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Like, if I spent over 100 turns with the same Warhound Titan and kept it alive that long taking out enemies. I'd expect it to be performing pretty OP.
I dunno if the game lets you code that tho for the faction, the way you did it for the Imperator basically involved messing with the city system? As long as you kept making level up buildings. I like that for the Imperator, by turn 200 your Imp has probably got 300 health or something.
My biggest annoyance with this mod is when I see Baneblades with 300+ health and their modded variants just tanking all these hits and meanwhile a Titan from this mod just gets whacked in half the time. Just feel like there should be some work on their endgame power scaling so they feel way crazier than a Baneblade.
Including Armiger and Knights would only add more issues. It would once more push Titans into their late game role and heavily reduce the amount of time you actually are able to make use of them. Armiger and Knights would also both need to be downscaled from their proper power levels to be appropriate early game units.
Currently the final stage of the Warhound Titan is comparable to what the Knight Crusader and Cerastus Lancer that are already in the game are.
The entire mod is about using Titans the full duration of the game. Anything that would push the use of Titans into the later stages of the game would be going against this foundation.
It's clear that the Titans, if you have them from the start, will be OP, but you could combine the Titans with Knights and start with just Armiger Knights, then unlock more Knights and only get the Titans later, which will be stronger.
There are barely any games out there that allow playable titans of any kind and what little there is has them as the ultimate endgame units. The purpose of this mod is to make titans playable the entire game. So obviously they have to start out weak and grow in power, but to stay in tune with gladius can't reach their true capabilities.
If you want lore accurate titans in gladius you don't want any titans. Even the weakest titan unit of any faction is far to powerful for this game.
https://store.steampowered.com/app/870540/Warhammer_40000_Gladius__Lord_of_Skulls/
The Lord of Skull is a DLC unit.
Along similar lines, maybe some way to turn Hero Items into resources, since they aren't really of any use?
If possible I'd increase the Titan variation by a factor of 10 randomizing the entire weapon loadout of every Titan, but when I looked into it that seemed impossible. The limited randomization of the Titans is what I settled on after some experimentation. This way the Titans have clearly different strengths within their class and it is your duty to adapt the scenario.
My only pet peeve is that we re forced to get titans at random. On my first game my first titans were both Mastiff-class, and the moment I tried to make warlords I only got deathbringers.
I would have liked a bit more opportunity to give a chance to each subtype, even more so considering how bad mastiff class were early on when it comes to fighting neutrals because of their powerful single target units. It s kind of frustrating that I found myself stuck into a not-so-diverse comp because of randomness.
I'm not the original creator of these models, I just ported them into Gladius.
This also gives more personality to each individual Titan, if possible I'd increase the randomness of each Titans weapons, having 6 different weapons per arm and 6 different shoulder weapons making dozens of variations possible so that in any given game you'll never have two Titans with the same weapon loadout. But there are limits with how much randomness I can introduce.
It appears to be a random one everytime i summon, i even tried to see if its based of how many times you click on the ability before casting but i have yet to get a reliable way to make the titans i want.
Without resubbing the mod will work fine, but you'll have a few useless researches cluttering up your Tech-Tree.
Autocannons on starting Imperator have 0 attacks, is this intended?
The infantry role is already filled with the Astra units. The reason I choose them in the first place was that I didn't want to spend time on infantry for a mod focused on Titans and I wanted multiple generic infantry units. The design of AdMech infantry doesn't provide multiple generic infantry troops. Their units all have very unique design. On the other hand there is nothing more generic than a guardsman with his lasgun, a heavy weapons squad or field artillery, all three are just guardsmen with different weapons.