Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Bluu's Add-On To Heroes Of Legends and Unit Pack by DexGattaca
191 kommentarer
Bluu  [ophavsmand] For 3 timer siden 
I will check it out
BlissDefiler For 10 timer siden 
Those shell types sounds great. Idk why vanilla gives us a Leman Russ that's mostly anti-infantry (Battle Cannon), especially when vanilla already comes with a bunch of anti-infantry units. It does like 4-6 damage against a Tyrannofex while the Tyrannofex does like 18.

Bluu, have you thought about adding a Grenade Launcher to Devian's Kasrkins? I was just looking around and never noticed that they have those on Tabletop.
Pyrodysseus 29. aug. kl. 20:52 
awesome, the Deathstrike ML will really benefit from 2 more warheads!
Яндекс.Warhammer 28. aug. kl. 14:36 
txh
Bluu  [ophavsmand] 28. aug. kl. 14:35 
you can see in here
Яндекс.Warhammer 28. aug. kl. 14:32 
What shells if not secret?
Bluu  [ophavsmand] 28. aug. kl. 14:10 
Added new shell types for Earthshakers and Leman Russ Battle Tank (Special Shells - Tier 7),
Deathstrike Missile Launcher also got 2 new types of warheads,
also made some additions to Mechanized Depot and Infantry Command Post (these have a possibility of corrupting any ongoing game)
WAGANETKA 16. aug. kl. 11:38 
Always a similar message. Maybe the mod does not connect with some other mods or the problem is in my computer. In any case, thanks, the mod is cool
Bluu  [ophavsmand] 16. aug. kl. 10:15 
although device lost could suggest something wrong with your game installation/hard drive on which it is installed, I can only guess here though, do other things you mentioned also cause the same crash or the message is diffrent?
Bluu  [ophavsmand] 16. aug. kl. 10:11 
That's a weird one, maybe you need to reinstall the mod?
WAGANETKA 16. aug. kl. 6:17 
when I build Heavy Weapons Squad (Heavy Bolters) this
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3550000286
Bluu  [ophavsmand] 16. aug. kl. 5:14 
What does the crash say?
WAGANETKA 16. aug. kl. 3:59 
Hi, when I build Heavy Weapons Squad (Heavy Bolters) the game crashes
when I upgrade Scout Sentinels to lascanon game crashes
when I build Earthshaker Carriage Battery game crashes. What could be the problem?
Bluu  [ophavsmand] 13. aug. kl. 13:54 
Glad to hear that
BlissDefiler 13. aug. kl. 13:29 
Hey, Bluu. I think the Tempestus Scion balance changes you made are really good. There's less damage output from Plasma and Melta gunners, but it's still a lot (melta is more dependent on unit type it's attacking, of course) and they're still in many cases more fragile than, say, Tempestus Scions with Hot Shot Volley Gun or base Scions, due to smaller numbers of troops in a unit seeming to take more damage from many different sources outside of Blast. The Scion Marksman's balance too, I think, is excellent, as their weapons, from what I recall, do slightly more damage than the Kasrkin Sharpshooters, with the trade-off being that they have the heavy weapon trait while the Kasrkin Sharpshooters don't.

Overall, the changes have resulted in a nice balance between fragility and damage output.
BlissDefiler 9. aug. kl. 12:26 
If Bluu wants to make a Tempestus Scion medic squad at some point, then no. His mod is the best for Scions, so a medic squad would go great with it, especially since Devian's has the Kasrkin and Death Korps medics. If Bluu doesn't want to make Tempestus Scion medics, then eventually after I polish things and figure out some additional modding procedures (this is my first unit ever), along with potential texture changes, then quite possibly.
Яндекс.Warhammer 9. aug. kl. 5:01 
@BlissDefiler will you post your mod for public?
BlissDefiler 9. aug. kl. 1:42 
Excellent, got it. Thank you, Bluu. I figured that since Kasrkins and Death Korps have their own medics, it'd be fitting if the Tempestus Scions had one, too, especially since I like to keep the units with different weapon variations sticking to their own unit type when I create my combat groupings (DK Grenadiers for Mechanized, Scions for Infantry, Aquilons for Airborne, etc.).
Bluu  [ophavsmand] 9. aug. kl. 0:46 
You need to put the icon into the icons/overlay/units/AstraMilitarum that's where all the on the map icons go and you can delete the icon= line from the unit file, it's good for using already existing icons so you don't have to copy them into all the folders
BlissDefiler 8. aug. kl. 20:44 
Hey Bluu, I'm working on making a Tempestus Scion Medic squad and I've got everything completed except for the Icon that goes above their head after you've recruited them and are moving them around on the map and such. I made a new custom icon for them and put it in the data/video/textures/icons/units/AstraMilitarum folder and did what we previous talked about (which worked for Tactical Space Marines and Battle Sisters):

<unit dlc="Supplement1"icon="Units/AstraMilitarum/TempestusMedic">

But it's still just a question mark above their head after I recruit them. Are there any other folders in which I need to place the custom icon .dds file other than where I mentioned, or any alterations to that line of code?

To make the icon I mixed the default Tempestus Scion icon with the Narthecium (Space Marine Apothecary healing) icon in Paint.NET . I didn't mess with the opacity or anything of that nature.
BlissDefiler 7. aug. kl. 14:36 
Excellent, thank you Bluu. I'm currently running a Space Marine campaign but I'll try out the Astra Militarum once I either win or get annihilated (I'm on a 3 front war on Impossible difficulty lol).
Яндекс.Warhammer 7. aug. kl. 6:44 
Thank you for Medusa SPH
Bluu  [ophavsmand] 7. aug. kl. 6:08 
@BlissDefiler I ( Finaly) did the changes you requested, let me know if they need any more fine tuning, especially the Aquilons Marksmen, they might be a little underpowered now

Also I removed the hp% requirement on the Atlas field repair @Яндекс.Warhammer for now let's see how it fares and I will make further changes if necessary
Bluu  [ophavsmand] 7. aug. kl. 4:51 
yeah i can change that
Яндекс.Warhammer 7. aug. kl. 4:50 
The problem that Atlas healling only when HP above 40%. You literally have no sence to use it. It need rework to make it playable.
Bluu  [ophavsmand] 7. aug. kl. 4:49 
Also no need to apologize :)
Bluu  [ophavsmand] 7. aug. kl. 4:48 
Hmm, it's true its healing is weaker than Trojan, but Trojan is The repair vehicle, I wouldn't want Atlas to steal its role, it's also important to note that Atlas is much more durable than Trojan while having the same cost, I'm willing to buff Atlas or change how it works but giving it that ability would make it much much better at healing than Trojan
Яндекс.Warhammer 7. aug. kl. 0:53 
Hi. First of all, I want to apologize for the past spam. Human idiocy is invincible.

Secondly, I want to talk about Atlas. He's weak. Unbelievable. The Trojan added by Devian is many times more effective in literally everything. He heals more, he is able to clean rivers (before that, I didn't even know that this was possible mechanically). Yes, Atlas can give +3 movement points, clearly implying that this is its canonical tank tow truck function (Atlases can even pull a Beinblade out of the mud). But...It's weak. 6 treatment points compared to 8 significantly lose. The problem is that it's much more important for you to heal the tank "right now" during a battle or a long march.
I see the solution as very simple. Samaritan has an aura to heal 2 health points of the infantry around him. Give Atlas the same one, but for armored vehicles for 6-8 health, and this will make Atlas playable. What do you think?
BlissDefiler 4. aug. kl. 12:09 
The Medusa is already there, I think you can upgrade the Death Korps Heavy Bolter Squad into Medusa.
Яндекс.Warhammer 4. aug. kl. 9:05 
I found it. Sorry for worry you. I see that it is on 10 lvl techs. Thx anyway
Bluu  [ophavsmand] 4. aug. kl. 8:58 
The sponson meltas/plasma cannons on Vanquisher and Executioner variant appear on Advanced Vehicle Weapons research rather than Additional Vehicle Weapons like all the other sponsons
Bluu  [ophavsmand] 4. aug. kl. 4:35 
I checked and it works on my end as it should, they all get track guard upgrade, maybe you have wrong mod order? my mod should be above the combined faction pack
Bluu  [ophavsmand] 1. aug. kl. 13:18 
You're welcome
BlissDefiler 1. aug. kl. 12:59 
AWESOME, GOT IT! Thanks Bluu, I appreciate it!
Bluu  [ophavsmand] 1. aug. kl. 12:38 
next to dlc="Supplement11" line. like that: <unit dlc="Supplement11" icon="Units/SistersOfBattle/BattleSister">
BlissDefiler 1. aug. kl. 12:12 
Sorry, deleted my last message since I figured out what you meant. So for the Battle Sisters it looks like this:

<?xml version="1.0" encoding="utf-8"?>
<unit dlc="Supplement11">
<unit>
<model>
<unit mesh="Units/SistersOfBattle/BattleSister"
material="Units/SistersOfBattle/BattleSister"
idleAnimation="Units/SistersOfBattle/BattleSisterIdle"
idleAnimationCount="3"
idleContinuously="1"
normalWeight="0.1"
scale="0.9 0.9 0.9"
bloodBone="Chest"
walker="1"/>

Where should I put the <unit icon="Units/SpaceMarines/Apothecary"> line at?
Bluu  [ophavsmand] 1. aug. kl. 12:08 
It needs to be in the unit file, so every unit you added to World/Units/AstraMilitarum folder
Bluu  [ophavsmand] 1. aug. kl. 2:53 
@
Яндекс.Warhammer Balance and maybe i could add some extra missiles for the Death Strike, no other plans for now but we will see
Bluu  [ophavsmand] 1. aug. kl. 2:47 
As for icons you have to add in every unit you added within the <unit> line, a line with their respective icon like so: icon="Units/SpaceMarines/Apothecary"

so togehter each unit you added should have something like this in their file entry: <unit icon="Units/SpaceMarines/Apothecary"> (just change the unit and faction name to whichever unit you are editing ofc)
Bluu  [ophavsmand] 1. aug. kl. 2:44 
Here for example you'd have tactical space marine:

<entry name="AstraMilitarum/TacticalSpaceMarine" value="Tactical Space Marines"/>
<entry name="AstraMilitarum/TacticalSpaceMarineDescription" value="Versatile infantry unit."/>
<entry name="AstraMilitarum/TacticalSpaceMarineFlavor" value="Where an objective must be seized, Tactical Squads attack in a storm of gunfire and combat blades. Where the line must be held, these courageous warriors plant their feet, raise their weapons, and fight to the last. Armed with boltguns and grenades, Tactical Squads are superbly versatile strategic assets."/>
Bluu  [ophavsmand] 1. aug. kl. 2:43 
You need to do 2 things to make it work, in language files (Units) you need to add every unit you added to astra militarum, so you need to copy all the units names and descriptions and paste them in your language file but change their faction to astra militarum
BlissDefiler 1. aug. kl. 2:18 
To clarify, it shows a square box with a ? above the units head after I recruit them, rather than their proper unit icon.
BlissDefiler 1. aug. kl. 2:17 
Bluu, I was wondering if I could get your assistance on something. I'm trying to add Battle Sisters, Tactical Space Marines, and Dominions as recruitable for Astra Militarum for my own private use (I figure it's lore friendly), and I know how to make it so that I can actually recruit them from the Imperial Barracks and change their stats so I use food/ore to recruit rather than Requisitions. Also, I figured out how to make it so that when I click their icon to recruit them from the Imperial Barracks it shows the proper UNIT ICON.

But, after I recruit them it shows a question mark where their unit icon should be and for some reason where their name is supposed to be, like "Tactical Space Marines," is also just a question mark. How do I make it so that after I recruit them, their proper icons and names show??
Яндекс.Warhammer 31. juli kl. 6:35 
Any future plans?
Bluu  [ophavsmand] 16. juli kl. 16:58 
First time I heard about castellans, they seem interesting for a minor hero but im not sure if I could do them well enough
BlissDefiler 16. juli kl. 14:34 
Yeah lol I figured the veterans would be more difficult, since the power fist is part of their unit model. It looks like the DK Grenadiers use a lot of the same stuff as Scions/Aquilons/Kasrkins, minus the hot-shot volley and carbines, so it'd be the standard array of weaponry: Sniper, Melta, Plasma, Grenade Launcher, etc. It's not totally needed or anything, but the more variety the better, especially since from what I've seen the various infantry types excel in different roles.

Have you ever considered making a Cadian Castellan?
Bluu  [ophavsmand] 16. juli kl. 13:30 
Grenadiers will have to see if they have any good options, as for veterans I wish but due to their power fist it would be very tricky to do
BlissDefiler 16. juli kl. 12:05 
No problem, thanks for the mod! It absolutely revolutionizes the game.

Will you ever give weapon variations for Devian's Veteran Guardsmen or the Death Korps Grenadiers?
Bluu  [ophavsmand] 16. juli kl. 6:48 
Hey, thanks for the feedback, i will adjust them sometime later then
BlissDefiler 16. juli kl. 2:24 
Also, I looked at stats sheet and Aquilons and Kasrkin marksmen rifles do the same damage, so if the former did less damage - the same as Kasrkin - they'd be less delicate, while also less powerful. I've been using Manticore a lot more recently as a heavy artillery, with your Basilisk's overcharge being a lighter, longer range artillery, like on Tabletop (I think Basilisk has twice the range on TT) and it works great. I REALLY like the Thunderbolt Fury and the Avenger Strike Fighter. I never cared much about gunships, but they're awesome. The Heavy Weapons squads all work well for different purposes, and the Sternguard SMs add a nice bit of useful, interesting variety. I'm still trying to figure out how to integrate them into groupings.

I would say that the Earthshaker Platform seems overpriced for what you get. The Scout Sentinels with Plasmas are OP, but that's basically inevitable with Plasmas.

I've been playing on impossible, so Idk how the balance would be otherwise.