An ongoing overhaul of the RTS game Battlefleet Gothic Armada 2. Over 60 new ships, including Titans and Mega Titans, Massive fleets, stats overhaul and changes, tweaks of abilities and a ton of other changes that affects both the Campaign mode and Skirmish mode.
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.
+++[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.
Changelog: Major changes from 1.3:
Rework of Ordos/Torpedoes - Balanced the Fighters/Bombers, increased Turret effectiveness and massivly buffed the Torpedoes, including speed.
Major Imperial Changes from original game:
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.
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:
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:
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:
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:
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
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.
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.
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.
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]+++