Description

V.1.4.1 Major Chaos Overhaul. (And hotfix) This version of the Skalgrim mod includes several new ships, balancing and further work on the original mod with a focus on Chaos.

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Skalgrim Mod v1.4.1 (Hotfix included)
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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Its here Admirals! The 1.4 Version of Skalgrim mod! Enjoy!

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Njorunn
Njorunn - - 153 comments

Thank you!

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Ethesto
Ethesto - - 54 comments

First mission for the Necron campaign.

Speranza class titan in ADMECH fleet.

******* hell.

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Guest
Guest - - 689,407 comments

It's already in the description how to deal with it...

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Ethesto
Ethesto - - 54 comments

Dont worry I won. Guided the poor boy into a meteor

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dlalv
dlalv - - 2 comments

Before I get to the main point of my comment, I would like to express gratitude to SkalgrimFellaxe for this mod. This mod brings new aspects to the game vanilla lacking. However, I’ve got one major issue with this mod. BALANCE. To correctly express my problem, I will show a little example. I’ve done some calculations of stats of two Light Cruisers – Necron’s Khopesh and Chaos’ Hellbringer Mk2. I haven’t included some factors, which are hard to calculate, e.g. skills, passives, crit chances (they are pretty much the same, btw), accuracy, angles of fire, boarding actions e.t.c. Here is what I’ve got ->

Khopesh
Efficient HP - 7058
Total DPS - 22,1

Hellbringer Mk2
Efficient HP - 3836
Total DPS - 26,6

For the calculations above I’ve used the following formulas:
Efficient HP = Hull points / ((100 – Armour value) / 100) + Shields
DPS = Weapon Damage / Reload time * Number of attacks * Number of weapons (for turrets)

Necron’s ship have almost twice more efficient HP (especially with Hull Cauterization passive), and slightly less damage (or almost the same considering accuracy). Everything is ok but the PRICE. Khopesh costs almost three times more than Hellbringer Mk2 (134 vs. 48). For the price of one Khopesh you can get two Hellbringers and still have free 38 points (you can acquire two Iconoclast escort ships). And having more weaker ships usually proves to be better, because of tactical advance (easier to stay behind one ship), more boarding actions possibilities e.t.c.
I do not consider Necrons fighters as a valuable asset, because in the beginning of a campaign (pretty much the only time you were actually using light cruisers) you will only have 1 or 2 light cruisers at a battlefield, and one of them (or both) is your admiral’s ship, and fighters and Pyramidal reconstruction is on the same cooldown.

Despite my emphasis on the ship’s price, the price itself isn’t the problem. I personally like the idea of quality over quantity for Necrons, but as we can see its just not enough. There is the same situation among other Necron’s ships, it is just would take too much time to make such analysis for every ship. Besides, the value of basic stats diminishes as you gain more skills and planetary\upgrade bonuses.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

You fail to take into account the fact that Necrons 1: can fire upon multiple ships at once albeit at a diminished amount of damage (50%) Firing at 6 enemies gives it a DPS of 66.6 instead of 22,1 for instance, at 4 its 44.4 DPS.

Also DPS over time changes when various weapons are destroyed due to criting - something that Necrons avoid to a greater extent since they heal crits every 30 seconds.

This is taken into account when balacing the mod. Your calculation does not.

2: They can disengage and heal up to re-engage a new target. Since I'v boosted their effective teleport range to 18 000 this means that their playstyle has to be taken into account. You can use it to flank, lure, ambush and outmanouver most enemy fleets.

Necron fighers are a very valuable asset as they are the best fighters, and adept bombers, while dealing damage over time.

I think you should try to play Necrons and against them a bit more. In my own experience they are a VERY dangerous foe, despite being outnumbered. While there might be minor balancing to come as I do between every new iteration of the mod, I'v never claimed to have a perfect balance of game. Thats why players have a greater possibility to change stuff as they see fit themselves thanks to my included Greater Customization Submod. If you play as a faction and think its to hard, or easy - you can change settings to a greater extent to affect this.

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dlalv
dlalv - - 2 comments

1 - Yes, and also, I didn't take into consideration Chaos command skills. The balance between racial skills and their value is another topic. For this case I consider them equal.
2 - Disengage works only if there is a gas cloud nearby and your ships were not marked or against some imperial ships, tyranids or orks. Other factions have long range weapons (and most of them outrange Necron ones) or they can shorten the distance quickly. The only real tactic here is teleporting behind other ship to let it absorb damage.
Necron fighters ARE neglectable, since they are not very durable against turrets, being distracted from a target every time enemy squadron appears, and, if I understand fighter mechanic correctly, fighters deal 8 dmg every 3 seconds with full squadron (which is 2,6 dps) and have 3 minutes (!) cooldown.
Anyway, difficulty wasn’t my point. It is possible to outmanouver AI’s ship with lesser power, as it supposed to be, the game is built around it (around abusing dumb AI?). But it doesn’t negate the fact that playing other factions player can get more for the same amount of efforts.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

2: At 18 000 distance most weapons loose a pretty substantial amount of DPS since accuracy loss. After a short while you can jump another 18 000 while your ships are some of the fastest. This is a viable tactic to use.

Necron fighters also act as bombers, doing 10 damage per run/number. With 8 fighters thats another 80 damage + added damage over time. They are one of the most durable fighters/bombers out there. They also only have 60 seconds cooldown when launched from their carrier. To offset the fact that you can pretty much ignore all bombers stupid enough to come within range of your ships this is a pretty acceptable thing to have a long recharge time I think.

But I'll take your opinions into account. There might be a buff for Necron weapons across the board in the future.

EDIT: Now, I had to do some playtesting with very small fleets at lower levels, and you are right. They do far to little damage in regards to their points, the enemy can get a few salvos of before you get into range which effectivly increase their total DPS per points against Necrons. This is noticable against both Chaos and Admech in particular.

They will be buffed for the 1.5 version which will be a Xenos update that mostly focus on Eldar.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

In the 1.4.1 version I'v buffed them accross the board and lowered most of their prices. They should be alot better now again, also I'v fixed their missing Starpulse skill.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

IMPORTANT: For some unknown reason the Necron ability Starpulse is not working. Im going to update the mod with an hotfix as soon as I can find whats causing it and fix it. But Im in the middle of moving, so I probably wont be able to fix it before next week. Necrons will also be getting some buffs as they are easy pickings for Chaos right now.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Update: I'v identified the problem. Seems that Tindalos changed out a deck-type in the latest update. Its pretty easy fix for me thankfully.

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Guest
Guest - - 689,407 comments

I need some help. How can you edit fleet values? I did try BGA2 editor with 2000 but when i load the save it's stuck 1500.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

There is options to change fleet values in the campaign customization menu.

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iivindettaii
iivindettaii - - 3 comments

I had a problem with the Grand Cruiser (I do not remember the name, has 10 hangars and kind of lance turret), his weapon doesn’t fire. Can you please cheak it. Thanks for mod, sorry for bad english.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

hmmm. Yes I'll take a look. EDIT: Yes it seems it doesn't work as intended. I'll make a hotfix for it as soon as I can.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

I'v updated the download to include a hotfix for Necrons (also buffing them).

Just re-install. Should be compatible with savegames. Necrons might need one turn to "heal" up to their new health values, or if this doesn't help, I would recomend a restart of their campaign.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Ok, thanks to iivindettaii I was alerted to an error that made the Chaos ship Retaliatior not being able to use its main gun. I'm uploading a new version of the 1.4.1 hotfix that also adresses this issue. Sorry guys. Sometimes errors slip through the cracks when you have thousands of changes to keep track off.

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iivindettaii
iivindettaii - - 3 comments

Glad to help!)

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ONF
ONF - - 145 comments

Don't worry about that and thank you.

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zman6475
zman6475 - - 247 comments

This might might make me buy the game when it goes on sale next!

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Guest
Guest - - 689,407 comments

Здравствуйте, после того как поставил мод, у империи просто не ходов их минус 1000 с чем то а у некронов бой начинается с того что HP уходит в минус неуспев начаться битве уходит в минус тысячи и естественно убивают одним попаданием

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ONF
ONF - - 145 comments

Проверено, всё отлично работает, только надо иметь последнюю версию игры и поместить куда нужно мод с заменой исходных файлов. Купи либо скачай последнюю версию 11217.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Thanks ONF. I don't understand russian and players need to be able to help eachother out.

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ONF
ONF - - 145 comments

Anytime, bro.

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Guest
Guest - - 689,407 comments

Hello my friends! I can not install the mod, can you make a video showing how to install? Thank you

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

I don't have the time for that. The instructions are pretty darn simple though. Step by step. Read them. Use google translate if its an language problem, ask a friend, but you should be able to do it.

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Guest
Guest - - 689,407 comments

Have you written a program for creating a mod yourself?

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

No.

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maitrecarotte
maitrecarotte - - 4 comments

Haven't yet had a chance to try any of the campaigns with the mod, are those titans available only in skirmish or in the campaign too?

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

They are available in both skirmish and campaign.

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maitrecarotte
maitrecarotte - - 4 comments

Man, the mod is refreshing and exciting, I can't stop playing.

Any chance you'd throw a tiny tease of what's coming next?

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Next are Eldar, the hardest faction to mod. Then its Orks. Later I might do a Tau or merged mod with the aid of Dire_Venom who is doing a fantastic Tau campaign mod.

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pulsusego
pulsusego - - 8 comments

Hi! I'm playing the Imperial campaign and noticed that, while initially the planet improvements cost normal amounts, as soon as the first planet becomes upgradable the cost changes to -1 and -2 (well, -2 and -3 I think, or something like that. I restarted with double planet costs to see if it would fix anything and it just increased the negatives I think? Not sure, don't have an example of either the first campaign or this one because I upgraded all the planets anyway before I thought to report the issue to you, for.. some reason.)

Moral of the story: despite any changes to planet upgrade costs, the planet upgrades are free. Was this intentional? It seems a bit odd- if it *was* intentional would it be possible to have an option to revert the change so that the upgrades actually did cost resources? Even if the economy isn't really well balanced to begin with I'd like *some* semblance of resources mattering lol. At double fleet upkeep and double upgrade cost I was hoping to make money tighter, but the lack of upgrade costs kinda borked that plan lol.

Regardless, thanks for all the work on this awesome mod! Still really, really cool and fun to play, and all your effort is super appreciated. (:

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

This and other errors like it occur when you don't follow the install instructions. The mod needs to be installed over a updated vanilla game version to work properly.

Re-install the game/ use Steam to verify the game files. Re-install the mod over that. Then it should work.

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pulsusego
pulsusego - - 8 comments

Noted, I'm certain I'd installed it correctly but the game must have updated without me noticing, I'm not sure. I'll check the installation and such as you've said and report back to you. Thanks for the help! Appreciate it, as always.

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pulsusego
pulsusego - - 8 comments

So! I had a look at it, made sure the install was set up properly and the issue persists. Even in a new campaign, with the difficulty slider set to 150% upgrade (evolution?) cost the cost fell down to 0 from correct values the moment the first world became possible to upgrade, though to be clear- it was correct beforehand. Ended turn, evolution points ticked over to allow the level 2 upgrade of demios binary, and all the costs everywhere became 0.

Realistically it's not a big deal, doesn't have too much of an impact on the game really, but still. Just realized though, while the costs were negative before they're all just 0 now, not really sure how that change came about. Maybe the game *had* updated and that caused some degree of the issue, but even so the 0 cost deal is still going on afterwards, so eh?

Last note in case it's useful to you somehow- I went so far as to edit my original save (not the new campaign, haven't bothered to test that one too) to change the difficulty settings to revert the upgrade cost to 100% from the 200% I had originally set it at, and the 0 issue still persisted. I'm clueless at this point, so I'm just moving on lol, but figured I'd report back to you in case it was helpful in any way. And as always, thanks for all your work on the awesome mod! Cheers!

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Thats very strange. Its not a problem I have or that anybody else have reported. Does the problem persist to, say lvl 4 (like turn 15-20? ) Because Im just thinking that maybe its because its the scripted first worlds that are free of charge to make sure the player can upgrade them?

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pulsusego
pulsusego - - 8 comments

Yeah, it's still sticking around even after the Belis Coronae(?) and other... insertnamehere sector to the 'west' have been unlocked. Given that nobody else has reported it I'm thinking it *must* have something to do with my game. Not that I'm not entirely sure how - it's not like the mod install is overly complex or capable or borking anything, but eh? I'm going to do a full uninstall/reinstall, delete settings and such and pretty much anything but the saves, basically see if something is messed up with the game or if the save is just slightly broken somehow, maybe. I've had a couple odd glitches in this campaign*^1 so maybe a bug worked its way into the save somehow, idk. I'll report back to ya later lol.

^1-Weirdest was when I recruited ships to a new fleet and all the ships got duplciated, and sent the production pips for the systems into the negatives I think, since they took an extra turn to even start recharging past 0 again - the fleet value was also well over the max fleet capacity at that point, like 1500~1600 when the limit was around 1000.

Possible theory is that a glitch at the start of the game broke something a little and is now imprinted into the save file? Maybe due to the difficulty settings + some other random quirk or error, though I just remembered it happened over 2 different campaign saves sooooo maybe not. Idk. Like I said, I'll report back to ya if it persists after full reinstall. Sorry for the rambly stream-of-consciousness pseudo-rant lol.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Thats a new one, getting duplicated ships. The thing which is strange is this: So far three players have commented on the Planetary upgrade bug. -But my mod doesn't change these values. Its one of the few campaign related things I felt was really good from the start so I never did anything with them.

I'v had other players comment on various fleet related bugs. Names of later fleets not working (Vanilla game error, which I think they fixed) or certain stats not working, especially Necron regen. But those things were mostly due to save game errors carrying over from older game versions.

And Im thinking it might be something like that which is affecting your game. Please do get back to me if the problem is fixed with a full reinstall.

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pulsusego
pulsusego - - 8 comments

Alright! So had it redownloading over night and booted it up this morning out of curiosity to see if the reinstall worked. Nope! Not yet anyway lol, I'm thinking there might be the possibility that new planets (from the next sector unlocking, the one 'north' of Nemesis Tesserra(?)) *might* work, though I'm kinda doubtful. I'm on the mission in Belis Coronae though so I should find out soon.

Amusingly, the reinstall actually seems to have caused a new error lol. Either that or I simply hadn't noticed it before, to be fair. Every Mechanicus leader in the recruitment pool has the same portrait. Fiddled with the save again to mess with the portraits of the new recruits and found that only portraits 01 and 02 actually work, everything else is blank. Gonna see if it's still the same situation when the leader pool refreshes but that's 7 turns away, so it might be a minute lol.

I really do like this game, and glitchy games aren't exactly all that much an oddity (looking at you Total War :'D), but this game sure is following suit lol. Thankfully the errors aren't game-breaking like they were at first launch. I was one of the people who couldn't get battleplans, from any source, period- which kinda voided a handful of campaign features and doubly sucked given that I didn't notice until beating the Nemesis Tesserra mission a few hours in. Had to abandon the campaign and wait for it to be patched.

AAAAAAnnnyyway, sorry I'm rambly, bad habit. I like to write/talk. As with the last few things, I'll report back about the new planets when they unlock, and the portraits thing because why not, might be interesting to you/someone else who stumbles across my rambling at you.

Oh, and a quick note, I'm realizing just how much I *love* what you've done with Mechanicus fleets. They were really dry to me before, but they're so much more fun and varied to use now. Especially appreciate the Gothic with the escort-murdering Big Fuckoff Super Laser Cannon Death Ray™, but all of them are genuinely really good. Cheers!

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

You might need to clean out your save game files then. Im at a loss to your errors, as they are not mod-related, or atleast shouldn't be since all your errors seem to be vanilla-game related. I mean, the game is a little buggy for most people, but most of the problems have been fixed by the devs. Still having so many, and odd, errors as you do... Its really strange really.

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Guest
Guest - - 689,407 comments

And what program do you use to edit units?

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

A Python script to remove the cryptation, then various text editors. Then I re-encrypt the files.

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Cyber^Punk
Cyber^Punk - - 111 comments

erm, the customization options are showing up fine but there are no changes to the ships. The ships for the imperium are the exact same as before.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Then you have not followed the install instructions.

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Cyber^Punk
Cyber^Punk - - 111 comments

i did. I did my daily prayer to the omnissiah and the Emperor, then copied and extracted to here E:\SteamLibrary\steamapps\common\Battlefleet Gothic Armada II
and all changes were successful except for ships. So idk what i did wrong here then. Thought i did everything right.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Are you using an unedited and upgraded vanilla version of the game? Have you checked that you do not have the EAC active? Because thats needed before you install the mod - which is just overwriting the requested files in your installation folder.

Also the filepath could be: E:\SteamLibrary\Steamapps\common\Battlefleet Gothic Armada II\BattlefleetGothic2\Content

Check where you have your Data, Localization and Splash folders. Thats what you need to replace.

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Cyber^Punk
Cyber^Punk - - 111 comments

My game is vanilla, and i have -NoEAC typed into the launch options.

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Cyber^Punk
Cyber^Punk - - 111 comments

Also how are you supposed to win the first mission? You really cant kill the mechanicus dreadnaught befire you are slaughtered, is there something else you are supposed to do?

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

If you are fighting that, you have the mods ships working. Its in the readme, both in the mod and here.

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