This version of the Skalgrim mod includes several new ships, balancing and further work on the original mod.
+++[Transmission start]+++
+++[To all loyal servants of the God Emperor]+++
+++[Skalgrim Mod v.1.2 Released]+++
V.1.2 Major overhaul of previous version.
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 many abilities, meaning that your choices matter more as a admiral.I'v rebalanced the difficulty levels for campaigns as well. If you want a challenge, its yours for the taking.
The Skalgrim mod does not strive to be perfectly balanced, but guarantees massive battles unlike that in the original game including some 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.
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Changelog:
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Major changes from 1.01:
Nova Cannons were buffed, removed from several ships and their cost increased alot. Its now a true Super weapon, rare but deadly. Longer reloadtime to offsett it a bit. This also changes the gameplay style somewhat as you will have to pay alot more for your Novas, but in turn, they matter more when they hit.
Major Imperial Changes from original game and last versions of the mod:
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New ships:
Defender, a LC for Imperial Navy (replaces Dauntless mk1)
Victus Imperialis, a Gloriana Class Battleship for Imperial Navy. Replaces the Dominator Cruiser.
(* You no longer start out with the Victus Imperialis for Commander Spire. You now start out with a standard Lunar Cruiser.)
Eternal Crusader, a Gloriana Class Battleship for the Adeptus Astartes. Replaces Strike Cruiser MkIII.
Speranza, a Battleship for the Admech. Replaces the Endurance Light Cruiser.
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.
Major Necron Changes from original game:
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Necron ships are faster, have faster turnrates, higher and faster regen, crewcount, regen of crewcount, better weapons, and can jump farther and faster. They are the OP faction that others should fear. 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 Battleship/Titan: Cairn Annihilator. Replaces the Cruiser Scythe Harrower.
This is a behemoth, massive, slow, but with more weapons and range than the standard Cairn. Including the new Weapon Defensive Particle Whip.
New Weapon Defensive Particle Whip Range 20000. Damage 825. Reload 25s. 360 degree targeting. (Targeting info doesn't show in text.)
Known bugs:
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The first two missions in Imperial campaign are Hard or Very hard depending on how good you are as a player. The enemy will have access to larger fleets than you because of the mod changing fleet-sizes.
The same goes for Necron campaign as you face of against the new Speranza Battleship. All battles CAN be beaten by the player - but its a challenge. The fix for this is pretty simple: Play the first missions with vanilla game. Save after the tutorial is done. Install Skalgrim mod. Load the save game. Play.
Pictures for new ships are still the old ones. They can (sometimes) be unlocked in the campaign as if they were still their old ship-classes.
Targeting info doesn't show in text for Defensive Particle Whip. It has 360 degree targeting range.
The Endurance LC for Imperial Navy uses the same name-instance as the Speranza. Its called Speranza now.
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Installation.
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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.)
NOTE: You can probably play this with a friend- if you both have the same mod version. Have not tried it.
Its higly recommended that you start a new campaign even with changes of modversion (easy has been made a bit easier for the n00bs) at normal or hard difficulty (have been made harder for the pros). Certain ships, defence stations etc will otherwise keep their old stats and not be completely affected by the mods changes.
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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 (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.
2: Extract Skalgrim Mod from .rar file. Replace all (or selected) folders and subfolders and files with the ones in the rar-archive.
3: Pray to the Omnissiah.
3: Play and gasp in wonder as your might fleets lay waste to your enemies.
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Its finally here. And hopefully you guys will enjoy it. Its been a week of long hours and late nights. I will also make a "small fleet" version for those players that want smaller fleets.
Next update will be Traitor/Xenos focused.
Balancing is ongoing, and there was alot of stuff that I changed in this version so call out stuff thats broken, needs changing etc. As always- start a new campaign when installing a newer version of the mod.
thanks
Bro! I have found a "bug" if we can call it like so. First normal battle u get to do, where spire tells u that u can win by capturing points and all that stuff u get 65 (spire) + 64 (cambrius) vs 308 in "normal" dificulty. Its kinda imposible to win that battle with the ships u have :S
I won that battle, twice for playtesting reasons. People were complaining before about having a Titan for Spire, so I removed that. Now the first couple of matches are harder as the enemy outnumber you.
Try to play it on Easy. Or make sure that you don't divide your force like the enemy tends to do on that map. Pick your targets. Ram the larger ships with Spire (You do 50% more damage with rams in the mod).
Stycks is right, this battle cannot be won.
I almost won vanilla campaign in hard 2 times (stoped playing cus got bored) and this first mission its way more challenging than that. Not only u are heavyli outnumbered but the bomers squadrons rape spire in 2 mins so hard!
If you really cant get past the first two missions on your desired difficulty setting play through them on Vanilla game - save - install mod - load save, continue playing. First missions are Hard, or even Very Hard, depending on your skill-level. They are not impossible. I'v just played through them a third time and have yet to loose.
Or try the Smaller Fleets version of the mod for the first two battles, then re-install the standard mod. That should also make those battles easier I think.
There is a little problem with the necron campaign on the first mission you face the battleship Speranza with a ligth cruiser.
Hmmm, yeah thats not good. I'll have to look into that. The quick-fix here is to play the first unlocking missions in Vanilla and then saving, installing the mod, and then playing. Because of how the game works I can't change predetermined units in scripted maps.
Found a bit of a bug, starting a necron campaign is impossible, as the first battle has you with a light cruiser and 2 escorts pitted against an admech Speranza
The first two missions in Imperial campaign are Hard or Very hard depending on how good you are as a player. The enemy will have access to larger fleets than you because of the mod changing fleet-sizes.
The same goes for Necron campaign as you face of against the new Speranza Battleship. All battles CAN be beaten by the player - but its a challenge. The fix for this is pretty simple: Play the first missions with vanilla game. Save after the tutorial is done. Install Skalgrim mod. Load the save game. Play.
never mind its possible to do it
yes its possible i have made after posting the first comment aboutit if you send your doomscythe at the enemy before the "script" start the enemy wont move or react in any way to your attack
it take about 30min of doomscythe attack to get them but it can be done, IMPORTANT YOU NEED TO SEND YOUR DOOMSCYTHE FROM THE BEGINNING AND ONLY USE THEM AND ONLY THEM TO FIGTH THE ENEMY BATTLESHIP.so dont get close because you would trigger the script and they would see you -important you must stay cloaked until the admec battleship is dead
Can be returned at the beginning of the company Victus Imperialis for Commander Spire. And so the balance is broken.
I don't understand what you mean.
Yes, it hard version of the mod that it not pass. Need Victus Imperialis for Commander Spire
I'v posted a solution for players that think the starting missions is to hard. Im not changing the Victus Imperialis back as this is a major crutch that makes not only the first two battles, but all of the Cadian sector battles super easy.
You are right, the battles in this sector were very easy.
here a little tutorial for the first necron mission.
1.Activate running silent and do not move.
2.Use your Doomscythe Squadron on your kopesh to target one of the enemy dot.
3.Activate the fast forward option.
4.Repeat step 2 until all 3 enemy ship are dead.
5.Replace running silent with any other command ability.
6.Wait for the ad.mech reinforcement.
PS.BE CAREFULL ABOUT THE COMET.
7.Kill the ad.mech reinforcement normaly.
8.Enjoy the rest of the campaing.
Hey Skal, great mod, but i have one problev with necrons. When they outnumbered, their guns start to miss and shoot in different directions, but not at the enemy (except Particle Whip). Is there any solution of this problem? (maybe I'm the only one who has it).
Some screenshots Imgur.com
I'v seen that in some of my own games when I play with very large forces and increase the speed to max. For my knowledge they do hit and its registered as hits with damage etc. The problem lies in the amount of allowed vx effects and how good your computer is at handling them. Its not based on the mod itself and can happen in the Massive battles skirmish also. Try lowering the speed/and or zooming in if it bugs you. My mod does nothing with the effects of weapons so its not something I can fix either.
I can't seem to get the mod to work, I get the game to say stormancer, then replace the files with the mod files (making a safe copy of the originals of course) then start the game, but for some reason it acts as if the game is playing the vanilla game and not the mod, all of the titan ships are still there normal vanilla game ships, for both the skirmish, and the campaign.
That shouldn't be possible. If you have replaced all the files the game can't use the old files for ships etc. Have you removed the safe copy from the games directory/renamed it? Make sure you really get the modfiles placed in the correct directory. When you start the mod you should see a startscreen stating that its the Skalgrim mod v.1.2. Do you need administrator access to change files on your computer perhaps? I can't think of any reason for it to not work for you except not correctly installing the mod.
I was able to fix it by removing the original files off my computer with a flash drive, that got the mod working, thanks for the help.
PS. Do you think the Cairn Annihilator is the great tomb of nazarick that was just buried under ground?
Good that you got it fixed.
One of the floor guardians once heard something of the sort and if Ainz-sama said so, it surely must be true.
Can you upload a video or a more specific list as to how to install it? First time installing mods.
No. The description in both the readme-file and here should be more than enough. Its a very simple mod to install.
I'm having an issue with Necrons not having troop regen, nor do I see andthing that says they do.
That will be fixed for next update- the "Xenos" update. The game changed alot of core values and methods that forced me to redo most of my mod from the ground up. Necrons troop regen is currently tied only to abilities. I'll probably have it done this week.
Alright, Thanks for the heads up
I had to check, and I left the troop regen tied to the "health regen" ability they have. So for your ships to regenerate troops you have to use the Hull regen abilities and the ships will regen 1 troop per 30 seconds in that mode - and more health.
Thanks!
This version of the mod seems to work fine with the latest "Skulls for the skull throne" update. No need to reinstall the mod.
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