V.1.9 "New Necrons rise from their slumber". This version of the Skalgrim mod focuses mostly on Necrons, bringing them new ships and a new deadly titan. It also changes balance and fixes a game crashing error for the Sanctuary mission (Eldar Craftworld).
+++[Transmission start]+++
+++[To all loyal servants of the God Emperor]+++
+++[Skalgrim Mod v.1.9 Released]+++
+++[The Necron menace strikes]+++
V.1.9 "New Necrons rise from their slumber".
This version of the Skalgrim mod focuses mostly on Necrons, bringing them new ships and a new deadly titan. It also changes balance and fixes a game crashing error for the Sanctuary mission (Eldar Craftworld).
Skalgrim mod changes stats for Ordnances like fighters and bombers, decreases their reload time and makes them better and more worth the points spent on carriers. It changes the stats for weapons, units, and campaign related things. It rebalances the game and makes for several times larger battles by both lowering shipcosts and increasing the amount of points available for both fleets and battles.Fleet sizes grow with levels just as in the original game, but to much greater sizes. You can also have more fleets. It rebalances critical hits, making bigger ships more resistant to crits. It rebalances morale, but increasing the rate at which morale regenerates, and several morale related effects. It buffs and changes many abilities, meaning that your choices matter more as a admiral.
This modversion includes the Greater Customization Submod - It lets you change your campaign settings to an higher degree.
Skalgrim mod does not strive to be perfectly balanced, but guarantees massive battles unlike that in the original game including alot of new content. Balancing and changes are also an ongoing project, so check back for news. Im just one guy working on this mod so don't expect to much.
(Installation instructions at the end. READ THEM!)
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Changelog: Major changes from 1.8:
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Imperial and Chaos lance weapons have been nerfed by 25%, thus removing the way to powerfull "first strike" ability many ships and fleets had for these factions, conversely it also means that xenos fleets that suffer from poor weapon ranges, try to close the distance, or rely on macros gain a bit leverage that evens the playing field a bit.
Drukhari and Ork factions have been buffed slightly, in Drukharis case their BS have gotten a HP boost. In case of Orks, some of their weapons have been buffed and their speed has been buffed for several ships to help them get into range.
General changes have also been implemented to some ships in several factions to hopefully make them function better when the AI uses them, creating a bit more "intelligent" AI ships in some cases. Some ships will no longer run away, rush, or have their engagement ranges or direction changed to make gameplay better.
Turnrates for the larger titans have been lowered.
Fix for the Sanctuary mission, and added HP to the dead Ancient One for the Chaos mission were you need to protect it from the enemy.
Major Imperial Navy Changes from original game:
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General Description: The Imperial Navy have cheap and thus very numerous ships. They have access to strong and powerfull high-tier ships at a low price. Several GC and BS have now gotten more turrets thanks to JonathanZotacks work.
New ships from older versions:
New GC: Banisher. This GC is a heavy front line ship, armed with an array of broadside weapons, a spur and turrets it does its work best by charging and ramming the enemy ships at close range.
New BS: Damocles Super Heavy Battleship. A new Class of ships, inbetween a Battleship and a Light Titan, the Super Heavy class can counter most other factions mightier ships, and even go toe to toe with a Titan if supported. The Damocles is a brawler, armed with a short range melta cutter that does tons of damage, but at a very slow reload speed, and several heavy macro batteries.
New BS: Arbiter Super Heavy Battleship. A super heavy carrier capable of blanketing enemy ships with swarms of bombers or fighters and with four lances to deal some damage from afar in the process.
New BS: Warlord Super Heavy Battleship. Armed with a Archeo-tech Volkite lance, a short range but very deadly weapon, and tons of lances, this ship can turn the tide of a battle, from afar or close.
New Mega Titan: Lux Imperator. This was the ancient flagship of the Emperor of Mankind before he moved his flag to the Imperator Somnium. Originally called the Bucephalus, after the horse of an ancient terran warrior namned Alexander, the ship was renamed the Lux Imperator and rebuild, refitted and now serves as the flagship of the Custodes when bringing the light of the Emperor (and tons and tons of weapons) to the enemy.
Reworked Mega Titan: The Imperator Somnium. This is the ancient flagship of the Emperor of Mankind. It is massive, deadly beyond compare, but also very expensive. (Looks best in Fleet Solar colors).
Agamemnon, a Battleship for Imperial Navy. (Replaces Lunar Cruiser)
Defender, a LC for Imperial Navy (replaces Dauntless mk1)
Victus Imperialis, a Gloriana Class Battleship for Imperial Navy. (Replaces the Dominator Cruiser.)
Major Space Marine Changes from original game:
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Space Marines are better equiped than other Imperial forces, with faster and sturdier but also more expensive ships. They are best at destroying the enemies of mankind with highly specialized warfare and brutal close quarter battles and boarding.
New for this version:
Complete rework of the Indomitus Titan.
New ships from older versions:
GC MK3, this is a heavy carrier that works very well for boarding attacks.
Castellan BB, This Dark Angles BB is armed with ancient and devestating plasma weaponry and lances. It's slower reload and shorter range is however a downside a commander needs to take into consideration.
Hrafnkel, a Gloriana Class Battleship for the Adeptus Astartes Space Wolfs chapter. It has a large amount of rapid fire lighter cannons and a special torpedo launch system that can devestate one target at a time with a precision strike.
Invincible Reason, a Gloriana Class Battleship for the Adeptus Astartes Dark Angles chapter. It has many high tech weapons, like lances, a nova cannon and is also armed with several plasma batteries. Deadly at longer range, but more of a glass cannon than most other Imperial Glorianas.
Reworked Eternal Crusader, a Gloriana Class Battleship for the Adeptus Astartes Black Templars. Now it is a broad side beast.
GC Mk1, this is a close quarter Grand Cruiser that has the Spur ability and can deal lots of damage close up.
GC Mk2, this is a long range Grand Cruiser that can devastate enemies from afar with powerful lances.
Warmonger BB, This White Scars BB is like a spear, ultra fast and with lots of torpedoes and a Spur its best used to ram into selected targets to cause massive damage.
Ravens Claw BB, This Raven Guards BB is the only BB that can become hidden, and has greater range for its boarding and more room for assualt craft, making it a deadly enemy that can cripple high value targets from afar with boarding strikes.
Centurion BB, This Ultra Marines BB is a powerfull BB with extended Sensor range. Its excellent as a leadership role but does not excell in any specific thing other than this.
Aegis BB, This Imperial Fists BB is a slow, lumbering medium range BB that can take a pounding and still turn the tide of battle with its massive broadsides and numerous cannons.
Luminor BB, This Iron Hands BB is deadly in long range and has the Nova Cannon, but struggles at closer ranges.
Sangius BB, This Blood Angels BB is the ultimate assualt craft carrier, while lightly armed with only one powerful weapon, its extra launch bays more than make up for this for the commander that knows how to use them.
Bane Bringer BB, This Space Wolf BB is a true beast in dealing damage at a short to mid-range frontal assualt, with lots of torpedoes and several rapid fire light cannons in its extended prow.
Vulkans Flame BB, This Salamanders BB is deadly with its many torpedoes, including its melta ones, but what sets it appart is its ancient Volkite weapon in the front, which has a very short range but deals immense damage with high critical chances.
Mega Titan: Phalanx. The Upgraded Phalanx has untold numbers of weapons, and while slow and lumbering can crush any ship that dares get to close to it.
Indomitus Battle Barge mk1, a "light"Titan class Battleship for the Adeptus Astartes with great mobility.
Major Admech Changes from original game:
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Major rework of Admech forces that buffs weapons, and differentiate their cruisers as follows:
Gothic Cruiser - Long range with lots of lances and a deadly prow mounted heavy artillery lance. Removed Nova cannon.
Dictator Cruiser - Carrier with 4 launch bays and one Lance turret.
Lunar Cruiser - Gets to keep its Nova Cannon. Increased price because of this.
Tyrant Cruiser - Close Combat cruiser. Better morale. Crew. Increased number of turrets and hull. 1X Bombardement cannon and 4 plasma batterys.
New Ships in previous versions:
New LC: Spear - this Light Cruiser is armed with a short range melta cutter- a weapon that does a ton of damage, but has a very slow recharge. Best used to ram enemy ships, swarm them with Skitarii forces and accept that it probably will die in the process.
New GC: Omega - this Grand Cruiser only has one purpose - to blast its enemies away with its super-heavy lance artillery, that while having a long range and causes alot of damage takes a long time between its shots.
New GC: Spartan, this heavy Grand Cruiser is at the front line of any Admech fleet worth its cogs - heavily armed and filled with Skitarii forces as well as having a heavy armor it represents a new form av warfare more like that of the Imperial Navy.
New GC: Cetacea, this is a heavy carrier best keept away from combat.
New BS: Bellum Aeterna Ark, This expensive Battle Ark is often seen as the flagship of a Admech fleet and can devestate most other enemy ships with its high-tech weaponry.
New BS: Skitarius Ark, This Ark-ship is special in its form and function, for while most Admech void ships keep their distance, this one is aimed to destroy its enemies at close range with a variety of deadly weapons - while boarding parties consisting of deadly creations of the Admech skitarii forces deal more damage than most other Imperial forces.
New Titan: Archeo Tech Ark, This ancient wonder from the Dark Age of Technology can turn the tides of battle with long range beams, guided torpedoes and deadly unique short range weapons - but its rarity and cost make it a uncommon sight amongst the stars.
New BS: Achilles, a long range Battleship for the Admech with several powerful weapons and strong shield, but also expensive.
New Titan: Mars Class Carrier, a super heavy carrier for the Admech. Weak except while facing straight forward towards the enemy. Best kept out of harms way.
New Titan: Fabricator Ark, a Superheavy Titan for the Admech. Pretty much a mobile base that can fire in all directions.
Major Necron Changes from original game:
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General Description: Necron ships are faster, have faster turnrates, higher and faster regen, crewcount, regen of crewcount, better weapons, and can jump farther and faster than other races. They are the OP faction that others should fear. Their fighters also do some bombing damage and damage over time, so are a bit more versitile than other factions fighters. But their ships cost alot more now than any other faction. You will always be outnumbered. "Good" I hear your inner Necron Overlord say, "more chattle to strike down."
New ships in the 1.9 version:
New Cruiser: Set, this is a long range cruiser with a special particle whip artillery weapon.
New BS: Imotekh Cairn, this is a Cairn ship aimed for close range battle with several enemy ships at once, preferably smaller ones. Its faster and more durable than a regular Cairn, but more expensive.
New BS: Nyadra´zatha, this is a Cairn ship that has a shard of the C'tan Nyadra'Zatha, "the burning one" used as a devestating weapon that fires faster and faster the closer it gets to its target. Its aimed at destroying one target at a time with high crit damage bolts of aetherial burning lightning tearing through the very fabric of space.
New Titan: Aza'gorod, this is a Titan that has a shard of the C'tan Aza'gorod, "the nightbringer", that its used as a extremely dangerous long range weapon capable of tearing out even the hearts of other Titans, devestating their shields and hulls with tight beams of void energy.
New Ships in previous versions:
New Titan: Osiris, this massive super carrier can strike from hiding in the shadows with swarms of deadly necron fighter crafts. Weak in close combat and only having some offensive weapons itself its best kept away from the fight.
New Mega Titan: The Throne of the Silent King. This massive, slow and lumbering, but very deadly Mega Titan can decimate entire fleets of enemies.
New BS: Aphophis, this BS can become hidden while moving at a suprisingly fast speed towards its foes. It has the best assualt-crew ready to strike at the heart of enemy formations, a Hellfire beam cannon and lots of short range weapons. Its main advantage however comes from it having the Spur ability - letting it ram ships in quick succession with devestating effect.
New Titan: Anubis (Replaces the Cruiser Scythe Harrower)
Its a very slow, but ultra powerfull ship. It has more weapons, and life, than any other Necron ship. Its also VERY expensive.
New Battleship/Titan: Cairn Annihilator. (Replaces the Khopesh light cruiser)
This is a behemoth, massive, slow, but with more weapons and range than the standard Cairn. Including the new Weapon Annihilator Beam Turret.
New powerful Necrons defensive structures.
Major Tyranid Changes from original game:
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General Description: I'v redone Tyranids from the ground up with a major overhaul of the faction. They now have much better weapons, all ships have a constant regen, they deal more damage from their shields, they are faster and can turn faster, and their abilities have been buffed just like the other factions the mod affects. This has made them into a very dangerous foe. They also get some new ships.
Also note that all ships that have any of the Claws-weapons are faster and geared to actually use this weapon. Ships with Hook/Feeder tendrils do more damage/troop damage etc. Pyro weapons do more critical = flame damage etc.
New Ships in previous versions:
New Titan: Behemoth. This massive titan only has its powerful psychic powers and its hard outer shell as offensive weapons and lacks shields - but with this you can smash through most enemy fleets with ease.
New Escort: Infected Plasmoid. [Redacted by Order of the Inquisition. This ship has been removed from the mod due to it screwing the AI over.]
New Titan: World Eater Hiveship (replaces the Cruiser Bio infestation razorfiend Theta)
This behemoth is a true monster. Gigantic -while lacking in bioweapons- its bulk and its added Tyranid propulsion abilities, its Ancient Psychic Scream, its Hooked and Feeder tendrils combined with its resilliance makes this a terror on the battlefield. Be aware though that unlike other Tyranid ships it cannot cloak itself due to its vast size and will as such be a prime target for enemy fleets and heavy weapons and ordanance.
New Battleship: Bioplasma Hiveship that only has Bioplasma weaponry. (Replaces the Hiveship)
New BC: Swarm Ship that only has the Feeder/Hook Tendrils, and lots of shields (1200) meaning that this ship can soak lots of damage and deal lots of Area Damage over time. (Replaces Corrosive Tentacles Devourer Epsilon)
New BC: Hardened Clutch Devourer that only has massive claws for close combat damage. It is a specialized ship that is much faster than other Tyranid ships of the same class, has more life and armor.(Replaces Corrosive Clutch Devourer)
Major Chaos Changes from original game:
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General Description: Chaos are a bit fewer in number than Imperials, and cost a bit more. Their ships are faster and in general have lots of ranged weaponry and high-damage dealing weapons for mid-range. Their ships are a bit less sturdy than Imperial counterparts as a result. All in all I have made a massive overhaul of Chaos forces, abilities and skills to broaden the choices you can make with them. Their ships are more specialized now, with certain ships excelling in certain roles instead of just being generally good at most things like in the vanilla game. Do you want a Khornate dedicated brawling fleet or a sneaky long range Tzeenchian? Perhaps you like to spawn thousands of fighters like the flies of Nurgle, or do you feel that striking fear into your enemies using super-weapons? You can do it all now. Note that certain ships are locked to certain chaos subfactions in the campaign. All ships are unlocked for skirmish.
New Ships in previous versions:
New Titan: Harbinger. This is the sister ship of the Vengefull Spirit, albeit a weaker version.
New Titan: Endurance. This is the old flagship of Mortarion, the primarch of the Death Guard legion. Its heavily corrupted with nurgles blessnings, and heals over time, has a ton of HP, specialized and unique weapons that wreak havoc at mid-close range by corrupting and melting the enemy ships while sapping away their morale. This ship is locked to Marked fleets in the campaign. (IE only god-specific fleets can have it.)
New Titan: Conquest. This is the heavily corrupted old flagship of Angron of the World Eaters legion. A ship made for ramming enemy ships with devestating effect, its faster than most other Titans and has unique weapons and abilities that lets it board enemy ships, or cause extra damage. Blood for the Blood God! Skulls for the Skull Throne! This ship is locked to Marked fleets in the campaign.(IE only god-specific fleets can have it.)
New Titan: Iron Blood. This gloriana class ship is unusual in that like its master, Perturabo, the primarch of the Iron Warriors legion, it withstood most of the corrupting effects of the warp. Its heavily armed and armored with tons of lance weapons to deal damage from afar and close. This ship is locked to Legion fleets in the campaign. (IE only fleets belonging to one of the non-marked legions can have it.)
New BS: Xana. This dark dream of the Dark Mechanicus is armed with exotic weapons. It can flay enemy ships appart in short ranged barrages with its unique Warp lance weapons or cripple them from afar with warp missiles and lances. Expensive, it represents a threat to any ship under a Titan classification.
New Mega Titan: The Abyss class. This represents the greatest power that the forces of chaos can wield, a massive ship class that can turn the tide of a battle with tons of weapons and HP.
New Titan: Erebus. This is a massive and deadly titan with lots of firepower.
New BS: Deviant. This is a "glass cannon" of sorts that does alot of damage at range but cannot take the fight up close and personal.
New BS: Dark Mechanicum. A long range BS that has access to forbidden tech, most prominently the Nova cannon and Gravity cannon.
New Titan: Balestar (Replaces the grand cruiser Executor) The vanilla game doesn't let you use the Monarchia Titan, well now you can. This behemoth is filled to the brim with deadly plasma and heavy macro weaponry. More than enough to counter the Imperiums Eternal Crusade Titan.
New Titan: Abomination (Replaces the Battle cruiser Hecate) This aptly named Abomination uses the same main weapon as the Planetkiller Titan, and is also armed with the super-weapon Hellfire Beam Cannon, and lots of super heavy missiles and tons of launchbays. Its a bit weaker than other Titans and is very expensive. It can destroy anything with one shot, but aiming might turn out to be tricky and the chaos gods are fickle.
New Battleship: Astra Dominus Battle Barge (Replaces Cruiser Slaughter) This Battle Barge has not been in the service of Chaos for very long, its renegade and traitorus Space Marines defecting during the launch of the 13'th Black Crusade. Its faster than other Space Marince Battle Barges and sports heavy weaponry and assualt capablities.
New Battleship: Render (Replaces Cruiser Emasculator) This ship is unique amongst Chaos forces as it is not only very fast, it also has a special prow made to ram enemy ships and deal lots of damage. While it burrows into the enemy fleets its many macro weapons turn its foes into shredded chunks of metal scrap.
Major Eldar Changes from original game:
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General Description: I'v rebalanced all the eldar factions, added new ships, changed and rebalanced most abilities. The most important change is that the three diffrent factions now play differently in certain regards. Also their holofields/shadowfields are now alot better so they will take less damage in general while moving or keeping their shields up. Their eldar movement abilities have been buffed alot which makes them faster.
Corsairs:
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Are weak, but very fast. Glasscannons in every sense of the word. They have constant regen on their ships - since they are in essence "living" ships made out of Wraithbone, a psychoactive substance that can mend itself. They are a medium to long range faction with very powerfull weaponry and deadly torpedoes.
New Ships in previous versions:
New BC: Baharroth Class: A heavy carrier class of ships that can swarm enemies with superior Eldar attack and fighter craft.
New BC: Jain Zar Class: A heavy gunboat class of ships that has a ton of long and mid range weapons with a surprisingly high damage output.
New BC: Irrilyth Class: A heavy torpedo class of ships that is geared towards closer combat and unleashing its mass-torpedo barrages with devestating effect.
New Titan: Cegorath (replaces the Vaul Eclipse class cruiser)
This very fast titan is one of the most well armed titans in the game. While having far less armor and health than other titans, it has the advantage of speed, and blistering firepower. A glass cannon in every right with a deadly salvo of torpedoes capable of destroying any Battleship with a well placed salvo.
Craft World Eldar:
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Their ships are slow, for eldar, but also very heavily armored, especially in the front. They also have constant regen on their ships as they also use Wraithbone. They are short to medium ranged, but do very high amounts of damage at that distance.
New Ships in previous versions:
New GC: Fuegan Class: A ship armed with the unique weapon the Fuegan lance, a short range beam weapon that deals a ton of damage and high crit chances - burning the enemies of the Eldar to cinders and molten slagg.
New GC: Maugan Ra Class: A ship armed with the unique weapon Maugan Ra Scythe, a long range weapon that is best used with the Kin Crewed skill as it can spool up to incredible speeds over time if you stay on the same target - meaning it can take on even ships of BS or Titan class given enough time.
New GC: Karandras Class: A ship that is a mixture of heavy carrier and cloaked close quarter killer - heavily armed and armored.
New BS: Ulthran Class: The most dangerous of Eldar ships, the Ulthran Class is armed with an array of long to mid range weapons including the Maugan Ra Scythe, heavy beam weapons and torpedoes. It can go toe to toe with even Titans of other factions, but lack the HP and staying power to win, unless you move it in and out of combat- something that Eldar are masters at.
New Battleship:
Flame of Asuryan (Replaces the Starfall/Dragonship IV Cruiser)
This is a powerfull, but expensive Battleship capable of going to to toe with any other Battleship in the game. It has lots of weapons, high armorlevel, and the Hellfire beam cannon special weapon - meaning that its a very capable Heavy ship hunter that can strike, and then retreat.
Drukhari:
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Their ships are very fast, but weak with low armor, but slightly higher damage output than the other Eldar factions. They are medium to long range and work best by "sniping" of enemy ships and then retreating. Their main focus is raiding parties that overwhelm the enemy forces and kill of their crews. They do not have wraithbone constructs and thus lack the constant regen of the other eldar factions.Changing between firing modes are usefull depending on which ships you use as the Dark Lance has been buffed.
New Ships in previous versions:
New Titan:
Spear of Khaine (Replaces Balefull Gaze light cruiser)
This is a carrier titan that has lots of torpedoes, fighters/bombers, and a fair amount of lances and missiles. Its weaker than many other titans, but still has more than enough health for it to be dangerous, like all other Eldar ships hit and run tactics are usable for this Titan.
Major Ork Changes from original game:
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General Description: I have rebalanced and overhauled the Ork faction. Their Roks are now alot slower, but have alot more health. I'v boosted their fighters somewhat as they were to bad earlier. Ork weapons have seen alot of changes aswell. They are still really bad in regards to accuracy, but for a few weapons this has been upped one tier. In general the heavier a Ork weapon is now - the more range it has aswell instead of the oposite as in vanilla. Their Zzap guns are now less common, but alot more deadly. Ork ships are also more specialized now meaning that they will act differently in game. The last thing is that I have overhauled all the abilities/skills of the orks, with some very interesting results. Using the Trakktor Beam as an example will now pull ships alot further, faster and longer - meaning that you can pull off (or see the AI) crazy stunts like crashing the enemies ships through his fleet.
New Ships in previous versions:
New BattleshiP: Eavy Ramma (Replaces the Cruiser Killa Stompa)
This looted Deadnot class is the only large Ork ship that has a Spur, and it also has heavy frontal armor and massive engines that gives it more speed than other Battleships while its weapons in general are pretty short ranged and geared towards broadsides once it gets into range.
New BattleshiP: Eavy Boom Flinga (Replaces the Heavy Cruiser Hammer Smaka)
This looted Deadnot class is probably some crazed Mek-Boys dream. It only has forward facing short range but rapid firing guns, less health than other ork BS, but it has a shit-ton of torpedoes. More than enough to tear even other Battleships apart in one volley. If the slow Ork torpedoes can hit their mark that is.
New BattleshiP: Deadnot Eavy Zzappa (Replaces DeadnotLotsaBigGunz)
This is like its predecessor, only it has more Heavy Zzap guns than any other ships. And these are very much powered up versions of the vanilla guns. Zzap away admiral!
New Titan: Bismork (Replaces Deadnot)
Every now and then a Ork warboss thinks to himself: "Wat iz da meaning ov life?" The awnser quickly comes to mind. "Gunz gunz an more gunz". This is a slow, but very dangerous Titan to get to close to as it is brimming with heavy weapons, mid-short range batteries and other things that make you wish you had kept your distance. As the orks say: "Dis iz da Way!"
Major Tau Changes from original game:
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General Description:The Tau fleets have gotten a major overhaul in how they work and function from the vanilla game to better follow the lore. Their weapons have been overhauled aswell as their skills and abilities, and the factions as a whole are a much greater threat now than in previous versions, all to lead up to future expansions with campaign submods that will let players face Tau in the campaigns. Their fighters and bombers are slightly better than their Imperial counterparts, but not as good as Eldar, Necron or Space Marine versions. They do alot of damage at range, but have poor shields and horrible troops meaning that they must keep the enemy at bay or let their allies fight for them. Im sorry to say that currently the Tau cannot get added custom ships - but must still replace current ones with new variations or the game crashes.
Tau Allies: Tau allied ships now follow the lore more and are more specialized. The Nicassar for instance now have heavy shields - representing the fact that they are powerfull telekinetics in the lore. Kroot have been made better at boarding, and can speed up to faster speeds, but it takes them longer to do so. Demiurg have heavy armor but are slow and focus mostly on mid-close range weaponry that does alot of damage. Good for protecting and supporting more fragile Tau ships.
Protector Fleet:
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The Protector Fleet have been remade to represent the fact that in the lore this is the main combat oriented fleet of the Tau. As in the lore it focuses mainly on barrages of torpedoes and missiles at long range, then long to mid range heavy fire followed up by rapid short range weaponry. The closer the enemy gets, the more damage you will heap upon them.
New Ships in previous versions:
New GC: The "Thousand Daggers" is armed with a unique weapon called a Star Ripper gatling cannon that fires at a rapid rate at mid range, enough to tear through even mid-sized ships with ease. (NOTE: its weapon profile says 0.0 seconds reload, but that is an error based on the game not allowing to show fast than 1 second reload speeds unless affected by skills. Its ACTUAL reload speed is set to 0.5 seconds. The weapon IS affected by reload skills and can fire even faster it just wont show this in text, but will see it in game.) (Replaces the "Tolku" Cruiser)
New Titan: The "Victorious Ethereal" is the Tau's first attempt at building a true Titan, capable of facing the other races of the galaxy and their massive and deadly ships. Its brimming with weapon systems to accomplish this, but like all other Tau vessels suffer from weak shields and troops to defend it from boarders. Its expensive but deadly. (Replaces the "Tolku" LC)
Merchant Fleet:
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The Merchant Fleet have been remade to represent the lore better. Their ships are not as combat oriented in general, cheaper and have access to more smaller ships. They focus more on having stronger carrier abilities than the Protector Fleet, while instead having fewer long range weapons in general as a trade off.
New Ships in previous versions:
New Titan for Merchant Fleet: "Star Spear" (replaces Merchant Battleship Galleath Borkan) This new Titan has lots of weapons, and a superweapon, the Antimatter Lance, as a main gun that has a long re-charge and a very narrow field were it can shoot - straight forward. But if it does, it can cripple other Titans in just a few blasts or blow up even cruiser with one shot. Redone for the 1.8 version.
Greater Customization submod (Included in the mod):
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This included submod lets you change the campaign settings to a greater extent and also lets you have larger fleets of up to 400% amongst other things. A word of advice though is that Skalgrim mod lowers the ship cost to around half for most ships = 2X Size of vanilla game fleet sizes. It also increases the available Fleet and Battle sizes throught the game - meaning that you will eventually get larger and larger fleets. At 100% setting in the campagin customization this ends up at 3000 pts Battles sizes (with Skalgrim level prices or around 6000 pts in vanilla game sizes.)
Using the changed customization options for up 400% increase leads to quite insane battles at end game levels. (12000 pts or around 24000 pts in Vanilla game!!!) This will most likely cause most players problems in regards to stability. If you have tried the massive battles mode ( 4000 pts vanilla) and your computer had problems with this I would recomend you to lower the settings to 50% Fleet/Battle sizes.
I just give the player the option to have truly massive, insane battles on a scale never before seen. I take no responsibility for how your gpu feels about it.
Below is a chart showing the modified fleet sizes etc for both Imperials/Chaos factions.
Player level and points needed to reach next level,FleetCapacity,MaxRequisition,UpgradePoints,Tonnage,Faction1,Faction2,Faction3
1,0,400,400,0,LIGHT_CRUISER,1,1,1
2,1000,600,700,1,CRUISER,2,1,1
3,2500,650,800,2,CRUISER,2,2,1
4,4500,700,900,3,BATTLECRUISER,2,2,2
5,7000,800,1000,4,BATTLECRUISER,3,2,2
6,10000,900,1100,5,BATTLECRUISER,3,3,2
7,13500,1000,1200,6,GRANDCRUISER,3,3,3
8,17500,1100,1400,7,GRANDCRUISER,4,3,3
9,22000,1200,1500,8,BATTLESHIP,4,4,4
10,27000,1300,1600,9,BATTLESHIP,5,5,5
11,32500,1400,1800,10,BATTLESHIP,5,5,5
12,38500,1500,2000,11,BATTLESHIP,6,5,5
13,45500,1500,2100,12,BATTLESHIP,6,6,5
14,54500,1500,2200,13,BATTLESHIP,6,6,6
15,76500,1500,2500,14,BATTLESHIP,7,7,7
16,92500,1500,3000,15,BATTLESHIP,8,8,8
Known bugs:
----------------
New ships have a blue screen instead of a ship-picture in their shipslot. While in game this changes to a picture of the Macragges Honor. This is part of how we'v added new shipslots to the game and unavoidable.
Some abilities/skills added to the new super defensive stations for Chaos and Imperial Navy do not work as intended - some do not damage the enemy, or cause no effects. Their addition was never intended, but unavoidable based on how such structures are built.
Star Ripper Gatling Cannon (Tau) shows a 0.0 reload speed in text - it is infact a 0.5 second reload. The error is game mechanic based and cannot be fixed, but doesn't affect the gameplay at all.
Sometimes the Eldar reload skill needed when using the Kin crewed guns skill does not trigger - unknown why, but the solution seems to be to switch between stances once, then it works.
Coop-play:
___________
You can play the mod in Coop since I worked with the devs to fix the errors that their latest update caused for modders- however there are some things that are needed:
1: You must both have installed the Steam Beta version of the base game. (Right click on the game in your steam game library - select properties - select Beta options. Download the beta version of the game.)
2: You must both have installed the same version of Skalgrim mod, as per installation instructions below.
________________________________________
Installation.
________________________________________
Important information:
This is made for single (skirmish and campaign) play. Using or trying to use the mod for online (multiplayer or singleplayer play might get you permanently banned unless you deactivate the EAC as per installation instructions.)
It is recommended that you start a new campaign even with changes of mod version. Certain ships, defence stations etc will otherwise keep their old stats and not be completely affected by the mods changes.
______________________________
Install instructions:
1: Pray to the Omnissiah.
2: You need change the launch options in Steam. This is done by right-clicking on the game in Steam - Then selecting properties - Then Set Launch Options. Here you need to write -NoEAC . Good, now you need to start up the game. It should read Stormancer disabled in the top right corner. If it does, you are now free to start installing the mod.
3: Make a safe copy version of your gamefiles.
Copy all files in Battlefleet Gothic Armada II\BattlefleetGothic2\Content\Data and \Content\Localization and \Content\Splash (your games install directory) create a folder somewhere for them and name it whatever you want. This is your original files, swaping them with the modded lets you go back to previous configurations if you so wish. Also note that during updates of the game you might need to replace files from your modded versions with the newly added ones from updates if you want the mod to work.
4: Extract Skalgrim Mod from .rar file. Replace all folders, subfolders and files with the ones in the rar-archive by placing the "content" folder in the .rar in your Battlefleet Gothic Armada II\BattlefleetGothic2 folder.
5: Go to the Pak folder in Battlefleet Gothic Armada II\BattlefleetGothic2\Content\Pak. You should now have three folders inside the Paks folder, one named "Stock", one "X-Models" and one named "Z-Skalgrim Mod 1.9". Move the "BattlefleetGothic2-WindowsNoEditor.pak" file which is inside the Paks folder to the empty "Stock" folder that Skalgrim Mod installed. If you have previous versions of Skalgrim mod installed you must replace the "Z-Skalgrim Mod" folders content so that you only have the latest version installed. When you are done you should have three folders inside the Paks folder with .pak files inside them with the biggest one inside the "Stock" folder.
6: Pray to the Omnissiah.
7: Play and gasp in wonder as your might fleets lay waste to your enemies.
+++[End of transmission]+++
Good luck admirals! Remember that the Emperor is always watching!
EDIT: Slight error in the file. Will fix reupload.
EDIT2: Error fixed. If you have downloaded it before, just redownload and you should be good. Ignore moddb saying its 1.9.1 - thats just what happens when I reupload a file.
EDIT3: I'v had to reupload yet AGAIN... haha FML.
Just a quick question:
Just above installation instructions, it is mentioned how one can do co-op campaigns. What I want to know is whether one can do multiplayer skirmish battles, through inviting friends of course.
I don't think you can. Don't think the game has any options for that.
Thanks for your work!
Thanks a lot for everything ! Playing the legendary Imperator Somnium or Lux Imperator is my greatest joy ! Planning to restart an Imperium campaign but is this mod compatible with the steam achievement system ?
Sorry to say that you have to reinstall the mod again. The single player ones work atleast.
I have a small problem, when I want to open the Greater Customization submod with excel, I have a badly open file which I don't understand, I have some cosmic stamps. The question is how to fix it, because I would like to have huge fleets in the game and I cannot change the options in the campaigns
Greater customization submod (which is included in all current versions of Skalgrim Mod) only works with Custom Campaigns.
You can't just open the files since its encrypted. You would first need to set up the programs needed and learn how to do that. If you google it there should be a guide for how to work the encryption-bit somewhere.
Good luck.
For reference:
If you're wanting to edit the files directly, Skalgrim is absolutely right, they're encrypted by the game and take a bit of programing know-how to modify.
Having said that, if you want to play around with the data and don't mind running the risk of breaking something (which is at your own risk and Skalgrim likely can't support if you run into issues) here's some quick steps:
Install Python and Cryptodome using these steps:
Bfga2.wikidot.com
Then you can use these steps to decrypt files to edit with a text editor (don't use Excel, Notepad++ or something similar is recommended) and then re-encrypt and replace them:
Forums.focus-home.com
I've been using this as an excuse to learn Python, and have made some minor adjustments here and there. (the mod is great, it's more about me learning how the game works)
If you do go this route, I'd take Skalgrim's advice, make backups before you change anything and Pray to the Omnissiah!
wait.... so the greater customization doesn't work for story mode then correct? It has to be a custom thing that isn't the campaign? Also how do you access the greater customization, its not showing up for me.
What? No its made specifically for the campaign mode. Its already included in the mod, as in when you start a custom campaign all the extra options have been added like the option to have much larger battles to name one of the options.
when can we build blackstone as imperial
Never. Imperials don't have control over any functioning Black Stone Fortresses.
So I extracted said files and i see in the instructions it says "move file" in the paks folder to the empty stock folder but im not seeing an extra file, there is meant to be 3 folders in paks with 3 files across all folders correct? 1 per folder?
You're correct, in the end you should have three folders, all with a single file in them.
It definitely can get confusing given that the files are all named the same thing.
In the Content\Paks folder, create a new folder named Stock, then move the 38.7gb BattlefleetGothic2-WindowsNoEditor.pak file into the Stock folder.
Content\Paks\X-Models has the 1gb BattlefleetGothic2-WindowsNoEditor.pak file from the mod.
Content\Paks\Z- Skalgrim Mod 1.9 has the 400kb BattlefleetGothic2-WindowsNoEditor.pak file from the mod.
If you've extracted the files from the mod download, you can pretty much copy/paste the X- and Z- folders into the Paks folder.
Where the HECK is the 38.7 gb file?
It should be in the BattlefleetGothic2\Content\Paks folder. It's a critical part of the game install, so if you're not seeing it, I'd go into the Steam options for the game and tell it to Verify Game Integrity.
That'll re-download the game back to stock and should restore the file for you.
Oh, it's part of the default game? I was copy pasting the skullagrim 1.9 mod into that section...
Yeah, that's the big file that has the core textures, effects, etc that make up all the ships. Think of the other .pak files in the mod as expansion packs to the main one. You still have to have the 'main' game to play the expansion. :)
I have installed the mod however after the opening cutscenes the game crashes and I have installed it as instructed and I don’t understand what is causing it. Do you have to launch in vanilla skip tutorial mission because this has happened at least 6 times now and I don’t get what is causing it.
If it's crashing on the start of the mission, I'd say it's either the anti-cheat kicking in, or an issue with the files copied from the Mod directory into the Content folders.
Make sure you have -NoEAC in the Steam launch options for the game. (the hyphen is required) If you do, you should be able to verify it's been disabled by seeing "Stormancer deactivated" in the top right corner of the main menu.
If that still doesn't do the trick, a crash on mission load may point to an issue with the game trying to reference something missing introduced by the mod. (i.e. it's trying to say a ship has weapons that don't exist in the basic game) I'd remove the three folders from step #3 of the install instructions and copy over the ones from the mod's .zip file. It might not be bad to make sure you have the three .pak files in the Paks folder set up correctly as well.
Failing all that, I'd go into the Steam options for the game and tell it to Verify Game Integrity. This will reset the game to stock settings/files for you and will require the mod to be reinstalled.
I still can’t get it to work it loads into the main menu can select campaign completes starting cinematic then crashes I don’t get it
Can you play vanilla?
Are you playing an up to date non-pirated copy?
Yeah I can play vanilla I’ll check the integrity of game files and if that doesn’t work reinstall then game some files might have been corrupted
Yeah, because if you can play vanilla, you can play the mod. As long as its installed correctly.
I tried to start the game but it says:
Failed to open the Descriptor File:
'../../../BattlefleetGothic2/BattlefleetGothic2.uproject'
there is also no large file in the Paks folder.
If you're missing the large .pak file and the .uproject won't open, it sounds like you may have a decent number of files either missing or corrupted. As I mentioned in my reply to your above comment, I'd tell Steam to Verify Game Integrity and let it re-download the game's files.
To be clear: we go to the Battlefleet Gothic Armada II\BattlefleetGothic2 folder and just copy paste the Content folder in there? right?
Since that's what I did.
Nope, but that would explain the problems you're running into.
To install the mod, you remove the Data, Localization, and Splash folders from the Content directory and replace them with the folders from the mod. You can't just copy/paste from the .zip file, you have to actually remove the originals.
(I'd move the files to keep them backups as Skalgrim suggests)
Then you go into the Paks folder and create a folder named Stock, then move the big .pak file into that folder.
Next, copy the X- and Z- folders from the mod into the Paks folder. (the steps I mentioned previously) You should end up with three folders in the Paks folder once you're done.
If it doesn't launch after that, I'd suggest doing the Verify Game thing to 'reset' things back to normal, then starting again.
Thank you so much! this is very helpful to me :)
Did it work
is it possible to re-model the Aza'gorod?
it's IMMENSELY laggy when looking at 4 of them, to the point of the game being difficult to control.
Is it possible? yes. Will I do it. No. I'd advice to get more ram, better gpu or field fewer ships.
So how do I use the craftworld itself? I mean it was in the images, but I can't seem to find it.
You can't. I'v had to cut it because of game breaking errors it caused in one mission and hitbox problems.
I'm trying to enter the Eye of Terror with the Empire campaign, but it keeps crashing. Do you know anything?
No. Never heard anyone having that problem before. Unless you are using an old save it could just be the game being wonky. Try the "do another mission - save - load up the save - try the buggy mission again" - solution which works for some errors.
Hi, I had the 1.8.1 patch for the mod and have a question. In order to get back to vanilla, I paste the original files onto the original folders yes? That's what I interpreted from the read me file.
To revert you can either have steam verify the game files and remove the added pak folders or do that yourself by letting the original files overwrite the mods ones (and removing the added pak folders), yes.
A few issues:
The canoptek foundaries don't work after you get a total of +6 armor.
Death worlds for tyranids don't stack as they are suppoused to: they don't add the critical assault chance they are suppoused to.
Thats not something I'v changed so base game error.
I take it that it's the same for the lack of living pyroacid killing troops?
I would assume so. Base game still has many errors/bugs that never got fixed. Nothing game breaking atleast. Either that or its traits/stats that have some req that you havn't fulfilled for them to activate. Like "ships built in specific sector" or "ships that have reached certain level".
So I just noticed the skeleton sticking out the side of an Imperator Somnium and curiosity made me go back and check all my Titans to see if it was the same across all the IN faction ships I'd created. Well played :)
Hey there hoping to get some help. So installed the mod according to how the installation required and also added the text to the shortcut however whenever i start the game and right when the intro cutscene of focus pops up the game crashes and freezes any ideas on what may be going on?
There's some posts from June 8th/9th that describe similar symptoms. Long story short, make sure you have the -NoEAC option for the game launch settings and double-check you've followed the install instructions.
In a previous post, I rewrote the steps Skalgrim provided slightly differently and that seemed to help at least one person get their install sorted out. Hopefully something in there will clarify what might have been missed.
Thanks for that so i had double checked on its reinstallation and apparently because of the Mods size for some reason it kept freezing because of the amount of memory usuage....idk the full details why it did that so i instead just restarted my pc after i installed everything once more and bam it worked. Odd though on the memory thing
Yeah, that's odd. Glad you got it working though!
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Excuse me but I don't think the install instructions are clear:i've moved all the files into the pak as told but the game doesn't seem to convert. Is there anything I could be doing wrong?
Yeah, alot. Where did you get the idea that you should move all the files into the pak folder?
Instead of me writing it all down again:
- join the discord (link is on the moddb "front page" of the mod)
- Navigate to faq channel. I'v even made pictures there to help explain the process.
Good luck.