Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Reinforcements - Collegia Titanica - New Faction
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480.380 MB
7 Apr @ 2:36pm
19 Oct @ 4:58am
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Reinforcements - Collegia Titanica - New Faction

In 3 collections by Malaikat
Collection of the Reinforcements Mod Series
35 items
New Factions
18 items
Collegia Titanica
2 items
Description
We march to war! - The Collegia Titanica

The Collegia Titanica are the portion of the Adeptus Mechanicus responsible for their Titans. And here they bring their god-machines to wage war!

The Collegia Titanica focuses heavily on their god-machines. You can produce Warhound Titans from the earliest part of the game, Reaver Titans are unlocked in the midgame and Warlord Titans are your endgame units. Your titans start out weak, comparable to other early and midgame units, but with upgrades spread out through the techtree all of your titans become fearsome foes and your Warlord Titans will go beyond anything Gladius has to offer.

Your Imperator Titan is your headquarters unit, while other factions have stationary cities, your city has legs to run towards the enemy. Similar to the rest of your titans, the Imperator Titan starts out weak and gains strength throughout the game.

The Collegia Titanica can strengthen their titans further through declaring maniples. Maniples are formations that grant your titans buffs depending on other nearby titans.

Your Hero units are princeps. Princeps are titan pilots, all of their abilities are used from within a titan granting them further strength.

The Collegia Titanicas economy relies heavily on their Imperator Titan. You can unlock upgrades that increase your ressource gain by sending your Imperator Titan into combat. Additionaly every outpost you control grants you a minor increase to your ressources.

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I'm looking forward to your feedback. The Collegia Titanica is an ongoing project and everything is up for change.

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The models come from ForceOrg for Tabletop Simulator.
102 Comments
JB-717 24 Oct @ 6:54am 
Maybe doubling or tripling the level cap for the Titans would make them feel more crazy late game as they should be without you just getting that overpowered the moment you buy them.

Like, if I spent over 100 turns with the same Warhound Titan and kept it alive that long taking out enemies. I'd expect it to be performing pretty OP.

I dunno if the game lets you code that tho for the faction, the way you did it for the Imperator basically involved messing with the city system? As long as you kept making level up buildings. I like that for the Imperator, by turn 200 your Imp has probably got 300 health or something.

My biggest annoyance with this mod is when I see Baneblades with 300+ health and their modded variants just tanking all these hits and meanwhile a Titan from this mod just gets whacked in half the time. Just feel like there should be some work on their endgame power scaling so they feel way crazier than a Baneblade.
†Diablo† 23 Oct @ 5:30am 
I didn't pay attention to whether the Titan had moved before or not, I'll test it again soon, thanks for the tip.
Malaikat  [author] 23 Oct @ 5:23am 
Did your Titans move the turn Siege and Rush mode didn't work? If so that is entirely by design. You may still be able to use the abilities (technical limitations/modding inexperience) but their effects require the Titan to not have moved. The tooltip of Siege Mode clearly states that the ability only works on Titans that haven't moved.

Including Armiger and Knights would only add more issues. It would once more push Titans into their late game role and heavily reduce the amount of time you actually are able to make use of them. Armiger and Knights would also both need to be downscaled from their proper power levels to be appropriate early game units.
Currently the final stage of the Warhound Titan is comparable to what the Knight Crusader and Cerastus Lancer that are already in the game are.

The entire mod is about using Titans the full duration of the game. Anything that would push the use of Titans into the later stages of the game would be going against this foundation.
†Diablo† 23 Oct @ 5:03am 
The Siege and Rush mode of the normal Princeps does not work; out of about 5-6 attempts the ability works once, if at all, or not at all.

It's clear that the Titans, if you have them from the start, will be OP, but you could combine the Titans with Knights and start with just Armiger Knights, then unlock more Knights and only get the Titans later, which will be stronger.
Malaikat  [author] 23 Oct @ 4:11am 
There are 2 flaws with princep abilities I'm aware of. The princep seniores targeting its own titan with Spearhaed results in a wasted ability. The rounding on the princeps Siege Mode is questionable on ranks 1 and 2 but works perfectly fine on rank 3.

There are barely any games out there that allow playable titans of any kind and what little there is has them as the ultimate endgame units. The purpose of this mod is to make titans playable the entire game. So obviously they have to start out weak and grow in power, but to stay in tune with gladius can't reach their true capabilities.

If you want lore accurate titans in gladius you don't want any titans. Even the weakest titan unit of any faction is far to powerful for this game.
†Diablo† 22 Oct @ 6:15pm 
Nice mod, but needs rework: warhounds are way too weak, have the same strength as a sentinal (simply ridiculous), pilots' abilities don't work 90% of the time
Ash Fireheart 18 Oct @ 4:03pm 
Been enjoying the mod. Noticed that the Seniores declare target ability doesn't inflict the increased damage taken debuff, but only the max ranged damage reduction debuff. Also, the tech priests can only heal titans, but not each other or allied structures like their mech. brothers, is this intended? Thanks.
Malaikat  [author] 14 Oct @ 2:53am 
The Spearhead ability has been fixed and now increases armor properly.
santode 13 Oct @ 4:14pm 
ty and the princept senioris has the spearhead levels flipped so when you level it up you lose the extra armor (great mod btw i love the warlord)
Malaikat  [author] 13 Oct @ 2:19pm 
Downloading the current version from the workshop has the princeps abilities work just fine.