Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

34 ratings
Neutral Units for Hire
   
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271.962 KB
22 Sep, 2021 @ 10:15am
27 May, 2023 @ 7:40am
6 Change Notes ( view )

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Neutral Units for Hire

Description
Mod Features:
Adds the ability to buy neutral units from Jokaero Trader Encampment buildings. The units are sold as "items" that can be used by any unit with an inventory to "summon" the purchased neutral unit into the world. Once the item is used to summon the unit, the item is consumed. There is a 1 turn "cooldown" wait period after purchasing any items (including these). All units purchased from the Jokaero Trader Encampment cost influence and influence upkeep:

Influence Cost
Influence Upkeep
Ambull
160
6
Catachan Devil
160
6
Chaos Cultist
30
3
Enslaver
240
12
Kroot Hound
30
3
Neophyte Hybrid*
30
3
Poxwalkers*
60
6
Psychneuein
60
6
Techpriest Betrayer
60
6
Umbra
240
12
Vespid Stingwing
30
3
* Requires the appropriate DLC.

Additional mods that are separate from this mod for various reasons:
Influence Cost
Influence Upkeep

The influence upkeep costs do not take effect until the unit is summoned. Carrying the item does not cost influence upkeep.

The Chaos Cultists that are sold are altered copies from the base game . Their usual costs have been removed (replaced with the influence cost), along with all of their abilities except for clear tile (for balance).

These items are available from the start of the match. The prices are fixed, and do not change.

Known Issues:
⬥ When enslaving an enemy city founder unit, founding a new city will not be of the faction/race of that unit. The founded city will be of your starting faction/race. However, you will be able to found a new city based on the requirements of the unit you enslaved. For example, this allows Necrons to purchase an Enslaver, enslave some Astra Militarum Techpriests, and then found a city anywhere on the map.

⬥ When purchasing neutral units from the Jokaero Trader Encampment the upkeep cost will appear in the description (see image #1).

⬥ The Chaos Cultists and Cybernetica Datasmiths purchased from the Jokaero Trader Encampment are copies of their original units. As a result, they are no longer affected by re-scaling mods (such as Gladius+).

⬥ When enabling/disabling this collection of mods (Neutral Units for Hire, Kastelan Robot, Cybernetica Datasmith, and Lord of Skulls), you must enable/disable them all at once. The in-game mods screen doesn't register individual enabling/disabling of these mods. They must be all on, or all off.

Compatability:
Conflicts:
Neutral Units for Hire, Kastelan Robot, Cybernetica Datasmith, and Lord of Skulls are all stand alone mods. They are safe to use together, but do not require each other to function.
Features:
✅ Works with re-scaling mods that re-scale neutral units (except Chaos Cultists and Cybernetica Datasmiths, see "Known Issues" above). ❌ Does not conflict with mods that add in neutral units, however, the added in neutral units will not be able to be purchased from the Jokaero Trader Encampment.
Load Order:
In the in-game mod list menu, this mod should be: ⬥ Anywhere

Mod Location:
All Gladius mods you subscribe to from Steam are located in:
C:\Program Files (x86)\Steam\steamapps\workshop\content\489630

This mod's SteamID: 2608755603

Issues, Problems, & Feedback:
Please let me know as soon as possible if you have ANY issues or problems with this mod (or any of my other mods). If the problem is on my end, I will do my best to fix it. I have tried to thoroughly test these mods before publishing them, but some bugs will inevitably slip through. Thanks in advance, and enjoy!




Additional Mods:

Other Mods:
Below is a link to an organized list of some other mods you may want to try out. Have fun!

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34 Comments
Ninja-454 4 Oct, 2024 @ 1:01pm 
@Skirata -
JUST TAKE MY POINTS!
Skirata  [author] 27 Sep, 2024 @ 11:51am 
@GOLANX In the interest of balance and simplicity I made this mod so that all factions/races could purchase all the neutral units, but you have full permission to modify this mod in any way that you would like :steamthumbsup:.
GOLANX 23 Sep, 2024 @ 6:40pm 
Would be cool to get a version of this mod that is lore accurate, Tau could recruit Kroot Hounds and vespid stingwings, Tyranids could recruit Neophyte Hybrids. Chaos could Buy poxwalkers, and maybe more cultist.
Skirata  [author] 1 Feb, 2024 @ 11:19am 
@HEX_Ninja05 The only compatibility issue I can think of would be from the Chaos Cultists and the Kroot Hounds. I haven't tried the Soldiers of Fortune mod, so I'm not 100% sure, but if it allows for hiring of either of those units, then there would be a conflict.
Ninja-454 31 Jan, 2024 @ 9:17pm 
Late question, but would there be any compatibility issues between this mod & the Soldiers Of Fortune mod (as it also has neutral units that can be used, albeit with different influence costs & a roster more focused on buying units from other factions vs neutrals)?
Skirata  [author] 28 Jul, 2023 @ 10:07am 
@HEX_Ninja05 Yeah that's a good distinction about enslaving units that are supposed to be killed for a quest. It would indeed cause some minor problems, but I think you could just "disband" the enslaved unit and the quest should complete without issue, although I haven't tested that.

As for your idea about a trading outpost: I haven't tried giving a specific unit/building that functionality, but I have given faction/race city tiles the ability to trade just like the Jokaero Trader Encampment which works well, but then that wouldn't work for people using modded in factions/races. I'm not sure if a trade outpost HQ would work because of the nature of how garrisoned units interact with the unit they're garrisoned in, so I'm not sure if they would be able to trade, but again I haven't tried that specific method. Using the Jokaero Trader Encampment is the simplest way I know of to allow for the purchase of these units, regardless of faction/race (modded or vanilla).
Ninja-454 28 Jul, 2023 @ 9:00am 
Bear in mind, certain conditions still are in effect in terms of quests. If I enslave an enemy unit that's supposed to be killed (spawned in from a quest objective or part of an attack sequence during a quest) is instead enslaved, the quest progression will essentially remain incomplete until the enslaved unit dies or is deleted.

Shouldn't bother anyone who plays with Quests turned off, but something to keep in mind for those who do use Quests.

Speaking of...
@Author - What if you made an actual HQ building that worked like a Trade Post? Is that something that can be done for better Neutral Units integration, or is everything still too hard-coded?
kesa822000 8 Jul, 2023 @ 3:38pm 
Great , I prefer Sisters , but I love IG equipment . Until / unless someone makes a mod that gives any faction in the Imperium access to other Imperium factions equipment , you could at least potentially enslave the desired unit.
Skirata  [author] 8 Jul, 2023 @ 10:05am 
@kesa822000 The enslavement mechanic does indeed work for hired Enslavers. Here are the conditions that must be met for a unit to be enslaved by any Enslaver:

<enemy/>
<morale less="6.5"/>
<moraleMax greater="0.0"/>
<noTrait name="Headquarters"/>

That is from the game files (although it isn't really displayed anywhere in game unfortunately). I have not modified the conditions in any way in this mod.
kesa822000 6 Jul, 2023 @ 4:01am 
I have never noticed , but do Enslavers only enslave soft targets like infantry or Kroot Hounds , or do they enslave IFV's and tanks too ? And does the enslave mechanic work for purchased Enslavers ?