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Save breaking patch uploaded. Please let me know if you'd like to continue a pre-existing save, I'd be happy to share the file and instructions.
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Heads up - more Save-Breaking changes are in the pipe for 5 factions, including this one. The new XML version had a hidden but important flaw in my method. I plan to release the patches next weekend b/t Friday and Sunday.
Go ahead and either set up a static mod state (ask me how!) or finish your game this week.
The patches will accompany the release of the next XML faction for the Worthy- the Sisters of Battle.
Good luck!
Also, I put up another small fix today (9/25)!
My guess is Steam didn't update your version of the mod. Check the date of files in the Workshop directory:
C:\Program Files (x86)\Steam\steamapps\workshop\content\489630\3410738291\Data\World\Weapons
If none are dated 9/24 or later, you'll need to Steam to update the mod files, by (with Gladius closed): un-subscribe, wait a minute, then re-sub. Sorry for any trouble, the Steam mod system is great overall but is sprinkled with minor issues like this.
Had a CTD when simply clicking on the Plasma Grenade Ability on Guardians specifically (as the Autarch Plasma Grenade does not trigger a crash).
Here is the what the CTD says:
"UseWeapon.cpp:114: bool __cdecl gladius::world::action::UseWeapon::isValid(const class gladius::world::Tile *) const: Assertion "targetTile" failed. ExceptionHandler::unhandledExceptionFilter() UseWeapon.cpp:114: bool __cdecl gladius::world::action::UseWeapon::isValid(const class gladius::world::Tile *) const: Assertion "targetTile" failed."
Removing this mod and Worthy Drukari (not sure if both) seemed to have fixed the issue for me.
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The clean unit ability version is now live for ELDAR.
This update represents a major overhaul for the Worthy. The adjustment to AI action use will be more reliable and much neater.
The mod now uses XML instead of EXT format. This means reduced compatibility with other mods, specifically with mods which completely replace the base-game units or faction. Completely compatible with many of the most popular mods, including Toffster's Too Many Voices, Devian's Heroes of Legend, and Malaikat's Reinforcements... and many other great mods.
Enjoy!
Worthy Players- I spent far too much time playing Gladius and not enough time completing the debug on the update. My bad!
I am almost done, but certain requisition-using factions are resisting the new cooldown method. As such, I will delay the update until Sunday. Sorry!
In one week, I will be breaking all the saved Worthy games.
Great news! I have developed a clearer, lower impact method for putting Ai abilities on cooldown.
Terrible news! When I put the update out it will _definitely_ cause crashes for pre-existing save games.
My plan is to release the update for all the Worthy Ai mods on Sept. 1st.
So, your options are:
1. Wrap up your match by Sept. 1st.
2. Save off a copy of the mod in its current state, use that to finish your match.
3. Lose your saved game.
Thanks for playing the Worthy!
I put in a fix for the Zoanthrope/ Doom of Malan'tai. The issue is due that restructuring I'm implementing.
I can look into Prometheans, no sol'n yet. I doubt I'm modifying them, but I will look.
Yeah I also dislike the 100 turn cooldown solution. It's a consequence of the *.ext format I committed to when I started the Worthy. Basically, I cannot change the default abilities via ext, but I can put them on cool down. Once Chaos basic Worthy is done (11/11 factions) I plan to make an xml version which can simply modify the base abilities. It won't be as compatible, but it will be cleaner.
Again, thank you for the comments, sorry for the zoanthrope issue!
I have a few suggestions that could be better to approach this (just trying to be helpful here, i don't exactly know what can and can't be done through modding):
- Instead of making abilities for AI invisible and putting original ones on cooldown as it is now, can the new AI ones be shown and the originals invisible?
- Another suggestion is to change how some of original abilities work so they are unavailable (grayed out) and only available when certain conditions are met. For example, mentioned Warp Blast and Warp Lance are grayed out all the time until there is a valid target for them. Can that mechanic be used for other abilities to make AI use those abilities better?
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My July 2 update was less compatible with pre-July save games than I anticipated. I have reverted to last week's version.
The July update will still be coming through, I'll just wait July 13th to distribute the latest and greatest.
So, either finish any matches by the 13th, or copy the current version of the mod into your mod directory. Thanks!
DataManager.hpp100 class gladius::world:action:Action &_cdecl proxy::core::DataManager< class
gladius: world:action: Action>«get(const class std::basic_string < char struct std.:char_traits< char›,class std:allocator<char> > &,bool) const:
*Units/Eldar/Ranger/WorthyEldar/Ai_release" does not exist.
Would you like to me revert all the mods so you can continue your match? I don't mind, it's simple to do on my end.
Updates to my mods involve changing actions, which will crash old saves. So, unless you are willing to lose your modded save... either finish any game you have the Worthy Eldar in or back-up the current mod files for your own use!
So, let me know what you think, and if you can figure out what might make the Ai play them better!
Updates to my mods involve changing actions, which will crash old saves. So, unless you are willing to lose your modded save... either finish any game you have the Worthy Eldar in or back-up the current mod files for your own use!
Lots of changes incoming, definitely a stronger with them!
Again, this definitely sounds very impressive - have not tried it yet. I tend to play with random enemies, so I might for a few more of your mods. Then again ... Eldar and Sisters probably WERE the weakest links here ... indeed followed possibly by Drukhari and Tyranids. I'd definitely enjoy more challenging Tyranids. :D
Current project is Tyranids, but Drukhari may be next.