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.
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.
+++[Transmission start]+++
+++[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.)
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Changelog: Major changes from 1.5:
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*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.
*Bugfixes.
*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:
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New ships:
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:
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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:
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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.
Known bugs:
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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.
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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.
The Emperor protects!
Its here admirals! The long awaited 1.6 version of Skalgrim mod!
Minor issue with the Chaos Campaign...
The Astartes force starts with 2 Battle Barges, both going right for the transports, which they destroy in one or two broadsides. There is no way to destroy them before they destroy the transports.
I will have to make a hotfix version in the next few days. Until then, I'd advice not to install the mod until after you have done the first Chaos mission and saved. Or un-install, do the first mission, and then install the mod.
The problem comes because the first missions are scripted - which we cannot change - and has certain units allocated to the factions. Since I replaced the Escort with the new Space Marine Titan that also means that it spawns two of them. And that makes it pretty impossible to beat.
yea it isnt just the chaos campaign the necron first mission you have to fight 2 titans at the start with a third coming in later, and all you got is one titan and 2 escorts
Yes, its the same oversight on my part - playtesting most of the changes on 1.6 version, but the campaign starts were wrongly tested on 1.5. Human error on my part.
It will be fixed for the hotfix and I'll most likely have that up tomorrow.
ah cool, as i found a strange bug if you do the save fix thing as in do the mission with out the mod first them play after, it says your titan is full health but when you go into a fight it is only at 24% or so the health the lc would have been at, it is like that for all fights
Its not a "bug" per say. Its how the game handles save game files and stats. It will persist until you by a new ship of the same class. Or until I get the Hotfix out. Im almost done with it.
Hi Skal, I wanted to thank you for the new version of the mod, Orcs are now a formidable force, perhaps too formidable. Also left a few suggestions for mod in your chat in Discord.gg
i have tried installing this mod multiple times now following the instructions but none of the new ships are appearing when i try to do a skirmish against the AI? any help please
Do you have the vanilla game installed with the Chaos DLC?
Have you disabled the EAC?
Are you sure you have placed the folders in the .rar file in their correct place and let them overwrite the files?
The 1.6.1 version is up now. Hope this solves the problems with Chaos/Necron campaigns for people.
Recomend starting new campaigns as always. It also gives Chaos a unique ship, the "Fallen Angel", in their campaign. Which I HOPE works as it should. Its hard to know as the ship has been tested and added, but I havn't gotten to that mission in my new Chaos campaign yet.
Well I love the chaos ships so I will give it a try this weekend. Thanks for all of your hard work and I really hope this mod you made shines on your resume in the future for work man, and if this is purely for hobby then thank you all the more for your awesome work!
Just got into a game as the crons again, saw another set of ships with that messed up place holder. Also did you adjust the fleet point cost? A 510 strength chaos fight has 7 hellbringers and 5 iconoclast.... I mean I am on custom with increased fleet sizes to 150 normal, but the ai was left at 100? Heh I think the custom difficulty messes it.
The size of the AI fleet is configured separately in the options panel on the left.
This is just a hobby. I might go into the industry in the future, but I already have a full time (good) job so thats a maybe. Thanks for the kind words. I mod all my strategy games, and have since I was a kid, but this is the first mod I have published online. Might do more in the future.
If you have "placeholder" errors you need to reinstall and follow the instructions. You are missing some part, probably the "-noEAC" bit.
All the fleetpoints costs are changed, yes. There is a breakdown of that in the Readme file. Also you can change fleetsizes of both you and the enemy as ONF says, but in my mod all fleets are balanced across the board.
Ok I have the -NoEAC part in and just copied over the skalagrim mod to the directories and let it overwrite? By the omnissiah where did I go wrong here?
Trying to use the custom campaign options beyond their original parameters seems to crash the game. E.g. Trying to play with 50% Leadership.
Can't really comment on that as they work for me. Are you sure you have installed the mod correctly?
Well now I am not sure? I followed the instructions in the readme sans making a duplicate of my original files. I could work past the crash inducing placeholder thing but all the admirals I have available are using the damn thing so I cant hire new ones!
And you are running it with the -NoEAC line?
Also you should start a new campaign after installing the mod for optimal results.
none of the ships have guns on them, only torpedoes and fighters
This is an error from installing the mod wrong most likely. Go through the steps again in the readme.
just did and i did everything it told but still no guns, not even models on the ships
And you are using the -noEAC bit? Because if you are not, it means you have to do it all again from the start.
When the game isn't loading up correct ships, lack of names, lack of weapons its because it cannot find the correct file or the file has been deleted/reinstalled by steam.
Hi, i just tried your mod and i have problems with the campaign. With the mod installed it seems like most of the ships are dying much easier/faster, dunno if its cuz weapons got stronger or because armor/shields are nerfed.
Its not a big problem usually but there are some missions that are extremely difficult because of that,. The first mission with the Tyranids for example, I had to fight it 4 times because the ancient was melting under all the firepower, and when i finally beat the mission 90% of my fleet was dead.
Could i have messed up the installation somehow? Is the high mortality rate intentional?
They are dying faster because there are more of them now shooting at each other and weapons have been buffed. Bigger ships can take more damage, but also deal more damage. If you are having trouble you can always lower the difficulty, but its more a matter of learning how to play the different factions to your advantage in the mod. You will loose ships no matter what. And thats part of the game - bigger battles. For instance, using the very cheap escort ships as a screen will soak up alot of salvoes of fire usually - for a small cost.
I guess I'll just have to try a different approach. In vanilla I always went for the biggest ships with little to no escorts...
Time to switch I guess, thanks for the reply.
Your mod is baller btw, keep it up mate :)
Oh yeah, and to be honest I play most of my fights in slow-motion. It just feels more "epic" that way somehow.
wow its really nice! by the way does this already included the submod? or do I also need to install that one ?
It already includes the greater customization submod. I let the player decide how much they want to change their parameters for their campaigns. But I don't recommend going above 200% fleet/battle sizes - personally I play my campaigns at 150% and that is enough for me (it is about 250% of vanilla sizes).
Have fun!
In campaign, when I attack to a system with three enemy fleet, then have the fatal error and crash. What's the problem? Maybe have to install your customization mod too?
Not an error because of the mod. No the customization submod is included in all versions above 1.4.
What's next on the agenda?
Outstanding work. Thank you for sharing it.
Next is a small submod that increases health on ships by 25%. Its done, but Im swamped with work because of the corona epidemic so I havn't even had time to playtest it.
hi. probably good mod. i want to try titans and bigger fleets. i trying. but problem with movement points in imperium campaign. All my fleets have -1234 movement points. i using 1.6.1. + hotfix. my old save game to have this same problem when i load them. i try reinstall couple times. nothing change.
p.s. i notice when i install your mod enemy number and enemy fleet spam mush mush higher numbers. example i conquer first system. says 0 threat level after end turn spam at least 4 invasions. and every turn at least 2 or 3 invasions. not supposed be like that because i remember when i play original game. and now opening 2 more systems i see total chaos. in each one is are invasions. totally i have about 12 invasions and this is are beginning game? (i play mod on normal difficulty. cannot play your mod without cheats i using money cheat and movement cheat. and still looks like i play on super super nightmare mode)
i be glad play your mod without cheats.
You need 1: Updated game. 2: Made sure you have installed the mod as instructed. 3: New game. Old saves can and will create problems when modding the game.
Hello, I'm having a bit of trouble even installing this mod. For some reason 7zip isn't able to open it as an archive. Any advice?
EDIT: Solved it, looks like I could only open it with WinRAR.
As a side note I am very scared by the crits that Eldar ships are capable of, I saw a series of crits almost delete one of my Cruisers
I'm playing the Chaos campaign and in some battles the enemy have a lot of defenses in the system. 4 stations and a bigger fortress. There are any form of make this defenses weaker?
Make sure you can attack them with bombers and long range craft and you'll do fine. Or use the Abomination Titan.
Hi,
It looks like some of the ships actually cost more fleet points with the mod than without, for the rest the ship costs were halved in earlier versions of the mod but now only reduces fleet point cost by a little bit. Planetkiller for example seems to cost more fleet points than before. Is there a way tor reduce fleet point cost of ships further to allow bigger fleets in skirmish?
Points costs are reflected in how ships have different weapons, abilities and usefullness. Most ships have seen around half their points cost removed, some have been buffed in ways that make them more expensive.
You would have to mod the ship costs for that.
Hi Guys !
I have a problem with the latest version of the mod...
When I launch the game, on the menu, I have many error messages :
" EAC : Unknown file version (BattlefleetGothic2\Content\Data\OrdoStats\Official\ordostatsofficial.csv "... CSVData, etc... etc...
Why ? I'm french so is it a langage problem (location) ?
Thanks a lot !
You have not followed the installation instructions regarding the -NoEAC launch option. Which MUST be done for the game to work with the mod.
"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."
Its not a language problem - but keep in mind that I have not changed the language files for non-english languages and you will see some text related errors because of this.
Hey :)
Are all changes from the other versions of this mod in this version too?
And, do i need the dlc to use this mod?
Hello how do you play the tau and other race in campaign?
You do not unless you find a mod for it, and as off yet, none have been released.
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