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.
+++[Transmission start]+++
+++[To all loyal servants of the God Emperor]+++
+++[Skalgrim Mod v.1.4 Released]+++
+++[Chaos Incursion Designate Black Crusade Under Way]+++
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.
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.
In this modversion I'v included the Greater Customization Submod - It lets you change your campaign settings to an higher degree. Read more about that in its own section below. Also READ the installation instructions etc.
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: Major changes from 1.3:
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Rework of Ordos/Torpedoes - Balanced the Fighters/Bombers, increased Turret effectiveness and massivly buffed the Torpedoes, including speed.
Major Imperial 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.
New ships:
Defender, a LC for Imperial Navy (replaces Dauntless mk1)
Victus Imperialis, a Gloriana Class Battleship for Imperial Navy. Replaces the Dominator 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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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. 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 Annihilator Beam Turret.
Changes from 1.4 version: General buff of Necrons across the board and lowered costs for most units.
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 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.
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.
Greater Customization submod:
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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
Bug fixes:
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The Eternal Crusade now has functioning torpedoes.
The Cairn Annihilator can now use admiral skills as intended.
The Necron skill Starpulse was lost due to Tindalos updating a file in the vanilla game that I missed. I have corrected this error.
The Chaos Retaliators main gun didn't work. That has been fixed.
Known bugs:
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Pictures for new ships are still the old ones. They can (sometimes rarely) be unlocked in the campaign as if they were still their old ship-classes.
The Eternal Crusader and Victus Imperialis both use the Ultramarines insignia. This cannot be fixed, but lots of people ask me about it.
The Endurance LC for Imperial Navy uses the same name-instance as the Speranza. Its called Speranza now.
When playing Necron Campaign the first battle will put you against a Speranza class Battleship - To win this battle stay back and only use necron fighters/bombers. Alternative you can wait with installing the mod until you have completed this battle and saved your progress.
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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. 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 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.
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.
+++[End of transmission]+++
Its here Admirals! The 1.4 Version of Skalgrim mod! Enjoy!
Thank you!
First mission for the Necron campaign.
Speranza class titan in ADMECH fleet.
******* hell.
It's already in the description how to deal with it...
Dont worry I won. Guided the poor boy into a meteor
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.
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.
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.
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.
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.
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.
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.
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.
There is options to change fleet values in the campaign customization menu.
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.
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.
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.
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.
Glad to help!)
Don't worry about that and thank you.
This might might make me buy the game when it goes on sale next!
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
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.
Thanks ONF. I don't understand russian and players need to be able to help eachother out.
Anytime, bro.
Hello my friends! I can not install the mod, can you make a video showing how to install? Thank you
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.
Have you written a program for creating a mod yourself?
No.
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?
They are available in both skirmish and campaign.
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?
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.
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. (:
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.
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.
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!
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?
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.
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.
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!
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.
And what program do you use to edit units?
A Python script to remove the cryptation, then various text editors. Then I re-encrypt the files.
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.
Then you have not followed the install instructions.
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.
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.
My game is vanilla, and i have -NoEAC typed into the launch options.
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?
If you are fighting that, you have the mods ships working. Its in the readme, both in the mod and here.