Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Reinforcements - Hive Fleet Cerberus - Tyranids - New Faction
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144.108 MB
23 Aug @ 8:06am
27 Aug @ 2:22am
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Reinforcements - Hive Fleet Cerberus - Tyranids - New Faction

In 3 collections by Malaikat
Collection of the Reinforcements Mod Series
24 items
New Factions
13 items
Hive Fleet Cerberus
2 items
Description
The Endless Swarm - Hive Fleet Cerberus

Hive fleet Cerberus is a new hive fleet adapted to the challenges found on Gladius. It deepened each synaptic creatures powers and prepared new lifeforms to drown the enemy with its numbers.

The synapse mechanic is now no longer just a maintenance aspect of the hive but its true power. Each synapse creatures has a passive ability that is spread through the network empowering every member of the swarm. Keep your elite units safe and drown the enemy in endless numbers of empowered lesser minions.

Ripper and Sky Slasher Swarms are two very cheap units ideal to screen for overwatch or surround the enemy and cut off their escape. There are multiple ways of spawning these units.

Cerberus supports the building of many wide cities and even the uprooting and resettling of cities once they have consumed all available biomass in their lands.

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I'm looking forward to your feedback. Hive Fleet Cerberus is an ongoing project and everything is up for change.

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The models come from ForceOrg for Tabletop Simulator.
12 Comments
Malaikat  [author] 27 Aug @ 2:25am 
Things should be better now. Apparently there were some misaligned DLC dependencies. This may or may not stop you from continuing your previous safe depending on what DLCs you own. But unfortunately that is a problem that exists with any mod update.
FN Blitz 26 Aug @ 8:50pm 
This mod is awesome how can I add BarbedHierodule to the original camp when l try to do this the game crashes
Malaikat  [author] 26 Aug @ 2:05pm 
That should have been fixed about half an hour ago. I could have sworn it worked during testing, but apparently it didn't.
Paul59 26 Aug @ 2:02pm 
One other thing; I tried to use the "Feed the Swarm" ability with a Psychophage on a few below strength allied units, but it was never usable.
Malaikat  [author] 26 Aug @ 2:35am 
@Paul59
Fixed.
Tyrannocyte and Sporocyst. I think everyone can imagine how often I misspelled Sporocyst.
Malaikat  [author] 26 Aug @ 2:30am 
I had three goals with this faction.

The first being the endless swarm aspect of the Tyranids, for this I added the Ripper and Sky Slasher Swarm, And may introduce more ways of spawning them in the future.

The second being the hunger aspect of the Tyranids, this is why cities are meant to grow so fast and gain biomass through acquiring new tiles.

The third being a heavier emphasis on the synapse mechanic, for this I created this "network" mechanic.
Malaikat  [author] 26 Aug @ 2:27am 
@Night_Shade
The sad part is just that this is how auras work in Gladius. All aura effects work not on the units but the tiles the units stand on. And more importantly passive effects of any kind, such as auras, need a trigger to be recalculated/applied, this trigger is usually the movement of a unit.
So the way the chain works is that if it has any of the buffs after moving its own aura activates.
So you have to be careful of the sequence in which you move your units, those are just the limitations of Gladius. The increased range upgrades make this a lot easier.

This also leads to a case in which you could have two units leapfrog within each others aura range and keep even buffs of units that are no longer in range active.
Paul59 26 Aug @ 1:24am 
Hi Malaikat, great work as always. The only issue I have noticed so far is that the Sporocyst is missing it's overlay icon, I think it is because you have named it Sporocyte.
Night_Shade 25 Aug @ 6:11pm 
Basically it feels like the synaptic relay ability should be an aura ability. Where currently it only actives when the unit moves into a tile.
Night_Shade 25 Aug @ 6:06pm 
Hey, a note a friend and I noticed on the synaptic relay ability. After some testing we noticed it only actives when you move the unit and only effects the units in the tiles next to the moved unit, not other unit down the line.

So if you have a long line of units you have to reshuffle all of them to maintain synapse if the line is broken so the game will recognize the link is complete.

I do not know if this is intentional or not so I thought I would bring it up. Enjoying the mod so far!