This submod collection includes all the Alliance Submods for Skalgrim mod version 2.2.
Alliance Submod Collection
(Includes the following alliance submods: Baal Alliance, Tau'va Alliance, Waaagh Undivided, Drukhari Alliance, Ynnari Alliance)
What is this submod collection all about?
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So before I would make several campaign submods. That takes a fair bit of time. I would then make a upload per submod, which took even more. Now I'm just collecting them all in a pack for ease. Just switch between which ever you want. One simple download.
The campaign submods lets you play as the Imperium or Chaos campaign with the selected faction allied to your cause, or it can let your enemies have access to more ships so that you get to fight even more. I'm not judging you. We all love good fight after all. It does this by expanding your ship roster with the allied factions ships.
Read the installation instructions and the "how many submods can I have installed at once" at the end!
What version of Skalgrim mod does the submods work with?
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Only the 2.2 version. (Current latest version.)
There has to be bugs right?
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Oh yes. The Omnissiah is not very happy with the alliance of xenos tech and holy imperial technology and the Chaos gods look down on those that merge their chosen vessels with non-believer tech. There are several known, and probably many unknown bugs due to how I have in essence made the game do something its not supposed to. NONE of them can be fixed!
Con: Known bugs
You only have access to your factions admirals, this means that the skills and abilities are tied to your faction. Many of these do not work with allied ships and cannot be used by them. Some can still be used like micro warp jump. You'll have to experiment to see which ones work.
The movement UI buttons might not work, or only work for one faction, when playing with either mixed fleets or with more than one fleet but with mixed ships in the same battle. (Note that the hotkeys still work. Standard one for "All ahead full" is "A".)
Some missions might be affected in unknown ways due to the player having access to allied ships. If you encounter such problems I'd advice to tackle the with pure Imperial/Admech/Space Marine/Chaos fleets.
Admiral portraits, names, fleet names etc are all still of the base factions even if you only have allied ships.
Pro: You get to play with factions in the campaign that where not available from the start. Want a big Ork Waaagh? You go green! Feel the need for some Knife eared sneakiness - The big blue Girlyman seems to think its alright! (Take note - some Imperial might not see this as kindly as the G-man.)
How do I install this wonder of the machine god?
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1: Have the 2.2 version of Skalgrim mod installed. (Follow the installation instructions for the main mod.)
2: Replace all folders, subfolders and files with the ones in the rar-archive (of your selected submod) by placing the "Content" folder from the .rar into your Battlefleet Gothic Armada II\BattlefleetGothic2 folder. When promted, let it overwrite all the files as needed.
3: Thats it. You should be good to go. My recommendation is always to start a new campaign when installing new versions of the mod. Especially Campaign submods like this one!
Reverting changes: Reinstall the main Skalgrim 2.2 mod and it should replace the Alliance submod files.
I want more than one Submod/Alliance campaign submod installed at once.
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I'v tried to make most of the submods work together and also with the campaign submods like the alliance ones.
This is how it works:
Health + Weapon Damage + Buildpoints + One Alliance mods = work.
You can only have one of the Alliance submods installed at any given time. (At present date.)
Have fun admiral!
Hi so I have noticed the Gravitic hooks for the Tau in the Tauva submod imperial campaign do not work. When a battle starts the escorts that are suppose to spawn do not. This makes all of the ships with hooks pretty useless because that is there major selling point.
Gravitic hooks does not work due to game mechanics. Its not something that can be fixed. However, since escorts are very cheap in the mod its not that big of a deal. You can bring them as you would for any other faction.
I think that the empire is not profitable at the navy level since most species have more ships with silent navigation and more frontal weapons, which means that in terms of combat it is not viable to play imperial because you will always lose the first salvo and counting. literally they almost take you almost 1000 points from a salvo two ships sailing in silence cancels you in seconds, not counting their costs which are higher in production and maintenance having such a disadvantage and no, having the nova cannons does not give you an advantage because of the waiting time and the range since there are literally ships with weapons with more range that or surprise sail in silence and reveal them with small ships still have more range the cannons and apart from that it is not profitable in the long term due to the cost itself . I think the imperials need a reword of statistics and costs.
I can't say I agree, because Imperials are cheap and if played to their strenghts can beat most enemy factions. They are not a faction made to sit back and have a long range shooting war, they are supposed to charge head long into battle and use torps + rams + barrages from their batteries to decimate the enemy. They are a cheap faction, with access to lots of ships and some monstrously powerful titans as well. You might just need to revisit how you play them to use them to their fullest.
is the best mod ever