Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Increased Hero Unit Levels (+40)
27 Comments
ScythH02 15 Jan @ 11:56am 
Anyone know a compatible mod that either also increases the ability lvl cap, or introduces a "skill dump" to heroes to use the increased levels to add to other stats?
Lampros 5 Jan @ 5:06am 
+40 levels is insane. What kind of HP do you have at level 50, I am curious?
Barak Yisrael 21 Apr, 2024 @ 3:04pm 
thank you skirata!
Skirata  [author] 21 Apr, 2024 @ 11:57am 
@Barak Yisrael I'm not sure of any mods like that, but feel free to take this mod and make it compatible with any mods that you like. You have full permission.
Barak Yisrael 21 Apr, 2024 @ 10:57am 
anyone know a compatibility patch that works for this and heroes of legend, or brother severus' chapters of imperium, and his other mods?
OcN.Helbrecht 1 Jun, 2023 @ 4:48pm 
All good, mod is great regardless
Skirata  [author] 1 Jun, 2023 @ 12:11pm 
@OcN.Helbrecht We tried to find a work around before, but there still isn't a good way to bypass it, sorry.
OcN.Helbrecht 1 Jun, 2023 @ 11:17am 
Is there a way to make the game not ask you to choose an ability to upgrade every turn once your hero is over level 10?
Skirata  [author] 15 Feb, 2022 @ 3:42pm 
5) Paste the mod you copied from step 3 into this "Mods" folder and rename the mod to whatever you like.
6) Open up the copied mod folder, navigate to "...\Data\World\Units" and delete the sub-folders or specific units for the factions/races you DON'T want to have the benefits.

Hope this helps!
Skirata  [author] 15 Feb, 2022 @ 3:42pm 
My previous instructions for how to modify this mod were a bit abbreviated, so decided to make a more accurate/complete list in case there was any confusion:

1) "Subscribe" to the mod
2) Navigate to where it's located on your computer (default location: C:\Program Files (x86)\Steam\steamapps\workshop\content\489630). Alternatively, you can start up Gladius, go to the "Mods" menu screen, and select the "Open mod folder" option for the mod you want to change.
3) Copy the mod folder you wish to modify (in this case the folder is named: 2626456161).
4) Navigate on your computer to "...\Documents\Proxy Studios\Gladius" and locate the "Mods" folder. If this folder isn't here, just make a new folder and call it "Mods".
Skirata  [author] 9 Feb, 2022 @ 4:07pm 
@coopscasa Hey hey! Unfortunately all of these mods affect both human and AI players. These mods change all the faction/race statistics, so they apply equally regardless of who is controlling them (for balance). Sorry!

Feel free to change the XML code of these mods to benefit only a specific faction/race of your choosing if you want! Here are some simple steps to follow:

1) "Subscribe" to the mod
2) Navigate to where it's located on your computer (see Mod Location section above)
3) Copy the mod folder and rename it to whatever you want
4) Go inside the copied mod folder and delete the sub-folders for the factions/races you DON'T want to have the benefits.

Have fun!
coopscasa 8 Feb, 2022 @ 10:21pm 
Howdy Skirata,

AFFIRMATION: Sick list of mods yo! Thank you for your time and effort towards this specific gaming community.

QUESTION: I come curious to know, does this mod and the several others effect all Human and computer players in a map

Or

Only me, the user?

REASON: These mods are exactly what I am looking for, for myself in just messing around with the AI but am not interested in the AI benefiting 😅

Humbly
-Coop
Skirata  [author] 22 Jan, 2022 @ 2:46pm 
@ixarachnos As for the mods your working on: that sounds cool! I've considered making some custom item packs, but opted against it, saving the items for my last game mode that I'm working on. Don't worry, it's not like what you've got in mind, but it will use custom items and hero abilities too. I look forward to seeing your mod!
Skirata  [author] 22 Jan, 2022 @ 2:45pm 
@ixarachnos I completely forgot to mention a critical point when overriding existing unit abilities (e.g. hero abilities): You must override the whole unit class, just to change 1 stat, which is crazy and leads down a whole other path of problems.

You can add/append new abilities no problem, but if you try to change existing complex abilities, it will actually crash the game, since a unit cannot have 2 of the same abilities (even if they're different). I'm not exactly sure the extent of this, as you can override SOME things (such as basic traits) without an issue, but in my experience with trying to change even the costs of some unit abilities by overriding them, it's crashed the game for me.
ixarachnos 22 Jan, 2022 @ 1:57pm 
A bit of a cliffhanger there, innit? "stay tuned next episode for the stunning conclusion!"
The mod I've been thinking up to me is something that the game really needs, as I play pretty hero-heavy, but there's only like 30 items to find/buy and equip for all of the factions. I found that very lacking, & most of the high-end items tend to be chaos-ish, which in-universe may get the 3 imperial factions nuked from orbit Eldar souls may be taken by Slaanesh, 'Nids may eat them, & the Orks might use them for a backscratcher, lol. Not really worried aboot that.(I 1st got into Warhammer back right before GW started making plastic minis instead of all metal, in the late 80s, I might like it a bit, lol).
60 more items, 20 each rarity, lore-based, some from each faction, with stats and etc. not covered, +generally utilitarian ones, like a "scout drone" which gives the SM Biker scouting ability to the hero. Likely I won't be making many "1shot", as most of those suck.
ixarachnos 22 Jan, 2022 @ 1:22pm 
I've messed around with a lot of games, usually just modding stats and stuff, the most indepth I've ever gotten was on "Star Wars; Empire at War", where I set my files up up with custom factions that I made up of combining a few other mods together so I had hundreds of units to choose from, and then also changed the stats as well as the amount of units recruited so instead of 1 ATAT you'd get 3-5, with other units increasing also, although most multiple units I made so you could only recruit once or twice, like a special reserve, and single units were still recruitable.
I figure I will try to mod this after I figure out all of the gameplay nuances and get all of the factions bought, currently still need Eldar, Tyranid, AdeptusMechanicus, and Lord of skulls.
XML files are the easiest to work with, short of a sort-of spread-sheet sort of deal, like Total War has. If I ever release a mod public, I know exactly what it will be.
ixarachnos 22 Jan, 2022 @ 1:13pm 
Thanks, and yeah, I wonder if possibly changing the rankmax to, say, 114 (starting with zero, the total of all +levels added together to the original 10, as you said some people use all of them simutaneously), and then changing the addMin/addmax to maybe 1-10, would that add around like .114' to the value after the first level and for each level? that seems like it would work, unfortunately it would penalize players who don't want their heroes able to reach level 115... It would be much easier to pull off mathematically if only one bonus-level mod was able to be used at a time, as then the max could remain the same regardless of the number of levels, just divided up in smaller increments. Or it could be made to be incrementally higher for increasingly higher levels, like originally 3 for 10, so each +10lvls would boost the max, which kinda makes more sense and would be available to both player&AI, as taking 50 levels to get +3 accuracy seems a bit shady, lol.
Skirata  [author] 21 Jan, 2022 @ 2:40pm 
I still really like your suggestion about getting rid of unspent skill points, but I'm still not sure about a solid workaround for this that doesn't give any unfair advantages to either the player or the AI. I'm not ruling it out though, because I'm clinging to the hope that Proxy Studios will eventually release some more tools for that give us greater control over this game.

I thank you again for your understanding, and believe me, it frustrates me not being able to properly implement good ideas that people suggest. I've even got other mod ideas I can't even implement myself because of the limitations we have and my own inexperience, but who knows, maybe some day.

In the meantime, good luck raising your 2 low-level noobs hehehe :)
Skirata  [author] 21 Jan, 2022 @ 2:40pm 
<trait category="Buff" rankMax="2"> (rankMax includes 0, so it's 0, 1, 2)
<accuracy addMin="1" addMax="3"/>

As you can see, the engine does the math for us: evenly distributing the range of 1 to 3 over the 3 levels of the trait. So not sure if we can have it drop off at either end because of this. This is just an example, as there are other skills that don't behave like this, but I just wanted to show how this works in general.
Skirata  [author] 21 Jan, 2022 @ 2:40pm 
@ixarachnos No problem with the delayed responses my friend, it's all good. That's awesome that you've made some mods in the past for other games. I'm relatively new to modding, and even newer to 40k in general so I'm still trying to figure this out as I go (although I do have some experience in some programming here and there). I'm not sure how the modding worked for the Total War games, but with Gladius it's very basic XML file editting. Basically just tweaking values here and there. There's still some fun to be had, but our options are limited unfortunately.

As for your suggestion about extending the current skill point system: That's a pretty good idea but unfortunately we don't have too much control over how the skills "level". They tend to follow a linear progression line that we set up in the XML code. Here is an example XML code snippet of the Lord Commissar's Discipline trait:
ixarachnos 20 Jan, 2022 @ 8:08pm 
also it's all good, if it can't be done then so be it, if I had more time I'd figure out the modding like I did back with total war warhammer, I massively modded that but didn't publish much as it was mostly niche things, one I did thought was of course for chaos, but it was adding more artifacts to heroes etc., but how does this programming compare to that? if you're familiar with it?
also recently before I got gladius I replayed the original chaos gate game from the late 90s, I figured out how to mod all of the stats, etc. on that ancient thing, but I hit a wall with equipment, as it connected equipment and animations in a way that if you added the capability of a tactical marine, for example, to use a chainsword, then the unit would just appear as a floating head, lulz.
Anyways, yep, will stay tuned. :)
ixarachnos 20 Jan, 2022 @ 7:59pm 
Sorry for delay, RL stuff...
Anywheedles,
First- yeah, the skill point dump isn't a huge deal, was just a thought to tidy up those unspent points, although another thought I just now had (I'm a freaking idea factory, but I've now raising my own 2 low-level noobs, so the time to implement them for myself is scarce, so I pass them on to others) is that if the AI doesn't like custom skills... is there any way to just add levels to existing skills, but any points spent beyond the original amount only equals an increase of like a tenth of the "normal" increase? basically, so that ten levels would end up making it 1 ability level stronger, so that way they don't get massively overpowered? Would the AI keep leveling up existing skills, basically?
Skirata  [author] 8 Jan, 2022 @ 5:00pm 
@ixarachnos If you're interested in some generic hero abilities and skills, stay tuned for my last game mode (currently on hold for now), as it will use some abilities and skills I cooked up that apply to all the heroes (just without having to worry about balancing for the AI).

I really got get that thing done, as I started it months ago. Just taking a break from Gladius for a bit.
Skirata  [author] 8 Jan, 2022 @ 4:50pm 
@ixarachnos Oh no, another potentially major problem. I went ahead and made a separate mod for the SkillPointDump, and get this: 2 of the 7 heroes I encountered (from the AI) actually PICKED THE SKILL. I made sure that the priority for the ability to be levelled up was set to 0 ( actual XML code: levelUpPriority="0")

That might put an end to this idea, as I don't feel qualified to make a generic skill point increase that applies to all heroes that is both weak and strong enough to warrant the AI picking it over their existing abilities (leading to the AI picking sub-optimal skills).

Really sorry about all this. That was a really good idea you had. Might sleep on this and see if another solution presents itself.
Skirata  [author] 8 Jan, 2022 @ 4:14pm 
@ixarachnos Ran into a snag. Your idea works great with just 1 of these increased hero unit levels mods, but as soon as I try to have more than 1 of them enabled at once, the game hard crashes because it doesn't like having multiple mods with the same ability name (in this case I called it "SkillPointDump"). There are 2 ways around this:

1) Create a separate SkillPointDump skill for each version of this mod. I think this probably isn't a good idea because then every hero will have a SkillPointDump skill for each one of these increased hero unit levels mods (potentially up to 5).

2) Create an entirely separate mod that gives all heroes this SkillPointDump skill once, and only once. If you think it's that big an issue I can definitely put together a mod for it, but I personally think it's overkill. What are your thoughts?

And sorry there was no simple solution to this. It apparently never works out easy when modding this game hahaha.
Skirata  [author] 8 Jan, 2022 @ 3:37pm 
@ixarachnos Thanks for the feedback!

That is an interesting idea you have with the point dump skill you suggested. My only concern is that if we made the skill benefit the hero in any way, it would probably screw over the AI because they most likely wouldn't pick the skill even if no other skill was available to pick (at least in my testing experience they don't seem to like custom abilities/skills).

I might look into incorporating your idea as a skill that literally does nothing except allows us to spend excess skill points, to help out human players without giving us an advantage over the AI. I'm not entirely sure if this is possible but I'd like to give it a try.

I'm glad you're enjoying the mods!
ixarachnos 8 Jan, 2022 @ 3:24pm 
The only issue I've found isn't on your end, but how the game works; the heroes get points each level, but after level 10 they have nothing to do with them, so the game keeps trying to remind me that they have points to spend and so I click on "skip this unit" and then sometimes this leaves them on perma-skip unless I go in and select them each turn. Not a real issue so much as just a bit more work, lol.
The best work-around I could see for this might be to do like I and many others did for heroes and lords on total war-warhammer and make a skill that is just a points dump, if possible. Instead of just being a "worthless" points dump also, maybe it could add like 1hp per point spent or +.1 accuracy or something perhaps? Not sure if that would be possible, just something I'd thought up to improve things a slight bit.
I use a few of your mods, & they are very handy for customizing things & they don't feel like "cheats" bc they affect all units.
cheers!