Battlefleet Gothic: Armada 2

Battlefleet Gothic: Armada 2

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Alliance Submods for Skalgrim Mod. Play with combined fleets and multiple factions.

First test of a new Campaign submod has been completed.

Its a part of the planned "Alliance Submods" that simply enough lets players use more than one faction in the campaign.

Trial was with Necrons and SM factions merger "Baal Alliance style" - and it works (mostly) with some minor errors and limitations. This means that its quite possible to have say, an Eldar/Imperial Alliance that lets you use Eldar ships alongsides your Imperial fleets. Or create entire Eldar fleets that follow your orders in the Main campaign. It could even let you have, say Spire, take control of a Xenos vessel as his flagship.

Again, there are some limitations, problems and hickups to solve, but all in all I'v already played fully functional games as a SM/Necron fleet. ;)


So what fleets do you think should be playable and for what factions?

Some planned alliances:

Ynnari/Imperial Alliance - Eldar Craftworld/Eldar Corsairs and Imperial forces.
Temporary Alliance of Baal - Necron and Imperial Forces.
Corrupted Orks - Chaos and Orks
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Showing 1-13 of 13 comments
Peel Mar 24, 2021 @ 8:59am 
I know nothing about the background, but some Necrons in the campaign seemed to get on best with the Adeptus Mechanicus...

Gameplay wise though, it might also be fun to be able to hire a couple of the Tau mercenary ships.
Fosil Mar 24, 2021 @ 12:47pm 
the necron/nids and chaos campaign have the least amount of different fleets, so it makes sense to make them more interesting by adding other races to their roster. nids and orks should be fun together, chaos can get dark eldar/tau and crons with SM and admech is more interesting too. spire is an eldar loving weirdo anyway, so he can get corsairs and craftworld eldar.

is it possible to change the make-up of AI factions too?
Yes one can change the Ai factions as well. Im implementing Tau for instance in one submod.

Fosil Mar 24, 2021 @ 4:08pm 
is it possible to change for example imperial pirates to have corsair and navy fleets?
yes.
Gorwe Mar 25, 2021 @ 11:04am 
Oh, golly gee, this is the next best thing to a full Ynnari campaign! Thank you so much!

Now, about that request of mine, care to put out a "Balance Submod" that contains only Balance and Skill(Blue) / Upgrade(Green) changes?

I'm eager to hear your reply / thoughts Skal.
Last edited by Gorwe; Mar 25, 2021 @ 11:06am
I don't understand what it is you want in regards to that. I won't make a submod only including the skill/ability changes my mod makes, but if you want a list of the files that affect skills and abilities then that is another matter.
Gorwe Mar 25, 2021 @ 11:35am 
Originally posted by VI Skalgrim Fellaxe:
I don't understand what it is you want in regards to that. I won't make a submod only including the skill/ability changes my mod makes, but if you want a list of the files that affect skills and abilities then that is another matter.

Ok, fair enough. Can you at least give me a list of changes?
No. In generall all abilities have been buffed, have greater effect, longer range, shorter reload, more loads, higher damage etc etc across the board. Point being that I wanted them to be impactfull and usefull for the admiral/flagship to the point of being able to turn the tides of battle even in a mod that makes everything larger. I don't keep lists over all changes.
Gorwe Mar 25, 2021 @ 12:09pm 
Originally posted by VI Skalgrim Fellaxe:
No. In generall all abilities have been buffed, have greater effect, longer range, shorter reload, more loads, higher damage etc etc across the board. Point being that I wanted them to be impactfull and usefull for the admiral/flagship to the point of being able to turn the tides of battle even in a mod that makes everything larger. I don't keep lists over all changes.

Are they still Flagship only or have they been widened in scope(things like Aurent Pattern etc)?
Gorwe Mar 25, 2021 @ 12:27pm 
As for combinations:

How about Eldar / Tau? Or Imperium / Tau? I know that it is faraway for Tau, but...you understand.

Also, how does Admiral Upgrade System interact ships outside your faction?
Last edited by Gorwe; Mar 25, 2021 @ 12:28pm
Their effects are locked in that sense - so upgrades that only affected say your flagship will still only do that. Its something we cannot change. In regards to which upgrades affects which ships in combined fleets, its still not known. Its very new in the modding scene and Im still trying out things.
Gorwe Mar 25, 2021 @ 1:56pm 
Looking forward to seeing what's possible. In the meantime, I'll finish my runs of the vanilla Campaigns(with Necrons).

After that, will be looking forward to mods such as this proposed one. Best of luck!
Last edited by Gorwe; Mar 25, 2021 @ 1:56pm
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Date Posted: Mar 24, 2021 @ 8:10am
Posts: 13