An ongoing overhaul of the RTS game Battlefleet Gothic Armada 2. Over 100 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.

Description

V.1.5 Major Eldar Overhaul. This version of the Skalgrim mod includes several new ships, balancing and further work on the original mod with a focus on Eldar.

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Skalgrim Mod v1.5
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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Admirals, its finally here. The 1.5 version of Skalgrim mod. Enjoy!

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frozenparagon
frozenparagon - - 220 comments

looking fwd to play'n the update

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Atunis
Atunis - - 5 comments

Hi skalgrim really apreciate all the work you did for this great mod.
Do you plan to also add a version with smaller fleets like you did with v1.3? Just because it gets a really laggy experience with larger fleets.
I have of course tried to reduce fleet size in the game options but this semms to cause some bugs in the campaign.
Also is ther a possibilty to play without the titan from the start? Problem is that it blocks so many fleet points that you cannat reduce the fleetsize enough.
Your titans are great but playing them from the start makesvevrything way too easy...
But anyway thx a lot for your time man!

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

No I have no such plans. With the extended options one can tailor it for their own liking. If you want even smaller battles you could also use the vanilla renown_design files instead of the mods which decrease fleetsizes even more. This might cause problems with the campaigns starting missions however as you'v seen. Changing out the files a few levels into the game should fix that however as the larger modded fleetsizes are needed for the first lvl.

There is no possibility to play without the BS/Titans that are given to the players at start. If you think its to easy you can always increase the difficulty level.

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Guest
Guest - - 690,842 comments

Ok thx for your prompt reply! I will then further play and test with different options.

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Atunis
Atunis - - 5 comments

So after some testing around I found that it is simply not possible to reduce the fleet size nor the leadership below 625 points due to the added Titan ship. The problem is not the starting mission. Even with preset fleetsize of 50% which is equal to 400 fleet points or something the first mission works with the Titan. The problem occurs afterwards in the campaign. If you reduce under 625 points you cannot use (Amarkum for example) anymore and play a quest battle as he has to be present in scipted missions. I also thought about simply exchange his ship with a smaller one but this also only works with the giant fleet size of + 625 as you need additional free points to do that.
I've also tested to exchange the renown_design files but they only reduce the overall fleet- and leadship points which can be also done in the option menu.
What could maybe help to reduce fleets to a more PC friendly size would be exchanging the ship value / costs with vanilla stats...is there a way to do that manually like with the renown files?
I really like the mod changes of the game but even with my 2080 rig the game starts lagging after the first missions already due to the giant fleets sizes...thx a lot

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

No dude, that is the hard limitations (for Necrons), its lower for Imp/Chaos, around 300 pts each). While you can pick and choose files from the mod, some overwrite stuff or are directed at other files in such a way its not possible. Want the new ships, then you must have the files that correspond to that. If you yourself mod the UnitStatsOfficial.csv file you can change the points cost of ships there to what you want.

The whole point of my mod is to give the players "over the top" battles. Its geared towards that from the start. Some players computers wont be able to handle that, because lets face it, the game is not very optimized.

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Atunis
Atunis - - 5 comments

That's good news man! I was so into the Necron campaign that I did not notice that necessary points for the other races are much lower...starting with 300 leader ship points performance should be a lot better really appreciate your help!
Only for my interest what programm is required to read/change a UnitStatsOfficial file? Cause when I open it with txt or excel I only see hieroglyphics =)

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

You need to decrypt it first. There is a mod-guide up here Forums.focus-home.com

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Atunis
Atunis - - 5 comments

Already found you guys on discord... decrypted the files and did my changes today following your and Venoms guide and camapaign works fine now. Again thx a lot for your time!!

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Damn, so the -1 in planetary upgrade cost error is now present for all Imperial campaigns after the tutorial has ended, or has been skipped. Altough Im not entierly sure what caused it, it is probably due to the addition of the "skip tutorial" option.

I think I can fix it, but it will have to be a hotfix sometime this week when I have time.
Doesn't cause the game to become unplayable, its just annoying that you get all your planetary upgrades for free when you play the Imperial campaign.

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ShaperofChanges
ShaperofChanges - - 6 comments

YAY!!!

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ONF
ONF - - 145 comments

The new Necron Titan is magnificent, it alone can destroy almost any fleet. It's good when you play him, but play against him...

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Guest
Guest - - 690,842 comments

possibly a dumb question but are the main Skalgrim mod and the Veritatem Imperialis II mods compatible or do I have to chose one?

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

They are not compatible. VI uses my submod for expanded campaign options and some ships of mine, but that is currently it. The gameplay in both of the mods is very different and theirs is more "vanilla" in how it plays out. Its pretty easy to switch between mods however so I recomend you try both out.

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ONF
ONF - - 145 comments

Faction Eldar has become very strong play against it became more interesting, but chaos play against them very difficult they have nothing to oppose.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Do you mean that its hard to play as Chaos against Eldar? If so, the easiest way to play against them is to use close range ships and just charge them and continue to follow them when the AI takes them on that same route as it always does. Up towards the right corner of the map.

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ONF
ONF - - 145 comments

Yes, chaos weapons are ineffective against fast moving targets, and now Eldar has increased firepower and chaos defeated. Save only fighters...

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eroticsven
eroticsven - - 2 comments

sorry but how do I use the customization submod?

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Its integrated in the mod and will show up as more customization options in the campaign customization than the vanilla game.

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SBUN
SBUN - - 6 comments

Hey, some months ago you said you had plan to make a sub mod that will increase the production point generation of shipyard for people playing with massive fleet. Is that still coming?

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Yes.

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Guest
Guest - - 690,842 comments

I get a "missing key" on most of the ship cards, selecting them causes a crash.

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

You need to follow the install instructions. This also assumes you have a up to date vanilla game version. There is also a slight (*microscopic really) chance of file corruption, in which case you need to download the mod again.

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Guest
Guest - - 690,842 comments

Did a second clean reinstall and it is working now. Love the mod work.

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SBUN
SBUN - - 6 comments

The nid seem to only spam escorts. IS this a bug?

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

They will use large amounts of escorts, but no there is no bug and they still follow the same rules as all AI fleets - in other words they will use a set number of escorts for a set number of cruisers for a set number of larger ships etc. They just have more ships in general.

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Guest
Guest - - 690,842 comments

Hi. You can make such a mod so that it simply adds new Titan units for construction in the original campaign?

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

No.

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Lucros
Lucros - - 6 comments

Hello! Bery cool looking mod thanks for the hard work! Was wondering if this will work with Co-op if my friend and I both have the mod installed

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Lucros
Lucros - - 6 comments

Also, I saw in another comment you said about having a vanilla version of the game, will this work ifmyou have the Chaos DLC?

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

Yes it should work for Co-op as long as you both have it, however since you have to stop the EAC from working (check install instructions) you might need to run it over a LAN or program that simulates a LAN for online use. I have not tried it myself, so I leave you guys to figure out how to play it best.

Vanilla game in this case means the original game (IE no pirate copied or modded version). Its made for use with the Chaos DLC.

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TalRaziid
TalRaziid - - 9 comments

Is there a splash screen or anything that would instantly indicate if the mod was installed properly?

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SkalgrimFellaxe Author
SkalgrimFellaxe - - 785 comments

There is, but thats not enough to know that it works. You still need to follow the install instructions if you use my manual install version or the mod manager.

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