Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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File Size
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Updated
652.410 KB
4 Jan @ 7:01pm
31 Jul @ 9:48pm
4 Change Notes ( view )

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Claim Ally Outpost

In 2 collections by Vaeki
Vaeki's Gladius Laboratory
12 items
The Buffalo Lodge Collection
12 items
Description
Co-Op vs Ai can be lots of fun! Let's improve it!

This mod allows a Player to claim an allied outpost as long as they have a unit on the outpost.

This mod uses a combination of modified files via EXT format along with some new files, which means it should play well with other mods, but all players will need to have the mod active.


Credits
Concept Designer - Vespid Hunter
Assistant Technical Design - Backup158
Assistant Technical Design - Proxy Studio's Discord channel, gladius-modding
Invisible Texture Artist - Dex/Shmex
Testing and Feedback - Celtik

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3401728531
15 Comments
Vaeki  [author] 31 Jul @ 9:49pm 
Aha! Fixed the bug. Tee-hee-hee. :steamhappy:

Should only be fixed in new games.
Celtik 15 Jul @ 2:40am 
Thank you again for your work! Now that you mention it, we did save 2 turns later and indeed the outpost thief buildings were there when we loaded that save, not before.

Glad you were able to find a workaround. Keep up the good work!
Vaeki  [author] 14 Jul @ 10:46pm 
Patched! Not perfect, but better.

Previously Gladius was ignoring the removeUnit effect upon save/load. Gladius doesn't respect the outcome and places the unit back on the board! W/o loading the save game, the unit is sort-of half-there... no icon nor unit-blocking occurs, but it does put the Thieves in the turn order if they are in melee with enemy.

I have added a Summon trait duration = 1 to the effect. The Summon trait will activate 1-round later and _actually_ remove the unit. So, as long as you don't Save/Load on the same turn the Outpost Thief was summoned, its unlikely you'll ever notice them. If you do, you'll see them -- and they'll block terrain -- but only until your next turn.

I've put a question into the mod community to see if anyone can fix this behaviour neatly. But the patch is pretty good. :steamthumbsup:
Vaeki  [author] 14 Jul @ 8:53pm 
Celtik- Not at all, thank you! I have been able to replicate the issue. The fort unit seems to sometimes appear in some hexes, turns later! I have no idea why. But, this means I can start to debug it. :steamfacepalm:
Celtik 14 Jul @ 12:20pm 
Thank you for looking into it. I am playing as the Sisters and my friend is Space Marines, the AI is Astra Militarum, we're all on the same team. We are playing hotseat by the way, not online. My friend moved the tactical unit you can see on the screenshot on the oupost claimed by the AI and used the outpost thief action to get it. it worked great and there was no issue. The outpost thief "buildings" were not there. They appeared 2 turns later, that is why the tactical unit is not on the outpost anymore.

I am using your other mod Nameless in addition to this one, as well as a more color mod and a private one I made to change the map sizes (I just edited worldparameters.xml). I don't think they conflict.

Disbanding the units worked, I'm dumb I haven't thought of that, thanks!
Vaeki  [author] 14 Jul @ 11:05am 
Celtik- The fortification unit, "OutpostThief", immediately destroys itself in my testing before publish and now. Essentially this unit has a passive action whose sole effect is to removeUnit. Somehow, this passive has failed to do its work. :steamsad:

You've run into a case that I haven't seen to date, something unusual. Can you provide me with any more detail? For example, how was the outpost claimed? (I don't see a unit on the hex). Any detail may be a clue. Any other mods you got? If you have some others I can look for a conflict and try and resolve it.

((Mods can have some strange interactions, but this seems an unlikely culprit, unless somehow there's another mod with a neutral unit called "OutpostThief".))


((Also, I mentioned using Debug mode to destroy the units, but actually since they are under your command you can just disband them with the Disband action.))
Vaeki  [author] 14 Jul @ 10:33am 
For a stop-gap so you can continue, use the Debug mode and destroy the offending units.
Vaeki  [author] 14 Jul @ 10:32am 
Celtik- that's exactly how the mod works! It is supposed to immediately sacrifice the fort units though. I know it has done so in testing, I wonder what has changed. I'll look into it.
Celtik 14 Jul @ 7:35am 
In addition to my previous comment, unfortunately it is worse than just a graphical glitch. The mod spawns an invisible outpost thief fortification around the claimed outpost. It is blocking movement all around the outpost.

Here is a screenshot (sorry about the brightness, it is not like this in game, anyway you can clearly see the issue): https://ibb.co/XZB713vB
Celtik 14 Jul @ 7:14am 
We are using this mod in a coop game because there is an AI player in our team. We were able to get an outpost from the AI that it stole right under our nose, the mod worked great.

However now there is the outpost thief icon above all hexes around the outpost. It seems to be only a graphical glitch but it is annoying. Any idea how to remove it? If we disable the mod the game crashes.