Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Roads (x2 Movement)
26 Comments
Skirata  [author] 30 Apr, 2023 @ 4:22pm 
@Lord Kazzak Will do. Sorry for the confusion!
Lord Kazzak 30 Apr, 2023 @ 1:52pm 
Ah okay, we where just confused when it said is costs one action point but then revealed itself as an free action. Maybe change the text so tis always clear.
Skirata  [author] 30 Apr, 2023 @ 12:27pm 
@Lord Kazzak Thanks for the message. That's actually intentional on my end, as I didn't want it to take too many turns to get a road built. Feel free to change it if you prefer it use an action.

I was toying with the idea of having it use an action but make it a 1 tile AoE ability, but ran into another bug where you could then build a road next to some water and the road feature would be in the water as well. So I ended up going with this compromised solution.
Lord Kazzak 30 Apr, 2023 @ 12:03pm 
Thanks for the mod, its pretty neat. Along with the already known issues there is one more:

It won't cost an action point to build the roads, you can build them as long as the unit hasn't spent its action point. 3 tiles in one turn makes it way too easy to build long roads and you also can clear a land tile after placing down roads or fire at an enemy unit.
Bungalow116 17 Jan, 2023 @ 12:25pm 
Thanks very much!

I've added the first couple of compatibility patches up for the Chapters of the Imperium mods and I'll move onto the Heretics Astartes and Children of Asuryan next
Skirata  [author] 17 Jan, 2023 @ 11:53am 
@Bungalow116 No problem! You've got full permission to do whatever you want with the Roads mod(s). Thanks for asking :steamthumbsup:
Bungalow116 17 Jan, 2023 @ 9:39am 
Hey Skirata, I've created a submod of Roads for the Chapters of the Imperium p2 mod.

Just wanted to check that was cool with you before I published it?

I've added this as a required mod and added you to the credits, naturally.
Skirata  [author] 30 Dec, 2022 @ 12:32pm 
@Orionox I appreciate your understanding, and no problem responding to ya :steamthumbsup:
Orionox 30 Dec, 2022 @ 2:52am 
yeah. I wouldn't want you to steal their work. I was just hoping you maybe had some of your own ideas for it! thank you for responding
Skirata  [author] 24 Dec, 2022 @ 9:33am 
@Orionox Wish I could make a verion of the trenches mod (it's so good), but unfortunately I lack the tools and expertise to create custom models for Gladius. I originally really wanted to implement some Death Korps of Krieg units into the game, but the software required to make models for this game is quite expensive.

As for taking Imp0815's mod and just changing some stats and then publishing it, just doesn't sit right with me. Really sorry I can't help you out on this one.
Orionox 24 Dec, 2022 @ 9:28am 
I know you couldn't change their mod, I was hoping you could make your own version. If you don't want to, that's fine, I just thought I'd ask.
Skirata  [author] 24 Dec, 2022 @ 7:53am 
@Orionox I'm still waiting for Gladius+ to be updated too lol, so I understand your frustration.
Skirata  [author] 24 Dec, 2022 @ 7:52am 
@Orionox Unfortunately you'll have to ask Imp0815 to help you out with that one. Sorry I can't do anything from my end.

My recommendation would be to go in an manually change the feature category of his trenches to "ImperialRuins", that should allow for his trenches to be cleared by the clearTile abilities.

Hope this helps!
Orionox 24 Dec, 2022 @ 7:47am 
and hasn't been updated in almost 2 years
Orionox 24 Dec, 2022 @ 7:46am 
yes, but that mod does not allow for the trenches to be cleared.
Skirata  [author] 24 Dec, 2022 @ 7:43am 
@Orionox What kind of emplacements did you mean? I know there is an excellent mod that allows Guardsmen to build Trenches , if that's what you mean.
Orionox 24 Dec, 2022 @ 5:14am 
is there a similar mod to this that would allow specific units to build emplacements, mostly guard units? I know one exists, but that mod doesn't allow you to remove the emplacements.
Skirata  [author] 29 Jun, 2022 @ 1:14pm 
@sirwolffe No worries! Glad it all worked out ok for ya :steamthumbsup:
sirwolffe 27 Jun, 2022 @ 7:58pm 
Thanks for the reply so quick. Yes your right about the price. I did not think of that. And I did not think about 2 terrain move costs in 1 hex. That would take more time program. I use several of your mods. Like increase vision 1 hex, both hero and normal.
Skirata  [author] 26 Jun, 2022 @ 2:40pm 
@sirwolffe Just checked the TechpriestEnginseer.xml.ext file for this mod. Here are the costs for building roads for the Astra Militarum.

<modifiers>
<modifier visible="0">
<effects>
<oreCost base="5"/>
<influenceCost base="5"/>
</effects>
</modifier>
</modifiers>

Only thing I can think of is that the game pace is modifying the price, just like it does for unit & research costs. Let me know if you have any other troubles with it.
Skirata  [author] 26 Jun, 2022 @ 2:35pm 
@sirwolffe Thanks for the feedback. I'll take a look at the costs for the roads, they shouldn't be that expensive. It could be amplified based off the game pace you're playing on perhaps?

As for being able to build roads on outposts, forests, and imperial ruins, I intentionally didn't allow roads to be built on them, so that you had to "clear" a highway for them. Also I'm not sure how the movement costs would stack with roads on those tiles, probably wouldn't make that big of a difference (just like building a road on rivers).

I'm glad you've been enjoying this mod since January :steamthumbsup:. Feel free to change your copy of the mod however you want!
sirwolffe 26 Jun, 2022 @ 1:39pm 
The roads are costing 15 and 15, not 5 and 5 (playing guards right now). This cost is too high, particularly in early game. Need to be able to use in outposts, forest, and ruins hexs without clearing. These r my thoughts after using your mod since January we last msged e other.
Skirata  [author] 19 Jan, 2022 @ 9:55am 
@sirwolffe You are correct, it does not work for flying units. Skimmer units however do get the benefit (since they're so low to the ground).
sirwolffe 17 Jan, 2022 @ 11:48pm 
Does this work for flying - skimming units? I would hope it does not for flying units.
Skirata  [author] 8 Jan, 2022 @ 7:37pm 
@Erectus Yes as far as I can tell unfortunately, so it is a bit of an advantage for human players. AI units can still get the benefit of travelling along roads (potentially exploiting them to their advantage), so it almost balances itself out.
Erectus 8 Jan, 2022 @ 7:09pm 
I'm assuming the AI won't know how to implement road building therefor only the player can build them?