Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Reinforcements - Collegia Titanica - New Faction
103 Comments
GHOST 2 hours ago 
разраб даун сука несбалонстрованый калл
JB-717 24 Oct @ 6:54am 
Maybe doubling or tripling the level cap for the Titans would make them feel more crazy late game as they should be without you just getting that overpowered the moment you buy them.

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.
†Diablo† 23 Oct @ 5:30am 
I didn't pay attention to whether the Titan had moved before or not, I'll test it again soon, thanks for the tip.
Malaikat  [author] 23 Oct @ 5:23am 
Did your Titans move the turn Siege and Rush mode didn't work? If so that is entirely by design. You may still be able to use the abilities (technical limitations/modding inexperience) but their effects require the Titan to not have moved. The tooltip of Siege Mode clearly states that the ability only works on Titans that haven't moved.

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.
†Diablo† 23 Oct @ 5:03am 
The Siege and Rush mode of the normal Princeps does not work; out of about 5-6 attempts the ability works once, if at all, or not at all.

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.
Malaikat  [author] 23 Oct @ 4:11am 
There are 2 flaws with princep abilities I'm aware of. The princep seniores targeting its own titan with Spearhaed results in a wasted ability. The rounding on the princeps Siege Mode is questionable on ranks 1 and 2 but works perfectly fine on rank 3.

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.
†Diablo† 22 Oct @ 6:15pm 
Nice mod, but needs rework: warhounds are way too weak, have the same strength as a sentinal (simply ridiculous), pilots' abilities don't work 90% of the time
Ash Fireheart 18 Oct @ 4:03pm 
Been enjoying the mod. Noticed that the Seniores declare target ability doesn't inflict the increased damage taken debuff, but only the max ranged damage reduction debuff. Also, the tech priests can only heal titans, but not each other or allied structures like their mech. brothers, is this intended? Thanks.
Malaikat  [author] 14 Oct @ 2:53am 
The Spearhead ability has been fixed and now increases armor properly.
santode 13 Oct @ 4:14pm 
ty and the princept senioris has the spearhead levels flipped so when you level it up you lose the extra armor (great mod btw i love the warlord)
Malaikat  [author] 13 Oct @ 2:19pm 
Downloading the current version from the workshop has the princeps abilities work just fine.
santode 13 Oct @ 1:37pm 
hey for some reason the abilities of the princeps (rush mode and siege mode) do not apply to the titan it is piloting
TheRickDingler 13 Oct @ 10:44am 
crazy
TheRickDingler 13 Oct @ 10:44am 
so thats not modded. i have never seen it and i have 100+ hours
Malaikat  [author] 13 Oct @ 10:42am 
TheRickDingler 13 Oct @ 10:41am 
i remembered the name now. it was the lord of skulls
TheRickDingler 13 Oct @ 10:40am 
does this mod also add a neutral enemy to the game? i was playing and came across some kind of chaos titan or smth. i forgot the name but it shredded my titans. i then eventually won the game, looked around the map but couldnt find it. is it part of this mod? or a different one. i only have one other mod enabled
ThatOneShinigami 12 Sep @ 1:49pm 
it would be cool if we got skitarii secutarii with this mod.
TheBigGoatCheese 4 Sep @ 1:54pm 
No. It doesn’t even disable mods upon reboot like it does with most crashes.
Malaikat  [author] 4 Sep @ 8:51am 
That's not much to go on. Does the game give an error message? Is it any specific Titan that causes the crashes? Any specific action that causes crashes?
TheBigGoatCheese 3 Sep @ 10:05pm 
This one causes my game to crash frequently. If the Titan comes onto my screen, I'll CTD pretty quickly - whether I'm playing as them or not.
.jpg 21 Aug @ 5:29pm 
can you add the mechanicus troop hauler or some type of troop transport? My lil tech gangs need a ride!
Invertin 14 Jul @ 9:56pm 
A possible QoL feature for the Titan randomization would be to make it more likely to pick a titan type you don't have, or even guaranteed, though I'm not sure how possible that is, I don't know enough about Gladius modding

Along similar lines, maybe some way to turn Hero Items into resources, since they aren't really of any use?
Malaikat  [author] 9 Jul @ 2:04am 
If you're not adding the building that increases your level cap that's a given, Just like your cities can't keep growing if you don't increase the population limit.

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.
calebhixon 8 Jul @ 12:14pm 
Mod was a lot of fun and I enjoyed the units. Only problems I had were that my Imperator Tttan counldn't add buildings past level 12 even though it allowed ,me to purchase the upgrade. The other issue is that you cant choose which version of the Titan you get in each class.
Malaikat  [author] 6 Jul @ 2:08am 
Well, you already answered your problem yourself. There are a lot technical limitations in what a mod can achieve and how something can be implemented, you just saw one of them.
JudgeCeviast 6 Jul @ 12:03am 
im 40 turns into my game and i've maxxed out my build slots 10 turns ago, i know theres a build slot that gives 6 extra levels which i'll test in another game but im stuck at level 12 and cant build anymore
Ericincincinc 5 Jul @ 6:48am 
join warmaster titan to the mod plz
elserin 3 Jul @ 5:29am 
Honestly a great mod, very fun to play around with. The piloting thing is great even though it took me a bit of time to figure out.
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.
化雪春风 30 Jun @ 3:23am 
可以的
Azhe 26 Jun @ 7:35am 
Thank you very much.
Malaikat  [author] 26 Jun @ 3:43am 
Feel free to use the mod as you please, just add a link to the original when uploading your mod.
I'm not the original creator of these models, I just ported them into Gladius.
Azhe 25 Jun @ 7:44am 
The mod you created is extremely excellent. My Chinese player friends and I would like to use your model for our own gaming purposes. Could we separately extract the model to create a mod for our own entertainment?
Mr House 23 Jun @ 1:28am 
Will this work with the Immersive Unit Scale mod ?
Malaikat  [author] 20 Jun @ 12:22pm 
There will be no ordinary heroes. The entire mod is focused on Titans and I've cut anything not Titan related down to a minimum. That this leads to a lack in some aspects of the game is intentional.
Moonpaw 20 Jun @ 8:23am 
Can we get some non princeps based heroes? MOST of the items/artefacts are useless since they cant be used from inside the cargo hold
Malaikat  [author] 18 Jun @ 7:28am 
Which subclass of Titan spawns is now entirely random. The subclass research just cluttered the tech tree and felt rather useless.

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.
Lizard 18 Jun @ 6:28am 
Could you explain how to aquire different subtypes of titans after the last update?
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.
Feddy von Wigglestein 17 Jun @ 5:05pm 
Very interesting concept, definitely going to try it out soon
Malaikat  [author] 17 Jun @ 3:05am 
The resource bonus from outposts is working, you just need to control the outpost not have any unit on or near it. There are limitations to what I could achieve and I found a lot of clunky work arounds for others. But if you see a mechanic in this mod, expect it to work.
Moonpaw 16 Jun @ 1:39pm 
Its a cool concept but definitely needs more work. For instance, how do you get the % resource bonuses from outposts? theres nothing like for instance the fortress of redemption that the space marines have
Lagimaster3000 16 Jun @ 6:53am 
ah, that might explain it, I had them running around forests & just filled them with healing equipment, ty
Malaikat  [author] 15 Jun @ 1:45pm 
Are they actually inside a Titan? Princeps are only able to use their abilities from inside a Titan. All of their passive abilities only work on Titans. They are more than useless without Titans to pilot.
Lagimaster3000 15 Jun @ 6:53am 
Hey there, is anyone else encountering problem with the heroes? I can't seem to be able to use the abilities of any hero unit
Malaikat  [author] 15 Jun @ 6:34am 
Just released a new update that changes the way the subclasses of Titans are acquired. As it this update removes some files you need to resub to this mod for a proper installation.
Without resubbing the mod will work fine, but you'll have a few useless researches cluttering up your Tech-Tree.
radlas 12 Jun @ 2:09pm 
Understood, thank you!
Malaikat  [author] 10 Jun @ 10:54am 
The autocannons starting with 0 attacks is intended, it being visible is a limitation of the UI.
radlas 7 Jun @ 4:25pm 
Amazing mod!
Autocannons on starting Imperator have 0 attacks, is this intended?
。。。。。。 7 Jun @ 3:20am 
greetings, author. A greate job I must say, I very like this mod. However, I find a small error on the Code, on the path Data\World\Units\AdeptusTitanicus document Headquarters.xml line 197, there is a typo error, you typed the word "conditions" wrong to "conditiosn". But, well, even with this error, the programm seems still work fine. (Please forgive me if I using some wrong words or awkwardly sentence, its not my native language after all.)
Malaikat  [author] 2 Jun @ 3:18am 
I didn't know about the secutari, but looking at them they'd just be reused Skitarii Vanguards and a single basic infantry unit.
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.