Hi guys, (and gals) Skalgrim here. So I'v been modding the game alot and I was just going to ask some questions to see if people would like me to release the stuff I'v done.
Things I'v done with my mod, in a short general description:
First up: Way larger fleets for both skirmish and the campaing. Lowered shipcost for all ships to less than 50% of the original. Increased campaign fleet size so that you gain larger fleets, massive really, as you progress. This also affects the ai. If your computer has problems with ten ships on screen, this is not a mod for you. If you can handle 40 or more ships, good for you. You might like this.
Rework of many abilities: a bunch of the abilities have been buffed or changed. In general I wanted to make the choice of uppgrades more important. Killing a enemy admiral is more prioritized now. Or you know, just suffer their wrath if you let them be. Placing your plasmabombs etc matter more now.
Statchanges of ships and weapons: So you have a battleship. Why is it just a fraction better than your GC or C? Well with my mod you will most likely have a couple of battleships, but anyway, they are baddasses now. As in they have more health, crew and since they carry the heavier weapons we can just skip to the next point: Weapons.
I'v changed most of the weaponstats, especially lances, plasma and the heavy versions of weapons. More umpf for you, because why wouldn't you want to be able to do more damage with your larger ships?
Titans. Well. I wanted Titans. So I have Titans.
I'v done a simple swap- meaning that I'v for instance changed the Oberon Battleship with the Macragges Honour. You can have it for any Imperial fleet in both campaign and skirmish. And its buffed at that. Because why not. If you want a fleet of them you will probably crush most enemies. I just play with one for Spire to use.
Current modversion is mostly focused on Imperial campaign/ skirmish. Lots of tweaks for these factions in particular including how fast you can build you fleets (all shipyards produce more buildpoints and can store more at the same time. Your fleetsizes dictate that you need this.) how much money you earn from captured planets and what buffs you get.
Necrons
Are fewer in number - but far deadlier. Even your massive fleets will be hard pressed. You will loose ships. Necron players will enjoy the slightly faster ships, the much more dangerous weaponry (that are more different from each other now) the more powerfull abilities, and you can jump farther and faster. Your ships can take more damage, repair faster, and the Cairn is an expensive behemoth now.
Tyranids
The swarm is vast. And hungry. You have massive numbers, and a few of the weapons have massive boosts in damage, but still piss-poor aim. But that doesn't matter since you have so many more ships now. Blot out the sun. Because a computer should be able to lag when a tendril comes to your home system. Facing the nids is a daunting task in many cases in the campaign.
Chaos
Lances are better now. That is pretty much it. Also, you can have more of everything. Chaos fleets tend to be sneaky and deadlier at distance now.
Others - some changes to weapons, shipstats, and costs. Minor changes to Ork, Eldar and Tau so far. Will be looked at in later versions.
Balance - will be an ongoing thing, but this is not meant to be "balanced". This is mainly to make the imperial campaign a fun experience of epic and grand battles. Adding and removing titans and other changes might come as I continue working on the mod. Or I'll just make other versions for the Tyranid and Necron campaigns. This is mostly because Im waiting for the VI mod to come out.
So questions:
Do you want me to do a release of what I'v done so far?
Suggestions to things that would make the game better?
Is Titans something you want for the different factions? (when there is a Titan my current method means you'd have to "loose" one ship in your current rooster to have a titan istead. Will try to get this to work in a better way in the future. )