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.
V.1.6.1 Major Ork Overhaul. This version of the Skalgrim mod includes several new ships, balancing and further work on the original mod with a focus on Orks. Fixes campaign breaking bugs from the 1.6 version.
+++[To all loyal servants of the God Emperor]+++
+++[Skalgrim Mod v.1.6.1 Released]+++
+++[Xenos Adversor Threat Level Overfiend]+++
This version of the Skalgrim mod includes several new ships, balancing and further work on the original mod with a focus on Orks.
(For full information read the Readme file. Also read the installation instructions at the end.)
Changelog: Major changes from 1.5:
*All factions defensive structures have gotten a boost. This is especially true for factions which rely heavily on defenses in the lore, like Imperial forces, Chaos, and Necrons.
-Health is boosted. Weapons are boosted.
-Imperial and Chaos get NEW defensive structures.
-Prices are much higher, 400 and 500 respectivly.This means that defensive structures also matter more both for defenders and attackers. As an attacker you get alot more bonus XP if you can win against defenders with defensive structures - as they are harder.
*New titans and Battleships and a MAJOR overhaul of Ork faction.
*New 1.6.1 version Unique ship for Chaos campaign, the "Fallen Angel" Battlebarge. You get it in a mission.
Major Imperial Changes from 1.5:
Indomitus Battle Barge mk1, a Titan class Battleship for the Adeptus Astartes. (Replaces the Escort Gladius.) This 1.6 version ship is very fast for its size, but has less weapons than other Titans. Its a hit and run Titan that still packs enough of a punch to do damage, but lacks the staying power of say the Eternal Crusader.
Mars Class Carrier, a Titan super heavy carrier for the Admech. (Replaces the Escort Nova.)
This 1.6 version ship has massive bays for strikecraft, but lack heavy weapons to combat other Titans. Most of its guns are forward facing lances so keep it aimed at the enemies or it will have some trouble.
Fabricator Ark, a Superheavy Titan for the Admech. (Replaces the Escort Cobra).
This 1.6 version ship is the most expensive ship in the Imperial rooster and its very dangerous but slow. Think of it more like a mobile base, with gun batteries facing all directions, than a standard Titan or Battleship.
Major Ork Changes from original game:
General Description: I have rebalanced and overhauled the Ork faction. Their Roks are now alot slower, but have alot more health. I'v boosted their fighters somewhat as they were to bad earlier. Ork weapons have seen alot of changes aswell. They are still really bad in regards to accuracy, but for a few weapons this has been upped one tier. In general the heavier a Ork weapon is now - the more range it has aswell instead of the oposite as in vanilla. Their Zzap guns are now less common, but alot more deadly. Ork ships are also more specialized now meaning that they will act differently in game. The last thing is that I have overhauled all the abilities/skills of the orks, with some very interesting results. Using the Trakktor Beam as an example will now pull ships alot further, faster and longer - meaning that you can pull off (or see the AI) crazy stunts like crashing the enemies ships through his fleet.
New Battleship: Eavy Ramma (Replaces the Cruiser Killa Stompa)
This looted Deadnot class is the only large Ork ship that has a Spur, and it also has heavy frontal armor and massive engines that gives it more speed than other Battleships while its weapons in general are pretty short ranged and geared towards broadsides once it gets into range.
New Battleship: Eavy Boom Flinga (Replaces the Heavy Cruiser Hammer Smaka)
This looted Deadnot class is probably some crazed Mek-Boys dream. It only has forward facing short range but rapid firing guns, less health than other ork BS, but it has a shit-ton of torpedoes. More than enough to tear even other Battleships apart in one volley. If the slow Ork torpedoes can hit their mark that is.
New Battleship: Deadnot Eavy Zzappa (Replaces DeadnotLotsaBigGunz)
This is like its predecessor, only it has more Heavy Zzap guns than any other ships. And these are very much powered up versions of the vanilla guns. Zzap away admiral!
New Titan: Bismork (Replaces Deadnot)
Every now and then a Ork warboss thinks to himself: "Wat iz da meaning ov life?" The awnser quickly comes to mind. "Gunz gunz an more gunz". This is a slow, but very dangerous Titan to get to close to as it is brimming with heavy weapons, mid-short range batteries and other things that make you wish you had kept your distance. As the orks say: "Dis iz da Way!"
Major Tau Changes from original game:
Some general rebalance of their weapons - all in all the faction I have done the least with so far. Their turn comes in the next version. They do get one new Titan atleast.
New Titan for Merchant Fleet: Star Spear (replaces Merchant Battleship Galleath Borkan)
This new Titan has lots of weapons, and a superweapon as a main gun that has a long re-charge and a very narrow field were it can shoot - straight forward. But if it does, it can cripple other Titans in just a few blasts or blow up even cruiser with one shot.
Pictures for new ships are still the old ones.
The Eternal Crusader and Victus Imperialis both use the Ultramarines insignia. This cannot be fixed, but lots of people ask me about it.
In campaign mode the new Titans that have replaced Escorts (Admech and Space Marine Titans) cannot be upgraded into Admiral ships, they can however become admiral ships if the admirals you get in the course of the game happens to have one by chance. This is probably due to Escort classes originally being locked out of Admiral roles, which I changed. I might fix this in future versions as it is possible to add new shipslots with alot of work.
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.
The Emperor protects!