Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Knights reinforcement (FOR ALL MANKIND FACTION)
   
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File Size
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711.656 KB
19 Dec, 2022 @ 12:01am
24 Dec, 2022 @ 12:43am
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Knights reinforcement (FOR ALL MANKIND FACTION)

In 1 collection by Mithrandir
GLADIUS collection de mods
16 items
Description
KNIGHTS REINFORCEMENT


  • This mod add Crusader Knight and Cerastus Knight Lancer to all mankind factions.
  • New building to make Knights recrutment available for Space Marines and Astra Militarum.

EN / FR
28 Comments
reshuram05 19 Apr @ 11:50am 
@DarkMaster I think so yes, the Knight Crusader is usually an AdMech unit
DarkMaster 8 Apr @ 12:23pm 
will buying the mechanicus dlc give me the research options for the crusader knight cuz as of now i only have acess to the sororitas dlc i can make knight crusader but he doesnt get affected by researches
Tallahassee 1 Sep, 2024 @ 1:50am 
it doesnt work for me
HungryTGUY 3 Aug, 2024 @ 12:03am 
Changing the file type at modern windows in normal file explorer can be finicky; worst comes to worst, open the file up manually, do "save as" with no extension type and THEN manually type construction.ext to the raw file that doesn't have any extension now.
HungryTGUY 2 Aug, 2024 @ 11:56pm 
Actually, I liked the mod enough that I made the code below; delete the old construction.xml file in the buildings data/world/buildings/[faction] and make a new construction.xml.ext (or just modify the old one) and in the fresh file, paste;

<?xml version="1.0" encoding="utf-8"?>
<building>
<actions>
<constructBuilding building="SpaceMarines/Auxiliaries" requiredUpgrade="SpaceMarines/Auxiliaries"/>
</actions>
</building>

where you change the "SpaceMarines" text to the relevant faction. If you didn't screw up and there aren't other mods you have that uses construction.xml instead of .ext, the compatibility issue will be fixed.
HungryTGUY 1 Aug, 2024 @ 7:57pm 
Hey, I just wanted to mention that for any faction the construction.xml file in your mod files data/world/buildings/FACTIONS would mean that if there are any mods that modify the construction.xml files, then the two mods would be incompatible. That's why I recommend you to turn the construction.xml files for all factions to construction.ext files with code along the lines of (for example space marines);

<building>
<actions>
<constructBuilding building="SpaceMarines/Auxiliaries"
requiredUpgrade="SpaceMarines/Auxiliaries"/>
</actions>
</building>


Take a look at the code some other modders in the workshop has made (such as mods that add new units to a faction) to understand how the ext files work; they are pretty simple, and should resolve the incompatibility which results in some people not being able to build the recruitment buildings if they have some mods on.
Firebringer4 14 Apr, 2024 @ 2:06am 
Hey I made a compatibility patch with your mod and the mod Iron Hands, ill link it here if you want to throw it in description or someone else wants to use it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3222050815
brandonmoran1999 1 Dec, 2023 @ 7:29am 
@dr4gon @vonpassow any mod added faction will not gain mod added units without a patch period every time u make a faction u have to manually add units so other mods adding anything to a base faction will not give those units to mod factions
Tal'Raziid 18 Jun, 2023 @ 7:05pm 
Will this work with Callipygian Complete Overhaul?
Dr4gon 22 May, 2023 @ 2:02pm 
does this only work when playing as space marines faction? can't seem to get it to work when i play as Dark Angels