman and Robin learn of how the Queen's Guard in England was robbed of all of their hats, and they realize that the Mad Hatter is clearly up to something. So with Alfred as their guide, Bruce and Dick travel to jolly old london town. While there, they end up having to confront The Mad Hatter, who really was behind all the thefts. He invades the Tower of London and steals the Crown Jewels.
But due to Batman's peerless reputation (even across the pond in the UK), Batman and Robin successfully manage to stop The Mad Hatter from getting away with the Crown Jewels. And then the good people of Scotland Yard haul the Hatter away, to serve out his full term in a London jail cell.
Episode 12: A more elaborate retelling of the second story in Batman '66 #4, Batman and Robin are still in England (being honoured for their victory against The Mad Hatter). But then Batman recalls an odd detail regarding the chiming of clock bells during their fight against The Mad Hatter. Realizing The Hatter may have had an accomplice, him and robin rush back to the tower to investigate this mystery.
And inside the clocktower, Batman finds his suspicions confirmed: The Mad Hatter was being aided by The Clock King, who actually turns out to be his brother! And The Clock King is now proceeding with his own seperate scheme to blow up The Tower of London when Big Ben chimes five. But before he can get around to that, Batman and Robin stop him. Both him, and his army of henchmen and clock themed androids.
From there, Clock King is sent to jail to rejoin his brother. And Batman and Robin return to their feast with Scotland Yard, finally able to celebrate the fruits of a victory well won.
Episode 13: An adaptation of the secondary story in Batman '66 #25, wherein Batgirl encounters Catwoman (played by Eartha Kitt) trying to steal the expensive Tiger Topaz. It turns out that crime never stops in Gotham, even while Batman's away (this story takes place concurrently with the saga over in England). So it's Batgirl to the rescue, on one of her many solo adventures.
Episodes 14 and 15: Batman and Robin have returned from their adventure in London, only to now have to deal with The Sandman, that evil super crook from the european continent. Still angry about the failure of The Siren (back in episode 9), The Sandman has now decided to take matters into his own hands. Him and his gang plunder the city, using a new form of sleep sand that can hypnotize people through dreams.
He successfully manages to ensnare and entrance the entire city (including Batgirl), but never once accounts for Batman's powers of lucid dreaming. Batman successfully manages to resist the strange dreams of the sleep sand, and he wakes up in time to free robin and batgirl and defeat the rest of the sandman's gang.
Episodes 16 and 17: A bit of a more dramatic episode, starring a very old Boris Karloff as Basil Karlo. An old man who's angry about the new remakes of his old horror films, Basil Karlo takes up his old costumed identity as Clayface and begins a series of attacks on the studio. When the film comes to Gotham City's annual film festival, Batman and Robin are called in to investigate.
Meanwhile, Bruce Wayne and Dick Grayson also deal with Aunt Harriet and Linda Page (who both serve on the gotham film festival board).
Episodes 18 and 19: A story dealing with Catwoman, this comic is an adaptation of a story first seen in Batman #122. To summarize that story (by copying from off of the DC wiki):
Catwoman escapes from prison and then threatens three wealthy men with the old superstition about black cats. When the men won't pay her, she steals from them, after placing a black cat in their way. Batman and Robin try to stop her, but Catwoman gets away, using her new vehicle, the Kitty Car. During a second confrontation between the Dynamic Duo and the Catwoman, Robin is captured and taken to Catwoman's hide-out, where he uses his belt-radio to summon Batman. Batman then rescues his partner, but Catwoman flees and is able to jump across a rising drawbridge in her car, escaping once again.
Episodes 20 and 21: Batman and Robin have to deal with The Bookworm, who's come up with a new and decidedly tricky scheme to figure out Batman's secret identity. Although he still fails, Bookworm ends up coming dangerously close to figuring out Batman's secret identity. So dangerously close that one thing becomes perfectly clear: Bookworm may one day actually find out Batman's secret. Of all the rogues, only him and egghead have gotten close to the truth. If either of them should team up one day…
Episodes 22 and 23: The Joker teams up with Louie the Lilac to cultivate flowers that produce laughing gas. They use this to lead a mad crime spree across Gotham, and only gotham's terrific trio can stop them now!
Episodes 24 and 25: Olga, Queen of the Cossacks has returned to Gotham City. Angry on behalf of her partner egghead's failure (back in episodes 7 and 8), Olga has left him. And now she pursues a better choice of husband: Batman himself. Luring Batman and Robin to a large, snowy mountain in great northern reaches of North America, Olga kidnaps Batman and leaves Robin for dead.
Thankfully, Batgirl had been tailing them. So she manages to save Robin, and then the two of them go after Batman. They manage to trail Olga to her lair inside of a mountain, and then they find Batman struggling in the arena against an army of Olga's best men. Robin and Batgirl jump in to lend him a hand, and then our terrific trio end up saving the day and stopping Olga, but not before she successfully steals a kiss from Batman. Knowing our heroes luck, this probably won't be the last time they'll have to deal with this strong-willed cossack queen. She's still determined to win Batman's hand, after all.
Episodes 26 and 27: The Penguin teams up with The Black Widow (Tallulah Bankhead). This is really just an almost completely faithful adaptation of the story from Batman '66 #15, as that's one of the few stories from Batman '66 (the comic) that sounds perfect to me.
Episode 28: A longer and more in depth version of the second story presented in Batman '66 #7. Here's the synopsis of that story from the DC wiki:
The Joker successfully robs a popular game show's jackpot, but bitterly notes only one of his men had actually helped in the getaway. After an evening watching business news, the Clown Prince of Crime is inspired to fire his whole gang except that one henchman. This "downsizing" not only leaves him a bigger share of loot, but also lets him evade Batman and Robin (who have grown used to picking him out of large retinues) at his next heist.
While troubled by the Joker's new efficiency, Batman correctly judges it unsustainable. Indeed, the Joker quickly overworks his one lackey to the point of exhaustion, and their following heist fails miserably against the Dynamic Duo.
Episodes 29 and 30: Batman and Robin meet The Monkees, in a musical crossover involving The Music Meister (Donald O'Connor) and a crime wave framing The Monkees for thefts of many priceless instruments and music trinkets. I chose to have a Monkees crossover here, because that was legitimately the only way I could it fit to introduce The Music Meister into the world of Batman '66.
Episodes 31 and 32: Batman, Robin and Batgirl all end up dealing with the evil villian of Spellbinder, a young bohemian/countercultural artist who's learned that his pop-art can cause people to follow his every command. Now causing a real mess with light and spectacle, the terrific trio have to stop him before he can do any more damage with his hypnotic powers.
I would definitely also have Andy Warhol make a cameo during a wall climbing gag during this episode. Because this episode is all about pop art, and he is the king of that stuff.
Episodes 33 and 34: Tony Randall guest stars as Mister Camera. Mister Camera, the villian who nobody ever expects. His skill with photography makes him second to none in the world of forgery, and he's now come up with a daring way to trick the GCPD into arresting Batman and Robin, while simultaneously promoting himself.
He dresses like a plainclothes businessman, but he'd do things like doctor photos and manipulate the press via his photography. He might hide out in an old, renovated dark room. And he could have henchmen with names like shutterbug, snapshot, etc. I really don't think they could make the old comic design with a tuxedo and giant camera head mask work, but I know that the gimmick of photography and cameras could work for Batman 1966. So Mister Camera is definitely getting more than one apperance.
Episodes 35 and 36: An adaptation of the main story in Batman '66 #7, featuring False Face, a plot where he impersonates Bruce Wayne, and a subsequent showdown at Mount Rushmore between False Face and the dynamic duo!
Episodes 37 and 38: King Tut falls in love with Linda Page when she's working as a nurse at Gotham's penitentiary. He kidnaps her and tries to force her to become his Queen. Batman and Robin have to stop Tut's new plans for domination of Gotham, but in the end Linda Page is frightened away from Gotham City. She moves back to her father's estate in Texas, traumatized by the three or four major crimes she'd been dragged into while living in Gotham.
This is the last time Linda Page serves as any sort of recurring character. She might make two or three more appearances in future seasons, but she's now definitively off the books as a love interest and recurring character for Batman/Bruce Wayne.
Episodes 39 and 40: The Penguin is back with another new fiendish crime spree, all themed around rare and exotic birds. A ornithology exhibition has come to Gotham, and this bird of crime can't help but make a spectacle of himself stealing all the objects. Can Batman and Robin stop him? Or is it too late for our heroes to stop this foul bird of prey?
Episodes 41 and 42: The Riddler is back in town, and he's come to menace Gotham with a scheme involving clues hidden within the daily crossword puzzles at the Gotham Tribunal. Can Batman, Robin and Batgirl successfully solve all of his riddles in time? Or is this curtains for our terrific trio?
Episodes 43 and 44: Catwoman (Julie Newmar) ends up seemingly collaborating with Batman and Robin when another villian frames her for a crime she didn't commit. The villian in question ends up being revealed as a master magician known as The Great Marini. Using his masterful illusions, he manages to frame Batman for all sorts of crimes, and he manages to even successfully convince the GCPD that Batman and Robin are on the outs as useful crime fighters. That's when Batman learns the truth: Catwoman was a double agent all along!
Episode Two of this saga leaves our heroes no better off than they were before, as they're now hunted by the authorities. But they do escape Marini's deathtrap, and they even successfully manage to stop him and Catwoman before they can do too much harm to the city. To be fair: they were already beginning to fight amongst themselves. They were practically sitting ducks for the dynamic duo. But still, this would be the way that season three and a half ends.
#these are exhausting to write#but i now have seasons 4-6 written down too#but i think those are my last seasons#for now#batman 1966#batman 66#batman '66#batman#robin#batgirl#dc#dc universe#dcu#my ideas#comic ideas#story ideas#ideas#fanfic ideas#bruce wayne#dick grayson#barbara gordon#adam west#the monkees#music meister#catwoman#the penguin#the riddler#the joker
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thinking about create aeronautics again and really hoping that whenever it becomes publicly available someone will make an airships: conquer the skies inspired addon for it
mainly because i think it'd be cool as hell to be making suspendium and coal powered Sky Ironclads in minecraft
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The Automaton’s Wake
London, 1888. A city caught between brilliance and smoke. The skies wept endlessly—rain tracing soot-streaked rooftops, coal smoke billowing like ghost-breath from a thousand chimneys. Beneath that churning sky, gaslight spilled onto slick cobblestones, casting amber rivers through the endless twilight. Hansom cabs clattered through the fog, wheels splashing over wet stone. Gentlemen in top hats marched with the focus of men pursued by invisible clocks.
This was the Age of Time. Not just in the sense of seconds and hours, but in faith. Time itself was an idol—measurable, conquerable. The steam engine, the chronograph, the ceaseless tick-tock of invention: all promised progress. Even death, they whispered, could be solved with enough brass and precision gears.
But while progress surged forward, shadows clung harder.
The Chronosynclastic Automaton of Professor Allister Finch. Not far from the fog-choked banks of the Thames, tucked away in the twisting backstreets of Clerkenwell, sat a peculiar workshop—three stories tall and entirely out of step with time itself. Here, amidst towering stacks of brass components, coils of electrum wire, and the pervasive scent of ozone and oil, resided Professor Alistair Finch.
He was not the celebrated, outwardly flamboyant inventor one might see in the pages of the Illustrated London News. Finch was a gaunt, almost spectral figure, his grey eyes burning with an internal fire that seemed to consume his very flesh. His only companion was a collection of chittering, articulate clockwork robins, his singular concession to frivolous decoration.
Finch was a man haunted by a singular, profound loss: the abrupt disappearance of his beloved sister, Eleanor, a brilliant mechanist herself, ten years prior. The official explanation was a tragic accident involving an experimental airship. Finch knew better. Eleanor, his closest confidante, had confided in him a wild theory—that time itself was a fourth dimension, traversable with sufficient, precisely calibrated force. And then, she was gone.
Consumed by grief and a relentless drive for answers, Finch had devoted every waking moment to building the "Chronosynclastic Automaton." It was not a clock to merely tell time, but to traverse it. Imagine a colossal sphere of polished brass, seven feet in diameter, intricately engraved with constellations and timelines, bristling with an impossible array of whirring cogs, gleaming pistons, and arcane crystal conduits. Its primary power source was a perpetually superheated steam core, humming with barely contained energy, meticulously regulated by a complex system of differential gears and a self-adjusting aetheric capacitor. Finch believed it could rupture the membrane of linear progression.
His sole confidante, and indeed his only connection to the rational world, was Miss Ada Marlowe, a tenacious investigative journalist for The Daily Sentinel. Ada possessed a mind as sharp as any industrial blade and a spirit as unyielding as forged steel. She’d initially come to Finch’s workshop chasing a rumor of peculiar energy fluctuations, but had quickly become captivated by his singular vision and the quiet anguish in his eyes. She suspected his genius bordered on madness, yet something in her own restless nature resonated with his desperate quest. She saw not just a mad inventor, but a man battling the very fabric of reality for a truth only he could perceive.
The plot ignited on a blustery November night. Ada arrived at the workshop, her usual professional composure shattered. "Professor!" she gasped, her breath misting. "There's a whisper... the Royal Society, they've been tracking strange temporal anomalies across London. Flashes of impossible light, objects appearing and disappearing from different eras!" Her voice dropped. "They're calling it 'temporal bleed.' And they believe it originates here."
Finch, wild-eyed, didn't seem surprised. "It's the Automaton, Ada! It's reacting. It’s sensing the breach! She’s trying to tell me something!" He gestured wildly towards the behemoth, which had begun to hum with a low, resonant thrum, its brass plates shimmering with an internal luminescence. "Eleanor… she found a way. She's reaching out!"
This was it. Not just a theory, but a genuine crisis. Ada, though terrified, recognized the story of a lifetime, and perhaps, the key to understanding a profound truth. She and Finch had to activate the Automaton, not just to find Eleanor, but to understand and perhaps halt the escalating temporal bleed that threatened to unravel London’s present.
Their journey became a frantic race against the clock, quite literally. Their primary objective: to pinpoint the origin of Eleanor's anomaly and understand the nature of the "temporal bleed" before the Royal Society, led by the ruthless and power-hungry Lord Blackwood, could seize the Automaton for their own nefarious purposes. Blackwood envisioned using time travel to rewrite history, cementing the British Empire's global dominance.
Their first leap, a cautious three-second jump into London's immediate past, was disorienting but successful. They materialized in the same workshop, three seconds ago, seeing their past selves. It was a dizzying confirmation. But subsequent, longer jumps proved far more perilous.
They inadvertently landed in: The Great Fire of London (1666): Witnessing the city ablaze, the choking smoke stinging their eyes, the desperate cries for help. They had to frantically recalibrate, narrowly escaping being consumed by the inferno, solidifying the dangers of uncontrolled temporal shifts. A future, dystopian London (2077): A nightmare landscape of desolate, automated factories under a sky perpetually dark with smog, ruled by silent, omnipresent surveillance automatons. This glimpse into a potential future, a consequence of unchecked industrial growth, served as a grim warning. Ada, the journalist, saw her worst fears of technology’s dehumanizing impact manifest.
Each jump tested their ingenuity. When a critical chroniton valve seized in 1666, Finch had to improvise a replacement using materials from a blacksmith's forge, adapting Victorian ingenuity to a primitive age. In 2077, they navigated a surveillance grid by deactivating old-world steam conduits, forcing them to understand that technological mastery in one era didn’t guarantee it in another. The core conflict intensified: Lord Blackwood's Pursuit: His steam-powered airships, fitted with nascent temporal sensors, relentlessly tracked Finch's Automaton. Blackwood’s agents, often clad in menacing clockwork suits, engaged Finch and Ada in frantic chases through gaslit alleyways and across sooty rooftops, adding thrilling action sequences.
The Temporal Bleed: The more they jumped, the worse the bleed became. Echoes of other times would flicker into existence: a Roman centurion glimpsed on a street corner, a horse-drawn carriage briefly replaced by a roaring horseless carriage, a snatch of music from a future century. This wasn't just a threat to London; it was a threat to the very coherence of time.
The climax arrived when Finch finally pinpointed Eleanor's last known temporal signature: not a precise location, but a repeating temporal loop in a small, abandoned laboratory beneath the London Eye construction site – then just a blueprint.
They found Eleanor, trapped within a self-sustaining temporal bubble, endlessly repeating a few minutes of her life. She was attempting to send a warning, a complex mathematical sequence, but the energy drain of her initial jump had left her in this quantum limbo. Her own experimental device, a smaller, more elegant version of Finch's Automaton, was slowly fracturing.
Just as Finch initiated a complex temporal phase-lock to extract her, Lord Blackwood's lead airship descended, its grappling hooks tearing through the roof. Blackwood, flanked by his clockwork enforcers, demanded the Automaton. He revealed his true plan: not just to rewrite history, but to stabilize it in a single, unchallengeable imperial timeline, eliminating all perceived 'future' threats by nullifying their existence.
The final confrontation was a desperate ballet of clockwork and courage. Ada, using her knowledge of the Automaton's internal workings, cleverly overloaded a steam regulator, creating a diversion. Finch, despite his frailty, fought off Blackwood's agents with an improvised electrum coil, protecting his sister’s fragile temporal bubble.
The unexpected climax came not from a physical confrontation, but a revelation. As Eleanor was phased back into their timeline, lucid for a precious few moments, she didn't speak of rescue. Instead, she gasped, "The Bleed... it's not a malfunction. It's a response. Time... it's a living entity, Alistair. You don't master it. You harmonize with it. Our jumps... they're tearing its fabric. It tries to heal. The real danger... isn't the jumps. It's the stopping."
Just as Blackwood lunged for the Automaton, Eleanor, with a final, desperate surge of will, interfaced her fracturing device with Finch’s. A blinding flash erupted. The Chronosynclastic Automaton didn't explode or simply shut down. Instead, it performed one final, catastrophic act: it didn't travel to a time, but to no time. It became temporal null, a singularity that consumed itself and everything directly connected to it. Blackwood, his hands grasping for its controls, was vaporized, reduced to a shower of chroniton particles.
When the light faded, Finch and Ada stood alone in the wreckage of the laboratory. Eleanor was gone, her temporal bubble dissolved with the Automaton. The temporal bleed across London immediately ceased.
The Chronosynclastic Automaton, and with it, the possibility of deliberate time travel, was gone. Erased.
The conclusion was both tragic and liberating. Finch, though losing Eleanor again, found a different kind of peace. Her final warning, that time was not a river to be damned or diverted but a living force to be respected, resonated deeply within him. The era of casual temporal exploration was over. Humanity had been given a chilling glimpse of the consequences of their ambition.
Ada wrote her article, not about the glory of time travel, but about the profound mystery of time itself, the hubris of humanity, and the need for wisdom over unchecked power. It was a story not of technological triumph, but of profound discovery—that some boundaries are not meant to be crossed, and some forces are not meant to be mastered.
Finch retreated from the public eye, dedicating his remaining years to studying the natural flow of time, seeking to understand its inherent harmony rather than to violate it. He continued to build clocks, but now, each intricate gear, each precise spring, whispered not of grand voyages through time, but of the sacred, relentless onward march of the present, a precious gift to be cherished rather than manipulated. The world still buzzed with steam and invention, but the dream of conquering time, for a precious few who knew the truth, had died, leaving behind only the echoing tick-tock of what truly mattered: the ever-moving present.
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Especial Command & Conquer TOP 9 los Mejores Papercraft de la Saga
Despliega las Legiones: Command & Conquer – ¡Nuestro TOP 9 de Unidades Papercraft! Enlace Blog, donde puedes encontrar más información: https://tiendajossorio.blogspot.com/2025/05/especial-command-conquer-top-9-los.html ¡Saludos, Comandantes! Prepárense para desplegar su genio estratégico, no en un campo de batalla digital, sino en su propia mesa de trabajo. Hoy, J. Ossorio Papercraft se enorgullece de presentar un especial épico dedicado a una de las sagas de estrategia en tiempo real más icónicas de todos los tiempos: Command & Conquer. Nos sumergimos en las trincheras y más allá de los cielos para traerte los 9 mejores modelos papercraft inspirados en las unidades más legendarias y temibles de C&C. Desde el poder opresivo de Nod hasta la destreza tecnológica de GDI y la fuerza bruta soviética, prepárense para reconstruir la historia, una pieza de papel meticulosamente cortada a la vez. Greetings, Commanders! Get ready to deploy your strategic genius not on a digital battlefield, but on your very own desk! Today, J. Ossorio Papercraft proudly presents an epic special dedicated to one of the most iconic real-time strategy sagas of all time: Command & Conquer. We're diving deep into the trenches and beyond the skies to bring you the 9 best papercraft models inspired by C&C's most legendary and fearsome units. From the oppressive might of Nod to the technological prowess of GDI, and the sheer brute force of the Soviets, prepare to rebuild history, one meticulously cut piece of paper at a time! 📦 TOP 9 MODELOS PAPEL COMMAND & CONQUER 1. 🚁 Kirov Airship (Red Alert 3) "Kirov reporting..." Uno de los dirigibles más reconocibles del universo Red Alert, el Kirov es un monstruo volador soviético blindado. Este modelo incluye detalles como las hélices traseras, insignias soviéticas y cabina frontal. 📥 https://tiendajossorio.blogspot.com/2025/05/kirov-airship-ra3-papercraft-de-command.html Video: https://youtu.be/csY-pNkwa8Y 2. 🛩️ GDI Orca Mark I (Tiberian Dawn) El primer modelo del icónico helicóptero de ataque del GDI. Simple, ágil, y símbolo de la resistencia frente a Nod. 📥 https://tiendajossorio.blogspot.com/2023/11/ossorio-papercraft-recortable-command.html Video.: https://youtu.be/ONqlW9bVFC0 3. 🔥 TOS-1 Buratino (China, Generals) Basado en el verdadero lanzallamas múltiple ruso, este modelo representa la potencia de fuego china. Impresionante en cualquier diorama, con tubos de cohetes y cadenas de oruga. 📥 https://tiendajossorio.blogspot.com/2023/11/ossorio-papercraft-recortable-command_45.html Video: https://youtu.be/7f5o2phpDqs 4. 🛡️ Allied Pacifier (RA3 Uprising) Unidad de supresión aliada. Su diseño futurista mezcla ciencia ficción y artillería. El papercraft es elegante, con patas mecánicas articuladas. 📥 https://tiendajossorio.blogspot.com/2023/11/ossorio-papercraft-recortable-command_20.html Video: https://youtu.be/d-3kI3rNvaA 5. 🛫 Orca Mark III (Tiberian Sun) Con diseño más afilado, esta versión del ORCA introduce mejoras estéticas y tecnológicas. Ideal para los fans de las primeras eras 3D. 📥 https://tiendajossorio.blogspot.com/2023/12/ossorio-papercraft-recortable-command_14.html Video: https://youtu.be/8aaQcCR0n7U 6. 🚙 NOD Attack Buggy (Tiberian Dawn) Ágil, rápido, perfecto para incursiones. Este buggy tiene una silueta fácilmente reconocible y ofrece una maqueta sencilla y rápida de montar. 📥 https://tiendajossorio.blogspot.com/2024/01/ossorio-papercraft-recortable-command.html Video: https://youtu.be/2tzhGFqGJr8 7. 🚀 GDI Orca Mark V (Tiberium Wars) Versión más robusta y futurista, con hélices laterales, cabina angulosa y misiles. Uno de los modelos más detallados del set. 📥 https://tiendajossorio.blogspot.com/2024/11/papercraft-de-gdi-orca-mark-v-de.html Video: https://youtu.be/4T7_vctXAqI 8. 🛸 Planetary Assault Carrier (Scrin – Tiberium Wars) Desde las profundidades del espacio, los Scrin traen esta nave alienígena que lanza cazas. Diseño biomecánico con detalles curvos, este papercraft es único. 📥 https://tiendajossorio.blogspot.com/2024/01/ossorio-papercraft-recortable-command_3.html video: https://youtu.be/D0hFq8mr9z0 9. 🛠️ Scorpion Tank (NOD – Tiberium Wars) El tanque estándar de Nod. Bajo, rápido, agresivo. El modelo es fiel con su cañón inclinado y diseño futurista. 📥 https://tiendajossorio.blogspot.com/2023/12/ossorio-papercraft-recortable-command_20.html video: https://youtu.be/8mVq84aNExk Video: https://youtu.be/p9CMkZEg9jA
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