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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.
Thanks for the suggestion, i will sure read people's thoughts on the AI on that discord server. Hopefully the AI in this game is not too garbage on higher diffs when i eventually get good at this game. (it usually is in 4X games in my experience unfortunately).
Absolutely go for more difficult Ai! While the Worthy improve the unit mix, tactics, and economy of the Ai, they are still nowhere near as capable as an experienced player. I many ways I just try and fix their _worst_ behaviors and give them more resilience in the early game to deal with a wire weed start.
I find Very Hard Worthy will "put up a fight" pretty consistently, but below that the Ai may screw-up its start sufficiently to not have a mid-game presence. Some other players find Ultra Hard the minimum for a good fight, but I personally find the Worthy on Ultra Hard usually crush me.
Map and World settings are immensely impactful too. There's too much to get in my mods comments. Head over to Proxy Studio's Discord, the "gladius-coop-vs-ai" channel, and you'll find a small, passionate community who have lots of opinions on how to play!
1st game: 2 AI's were on normal and the 3rd AI was tyranid AI and had a +10 Loyalty modifier I believe. I got absolutely crushed by the Tyranid AI, he snowballed insanely fast (although i have a mod that gives every faction a starting hero, so that might have contributed to the insanity haha).
2nd game: all 3 AI's on normal and i stomped them (I also got better as Space Marines, had more experience on the faction, etc).
One thing that the Tyranid AI does no matter what is create an insane amount of cities, even when i was destroying city after city they still would put another lvl 1 city in my way and tried to fight). I am not sure if this is the intended behavior, but they sure do snowball, thats for sure!
Anyways, thats my feedback so far :)
Also, thx for ur mod! Appreciate it
Anyways, its fine actually. I will start a new one with another faction. I was getting bored with that old campaign anyways!
Thanks anyways :)
Happy to send you the old version, do you have Discord on your computer? It's easy to send files that way.
I was playing a campaign as Adeptus Mechanicus (was at the late game, around turn 120)
I was using quite a few mods, but the game was working fine, until today. I got a CTD saying: "DataManager.hpp:100: 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: "Factions/AdeptusMechanicus/AddUnit/AdeptusMechanicus/KastelanRobot" does not exist."
I can only assume it was due to some changes related to this update (I could be wrong though). I can, however, play a new campaign normally for some reason.
Do you happen to know the possible fix? If not, could you send me the old version so i might be able to finish my campaign? Thanks in advance.
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The clean unit ability version is now live for ADMECH.
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.
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 don't have the ability to mod unit pathing, just some small tactical nudges. As it happens, Proxy's Ai does _seem_ more aggressive when it uses good early units who succeed against the Neutrals. And, that early expansion success (plus some econ nudging) leads to improved midgame production... which is much more satisfying to fight with and against! (IMO)
I'm excited to be nearly done with the "first" Worthy mods so I can move on to creating a single combined mod, and even
a "clean" version of the Worthy under xml format!
Without mod: AI just moving its units around its cities never having initiative to attack, useless ally.
With mod: More unit variaty and actually pushed towards enemies cities.
Thank you