An ongoing overhaul of the RTS game Battlefleet Gothic Armada 2. Massive fleets, stats overhaul and changes, tweaks of abilities and a ton of other changes that affects both the Campaign mode and Skirmish mode.

Skalgrim Mod v1.2
Filename
Skalgrim_Mod_v.1.2.rar
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Full Version
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SkalgrimFellaxe
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14mb (14,679,300 bytes)
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354 (1 today)
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148093653d34c359310bc730e8f7f2eb
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Description

This version of the Skalgrim mod includes several new ships, balancing and further work on the original mod.

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Skalgrim Mod v1.2
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SkalgrimFellaxe Author
SkalgrimFellaxe

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 As always- start a new campaign when installing a newer version of the mod.

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Josephy24
Josephy24

thanks

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Stycks
Stycks

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

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SkalgrimFellaxe Author
SkalgrimFellaxe

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).

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ONF
ONF

Stycks is right, this battle cannot be won.

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Stycks
Stycks

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!

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SkalgrimFellaxe Author
SkalgrimFellaxe

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.

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Guest
Guest

There is a little problem with the necron campaign on the first mission you face the battleship Speranza with a ligth cruiser.

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SkalgrimFellaxe Author
SkalgrimFellaxe

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.

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Guest
Guest

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

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SkalgrimFellaxe Author
SkalgrimFellaxe

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.

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Guest
Guest

never mind its possible to do it

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FODTHEOVERLORD
FODTHEOVERLORD

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

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FODTHEOVERLORD
FODTHEOVERLORD

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

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Guest
Guest

Can be returned at the beginning of the company Victus Imperialis for Commander Spire. And so the balance is broken.

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SkalgrimFellaxe Author
SkalgrimFellaxe

I don't understand what you mean.

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ONF
ONF

Yes, it hard version of the mod that it not pass. Need Victus Imperialis for Commander Spire

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SkalgrimFellaxe Author
SkalgrimFellaxe

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.

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ONF
ONF

You are right, the battles in this sector were very easy.

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FODTHEOVERLORD
FODTHEOVERLORD

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.

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iivindettaii
iivindettaii

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

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SkalgrimFellaxe Author
SkalgrimFellaxe

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.

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Guest
Guest

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.

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SkalgrimFellaxe Author
SkalgrimFellaxe

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.

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Guest
Guest

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?

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SkalgrimFellaxe Author
SkalgrimFellaxe

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.

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Guest
Guest

Can you upload a video or a more specific list as to how to install it? First time installing mods.

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SkalgrimFellaxe Author
SkalgrimFellaxe

No. The description in both the readme-file and here should be more than enough. Its a very simple mod to install.

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Guest
Guest

I'm having an issue with Necrons not having troop regen, nor do I see andthing that says they do.

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SkalgrimFellaxe Author
SkalgrimFellaxe

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.

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Guest
Guest

Alright, Thanks for the heads up

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SkalgrimFellaxe Author
SkalgrimFellaxe

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.

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Apollon_Diomed
Apollon_Diomed

Thanks!

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SkalgrimFellaxe Author
SkalgrimFellaxe

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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