Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Victory point
   
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23 Nov, 2020 @ 5:09am
14 Dec, 2020 @ 3:08am
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Victory point

Description
This mod offers the ability to play a King of the Hill mode.
To do so it gives two abilities to all factions :
One allows you to take control of a new unit (the Victory Point) and fully heal it. It only works if you have an allied unit adjacent to the Victory Point, and no enemy unit adjacent to it (which means it's possible to contest an objective even if no one controls it).
The other reduces the HP of a Victory Point under your control.

When the Victory Point dies, it kills all enemies to its owner.

The Victory Point is immune to all damage aside from the faction ability dedicated to reduce its HP.


The victory point must be added manually through the debug panel. Considering it's currently impossible to do so in multiplayer, the mod might not seem interesting. HOWEVER, we may get a way to use the debug mode in multiplayer, which would then make this mod a bit interesting :).


If you find a way to damage the Victory Point, please tell me, I'll try to fix it.



NOTE : As of December 8th, it's possible to use the debug panel in beta. The mod is now interesting :)
9 Comments
Jey  [author] 3 Apr, 2022 @ 10:49pm 
No it has not been added.
Jolc3r 3 Apr, 2022 @ 5:20pm 
Nvm I see what I was doing wrong. Its a faction ability not unit ability.

Not sure if Ad Mech has been added to this though.
Jolc3r 3 Apr, 2022 @ 4:48pm 
I spawned the VP as neutral, not sure if im doing something wrong.
Jolc3r 3 Apr, 2022 @ 4:47pm 
Not sure if you still maintain this, but none of the units seem to have the 2 abilities to capture the point.
Jey  [author] 17 Jul, 2021 @ 10:18pm 
No, I haven't considered using the Lord of Skulls. It was not the point of the mod (the LoS only spawns at about ~turn 100, while most PvP games are settled way before).

If you want to draw inspiration from this mod to create your own, please do so. Making more mods with special victory conditions can only make the game more fun :)
Kornstalx 17 Jul, 2021 @ 6:02pm 
Obviously the AI wouldn't know how to handle any of this, but for multiplayer I could see it freshen things up a bit more than the traditional steamroll.
Kornstalx 17 Jul, 2021 @ 6:01pm 
I was really curious how you were able to trigger the victory condition via mod and got to digging through your XML. Using <onUnitDisappeared> to basically nuke everything via tag is ingenious! Since this discovery my mind has been as electric as a Weirdboyz', thinking of other ways victory could be also implemented.

Since the RMG can't put the VP beacons you created on the map, have you considered tinkering with the Lord of Skulls instead? Perhaps change his unit in the tables to be the beacon, as maybe a late game "Warp Portal Home" or such? I've been brainstorming trying to think of ways his hard-coded appearance could be altered into some victory condition. The fact that it's programmed to leave in 10 turns could play into this.

Also you could use your method to create a Regicide game mode. Flip the <enemy> tag on death to friendlies, and add this unit to spawn with your faction's starting units. A kingly unit that kills everything else friendly and triggers defeat when he dies.
Jey  [author] 8 Dec, 2020 @ 1:23am 
I put everything in the changelogs, my bad :)
FIKRET85 25 Nov, 2020 @ 9:11pm 
Some details would be nice.