Oh, the irony!
I.... don't know what to tell you! 
I've just searched for posts made by me containing the word 'airship' or 'airships'. There are an astounding total of 4 posts, of which 3 are in this thread regarding new releases of Merged Mod. And 2 of those release posts state that Oil is NOT a requirement to build airships (oh, and if you search after 5 June 2008, midnight CET, there'll be one more post in that count). I know you're going to ask what they run on... and I'm going to say that they're windpowered this time.
So, there is ONE whole post left made by me on this issue, and that is a post in your thread. Read it, and witness my hatred of all winged things!
I think you must confuse me with Kilroywashere, that guy posted a lot more about airships than I ever will.
Now, I most certainly do remember a very long debate with you about AA. But that had absolutely nothing to do with airships, as I suspect you're very well aware of. I'm also still not satisfied with the AA ground unit that I currently have in my mod, and I have not given up on changing it. But for now it'll do, there are other issues with higher priority. If you had read the bottom part of the first post in this thread at the 0.6 release time, you'll see that I'm also considering adding a Ground Attack plane, to dish out even more death and destruction from the skies. So I am not a flyboy hater, I guess I just have a different perspective on the balance between air power and the counters thereof.
I am actually a little honored that you would go to the lengths that you have to gift me this unit.
But I think your efforts would have been more appropriately directed at someone else - no offense.
Finally, you ask me why I am considering adding it to my mod. Allow me to use your own words:
I.... don't know what to tell you! 
I've just searched for posts made by me containing the word 'airship' or 'airships'. There are an astounding total of 4 posts, of which 3 are in this thread regarding new releases of Merged Mod. And 2 of those release posts state that Oil is NOT a requirement to build airships (oh, and if you search after 5 June 2008, midnight CET, there'll be one more post in that count). I know you're going to ask what they run on... and I'm going to say that they're windpowered this time.

So, there is ONE whole post left made by me on this issue, and that is a post in your thread. Read it, and witness my hatred of all winged things!

I think you must confuse me with Kilroywashere, that guy posted a lot more about airships than I ever will.
Now, I most certainly do remember a very long debate with you about AA. But that had absolutely nothing to do with airships, as I suspect you're very well aware of. I'm also still not satisfied with the AA ground unit that I currently have in my mod, and I have not given up on changing it. But for now it'll do, there are other issues with higher priority. If you had read the bottom part of the first post in this thread at the 0.6 release time, you'll see that I'm also considering adding a Ground Attack plane, to dish out even more death and destruction from the skies. So I am not a flyboy hater, I guess I just have a different perspective on the balance between air power and the counters thereof.
I am actually a little honored that you would go to the lengths that you have to gift me this unit.
But I think your efforts would have been more appropriately directed at someone else - no offense.Finally, you ask me why I am considering adding it to my mod. Allow me to use your own words:
If I add it, I think people would like it, if I didn't, nobody would miss it.
I've had a bit of a breakthrough! The AA unit now works exactly like I want it to! It has a chance to intercept incoming bombers (currently a 25% base) and damage them, but it won't turn the entire attack away. This means that the bombing run is not aborted, and the bombers will complete their mission... but they may take losses, if the AA manages to intercept. This is a lot more realistic than how regular BTS worked.
For the unit itself, you know the routine. The code itself is strictly a dll change, I'm afraid. The new code alters aerial combat, so even regular interceptions by fighters don't turn the whole bombing raid back. This also means that I probably need to readjust intercept and evasion levels for most air units, to try and maintain the balance. I haven't figured out how the exact damage to attacking planes is calculated, so I need to study the code a little more to get a realistic effect. It might even be worth it to create separate "generations" of planes, just like you did with ships, in order to give bonuses to newer planes fighting older ones.