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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!
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".
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!
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
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.
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.
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.
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 :)
<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.
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:
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. :)
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?
I really got get that thing done, as I started it months ago. Just taking a break from Gladius for a bit.
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.
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.
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!
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!