Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Tyranids Rework Niemeria
16 Comments
☞ PrimarcH ☚ 19 hours ago 
Nothing to say is accurate mod and perfect for that stat! Love it!
YunRu 9 Oct @ 9:43pm 
i mostly play with fastest speed and high difficulty since i like playing with huge armies

dunno for lower difficulties but gaunts feel like they trivialize the early game by having 2 free spammable units, maybe make them weaker or increase production time? also agree with @Squilliam, i dont think the problem lies with the tunneling cost but rather the fact that you get to have multiple options for tunnel expensive units which combined with the adaptations starts costing alot
Arthillidan 9 Oct @ 7:13am 
gaunts might be a little bit broken right now. I just rolled over the impossible AI by building only brood nests and brood haunts. a warrior prime, some normal warriors for synapse and just hordes of gaunts. It's very kino but since gaunts are on par with guardsmen, it becomes very strong
Squilliam 9 Oct @ 4:23am 
@Arthillidan the weapon for the broodhive worked for me after researching it.
Squilliam 9 Oct @ 4:21am 
@Niemeria the cost is fine for most units its just the really expensive units where it gets too heavy for influence. Probably because Tyranids have several higher cost units than anything Space Marines have.
Arthillidan 7 Oct @ 4:22am 
unless it was fixed in the most recent update (I'm scared of updating in case something major was changed which will brick my save), the Tervigon´s ability Brood Progenitor doesn't work. The buff applies to nearby termagaunts, but it doesn't give them anything, and they don't do any more damage than units without the buff
Arthillidan 7 Oct @ 12:01am 
it IS meant to have a sporemine launcher right?
Arthillidan 6 Oct @ 11:54pm 
@Squilliam did the sporemine launcher on the brood hive work for you? It just doesn't seem to have one for me
Niemeria  [author] 6 Oct @ 11:41pm 
@squilliam

I used the same cost-to-influence ratio that the new Space Marines got (they can also use the Drop Pod early in the game).

The downside of earlier usage is a higher cost.

Those fast-travel abilities are really strong, and they should come with a price. Maybe it’s a bit too high for the Tyranids, but I’ll keep testing it for now.

i Mean: It can be pretty frustrating when 3–5 mid- to late-game units suddenly appear right in front of an undefended city.
Niemeria  [author] 6 Oct @ 11:35pm 
@YunRu: its a basegame weapon so there should be no problems because the weapon is in the basegame folder :)
Niemeria  [author] 6 Oct @ 11:34pm 
@ neuromancer: Thanks, now they required upgrades as intended
Squilliam 6 Oct @ 7:21pm 
Just finished a match with the rework and it felt great to play. The units felt good and the progression was pretty good as well. There was 2 things I noticed as I played though. the basic units that no longer have a cost or upkeep cannot be reclaimed to boost production I assume this is because they have no cost. The other thing was some of the endgame units are incredibly expensive to use the tunnel with. With both cost reduction techs the trygon was a huge 60 influence to tunnel which seems a tad high when balancing influence cost of adaptations at the same time.
Squilliam 6 Oct @ 2:19pm 
looking forward to testing this one out!
YunRu 5 Oct @ 10:02am 
@Niemeria im not sure again but digging in the code it says norn should have scything talons but your files dont have it in weapons? not sure if this can cause problems or if its meant to be removed
Neuromancer 5 Oct @ 6:53am 
@Niemeria - just giving some feedback, both T1 bio-adaptations (flesh hooks and enhanced senses) are available without research, I think this is not intended.
TenShi 4 Oct @ 10:09am 
hellooo the mod is awesome, but there is incompatibility with the new heroes (heroes of legends) ;(.