Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Worthy Eldar
35 Comments
Vaeki  [author] 24 Oct @ 10:35am 
October Update
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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.
Vaeki  [author] 19 Oct @ 10:56pm 
October Note
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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.
Vaeki  [author] 6 Oct @ 8:51am 
Generalseal- my advice would be to check everyone has the same mods enabled and had verified the files. Many MP crashes come down to misaligned mod configurations.
Good luck!
[†] Generalseal 4 Oct @ 2:08pm 
keep getting crashes when playing online match
Vaeki  [author] 25 Sep @ 8:23pm 
Oh, I think Validating files through Steam might also force Workshop mod updates! :steamthumbsup:
Vaeki  [author] 25 Sep @ 6:42pm 
jeff.s.wiggins- Before, I had missing icons for the Reaper and Prism weapons. I uploaded and checked the fix was present in the 9/24 Steam files as well as in the downloaded mod files. I checked the codes and the units inside a Gladius game. The icons were 100% fixed in the 9/24 version. :steamthumbsup:

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. :steamsalty: Good news is, none of this should cause any crashes on existing games!
jeff.s.wiggins 25 Sep @ 4:55pm 
Just checked and Dark Reapers are still broken. The Fire Prism also seems to have the same issue now
Vaeki  [author] 24 Sep @ 8:12pm 
jeff.s.wiggins- thanks for the bug report! Found the missing link to the icons and fixed! No need to scrap your save, this simple fix should work just fine with existing saves! :steamthumbsup: Cheers, this was very useful, and I appreciate it! :steamhappy:
Vaeki  [author] 24 Sep @ 5:42pm 
jeff.s.wiggins- certainly sounds like it could an issue with this mod. I'll check it out and fix it if it is. Iconography changes shouldn't cause crashes if I need to update.
jeff.s.wiggins 24 Sep @ 4:51pm 
This mod (I think it's this one) seems to interfere with the Dark Reaper unit. Its weapons appear as question marks, as do some of its abilities (in the unit info screen). Not sure if any other units are affected. Not sure if any of the other mods in this series do the same to any other units
sny 16 Sep @ 7:07pm 
No problem! Keep up the great work mate :)
Vaeki  [author] 16 Sep @ 4:35pm 
sny- fixed, thanks again for the heads-up. :steamthumbsup:
Vaeki  [author] 16 Sep @ 3:30pm 
sny- thanks, I'll look to see what might be screwy
sny 16 Sep @ 10:05am 
Narrowed down a crash to this mod.
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.
Vaeki  [author] 9 Sep @ 11:13pm 
The XML Update
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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! :steamhappy:
Vaeki  [author] 2 Sep @ 8:12am 
NOTICE - Late on the Update
Worthy Players- I spent far too much time playing Gladius and not enough time completing the debug on the update. My bad! :steamsad:
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.
Obi-Van-Hamster 16 Aug @ 12:10am 
Thanks for doing this and for forewarning.:hyperium:
Vaeki  [author] 15 Aug @ 9:03am 
AUGUST NOTE
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!:steamhappy:
Vaeki  [author] 22 Jul @ 10:02pm 
Obi-Van-Hamster- Thanks for the feedback. I'm in the midst of a general restructuring to address some of those issues you mentioned.

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! :steamthumbsup:
Obi-Van-Hamster 22 Jul @ 1:05pm 
Another thing i would like to mention is that having base abilities from units get 100/10 cooldown is horrible solution as it not only confuses player but it also makes you think that there is a bug happening and that its a mod conflict or load order to blame. Shortly, it looks like a freaking bug.

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?
Obi-Van-Hamster 22 Jul @ 1:03pm 
Ran into some problems with current version of this mod. It would seem that some of the abilities from other races are modified by this mod and it makes those unusable. Specifically Zoanthropes for Tyranids can't use their Warp Blast and Warp Lance attacks (can't target anyone with it). When looking at descriptions of those attacks it says it Worthy Eldar AI weapon. Additionally, it seems that it also conflicts with some other unit mods out there, like Neutrals pack (it makes Prometheans not use their ability to summon smaller Promethean Luventis units which breaks them as neutral unit generators). Also Heroes of The Legend mods seems to be affected as well. Didn't test all units yet but Doom of Malan'tai hero from Tyranid Hero pack is affected the same way as Zoanthropes (unsurprisingly as it has those same attacks).
Vaeki  [author] 3 Jul @ 11:17pm 
EternalVigil- Yup that makes sense, I didn't expect these crashes, but I understand them now. Sorry for the crashes! :steamfacepalm:
Vaeki  [author] 3 Jul @ 11:16pm 
Quick Announcement
-----------------------------
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! :steamthumbsup:
EternalVigil 3 Jul @ 3:30pm 
Having similar issues, here is my error code:

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.
Vaeki  [author] 2 Jul @ 5:37pm 
Ash Fireheart- I apologize for the crash! I have been re-structuring the mods, this looks like a consequence. I usually announce updates, but I thought this one could slip in since it was mostly just clean up. There were some bad references, and some other types of mis-named actions and traits which I didn't find until the restructure. Following your message, I investigated and found what a reference to WorthySisters in WorthyEldar, for example.

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.
Ash Fireheart 2 Jul @ 4:17pm 
After the July 2 mod update my old saved game has been crashing with the message "Units/.../FarseerSkyrunner/WorthySisters/..." does not exist. I think the string is referencing Worthy Sisters instead of Worth Eldar.
Vaeki  [author] 21 May @ 5:41pm 
Update coming this Saturday (5/24) for a very minor fix to the Autarch's assault passive. Probably not a noticeable change, but a correction nonetheless.

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!
Mindrivet 7 Feb @ 6:28pm 
As a max difficulty veteran, this mod makes Aeldari much more threatening.
Vaeki  [author] 5 Feb @ 8:40pm 
Daggum this faction is tough! Basically the Ai is useless until Wraith Knights...:steamfacepalm:
Vaeki  [author] 1 Feb @ 5:13pm 
Latest version uploaded! I've tried really hard to make them better! While there are matches where it seems to work well and they show up looking scary, usually they still disappoint. :steamsad:
So, let me know what you think, and if you can figure out what might make the Ai play them better!:steamhappy:
flak88nik 25 Jan @ 6:48am 
Interesting. We're waiting 1st.
Vaeki  [author] 24 Jan @ 7:35pm 
Update will be posted on the 1st.
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! :steamhappy:
Grotzel 21 Jan @ 10:07am 
Good luck! :)
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
Vaeki  [author] 21 Jan @ 7:32am 
Cheers! It took many hours. Transport is probably impossible to mod, teleportation I'm not sure about but seems unlikely.
Current project is Tyranids, but Drukhari may be next.:steamhappy:
Grotzel 20 Jan @ 11:41am 
It is fascinating that you are apparently able to make the AI use at least a few limited faction abilities for Aeldari and Sisters ... and how much more is possible. Teleportation is probably a bit hard too tackle ... using transports even more so - so likely only adjusted buildorders for Drukhari and many others? But thist is still a very intriguing project. :)