Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Neutral Units for Hire
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 ?
kesa822000 5 Jul, 2023 @ 4:15pm 
To my tastes one of the coolest units in Rome Total War is War dogs . I think Kroot Hounds fit Sisters of Battle , Imperial Guard , and Orks as well as Tau.

Late game your original infantry is too dated , but so are Kroot Hounds or Kastelan Robots by that point . What to do ? Pair your original infantry with your Kroot Hound unit or Kastelon Robot to go hunt down the remaining stray wildlife that likes to sneak around uncapping your resources.
Skirata  [author] 5 Jul, 2023 @ 4:09pm 
@kesa822000 Thank you very much for the kind review :)
kesa822000 5 Jul, 2023 @ 4:00pm 
The , " Can't Live Without " mod for Gladius. :)

If you love Sisters of Battle , but do not like the tier 10 Knight Lancer , your Sisters can buy TechPriests and repair your Castigators , Exorcists , and Penitent Engines.

If you like playing on huge maps , with very high wildlife , you will be fighting a lot of Kastelon Robots. Now you can hire your own Cybernetic Datasmith . He doesn't heal as well as the TechPriest , but he looks really cool , makes a metallic sound when he moves , and can re - program Kastelon Robots . So you can get your revenge and have your own Kastelon Robot.
Skirata  [author] 4 Jun, 2023 @ 9:44am 
@HEX_Ninja05 I'm always looking to improve the mods, so I welcome any and all discussions. I honestly wish that we could modify more of the game though. Our options are very limited.
Ninja-454 4 Jun, 2023 @ 12:45am 
I love how you two are actually interacting deeply about the mechanics.
It's nice to see!
@WarChicken @Skirata
WarChicken 10 Apr, 2022 @ 5:38am 
Good Choice. It's still not a lot to buy, but people will now think about letting them multiply a lot sine it will put quite a strain on influence. TheY're not too useful in battles later on anyways but very efficient scouts.
Skirata  [author] 6 Apr, 2022 @ 3:10pm 
@WarChicken Updated the mod. Changed the cost of Psychneuein to 60 initial influence, and 6 influence upkeep.
Skirata  [author] 6 Apr, 2022 @ 3:01pm 
@WarChicken Good suggestion! I can definitely increase the cost if you think it's a bit too low. Glad you're enjoying the mod!
WarChicken 5 Apr, 2022 @ 3:16am 
Love the mod, but you might want to consider increasing the cost (or maybe even better: the upkeep) for the Psychneuein. They're not strong, but if they damaged a living unit and that unit is killed that turn, you get another unit of Psychneuein. Killing all the wildlife this way you can easily amass huge hordes of them from buying one initial unit.
Skirata  [author] 1 Jan, 2022 @ 9:55am 
In my opinion, I think the universal influence cost for all of these neutral units is a good compromise. I just wanted to clear up any incorrect information I had posted before so that future modders wouldn't be denied possibilities. We're all learning how this works together, and it's good to share accurate information openly :)
Skirata  [author] 1 Jan, 2022 @ 9:52am 
@Otaman, in the interest of self correction, and for future modders: It actually appears that you can check for specific factions/races when purchasing items (although I haven't tested this, it does appear to be theoretically possible), however the downsides to this are pretty significant.

You can only check for specific factions/races at the time the item is purchased, meaning that in order to have different costs depending on which faction/race is purchasing the item (or units in this case) you'd have to make a separate copy/version of each unit for each faction/race. This leads to:

1) All of the separate versions of these units will not be affected by future updates to the original unit's stats.

2) All of the separate versions of these units will not be affected by mods (like rescaling mods, or mods that change unit stats).
Skirata  [author] 27 Dec, 2021 @ 9:22am 
@Grim_Reaper Now you can use this mod without any conflicts with the Kastelan Robot costs from the Adeptus Mechanicus. Hope you have fun!
Skirata  [author] 27 Dec, 2021 @ 9:20am 
@Grim_Reaper Separated the Kastelan Robots from this mod, and moved them into their own mod found here: Neutral Units for Hire (Kastelan Robot) . Thanks again for letting me know about these issues :steamthumbsup:.
Skirata  [author] 27 Dec, 2021 @ 8:06am 
@Grim_Reaper Not to worry, I've come up with a solution and I'm working on implementing it as we speak.

It's a simple solution: Remove the Kastelan Robots from this mod, and give them their own stand alone mod so that Adeptus Mechanicus players can opt out of being able to buy them from the Jokaero Trader Encampment. It's not a perfect solution, but it works.

Again I thank you for bringing this to my attention. I haven't been playing Gladius too much recently, so I wasn't aware of the issue, so thanks!
Grim_Reaper 27 Dec, 2021 @ 7:59am 
sadly i cant see the original creation price and upkeep. but atm it is the same as the trader.
wasn't it 4 electric/power upkeep?
if you want to discus it more privet here is a link to my discord

https://discord.gg/cJk6B9as
Skirata  [author] 27 Dec, 2021 @ 7:27am 
I will definitely look into trying to balance out the Kastelan Robots though, as it doesn't seem fair to the Adeptus Mechanicus players using this mod to have to pay such a high price. I'll try and come up with a solution.
Skirata  [author] 27 Dec, 2021 @ 7:26am 
@Grim_Reaper Thanks for the feedback!

Yeah I created this mod before the Adeptus Mechanicus were introduced, and before you could capture/build Kastelan Robots, so the pricing may be a bit off. Changing the cost is going to be a bit tricky because not every faction/race has access to energy, so if I changed the influence upkeep cost to just energy, they would not be able to buy them from the Jokaero Trader Encampment.

We also have to take into account when you can buy/build Kastelan Robots (either from the Adeptus Mechanicus or from the Jokaero Trader Encampment). This will affect the pricing as well, as being able to buy one immediately as the map starts is a significant advantage over buying one after researching them in a tech tree.
Grim_Reaper 26 Dec, 2021 @ 11:06pm 
hi because of your mod the Kastelian Robot if build from the adeptus mechanicus city, the cost are the same ...... this is a bad thing because it was cheaper to build one and the upkeep was way lower.
plus when you take one over it also has influence as upkeep instead of electric/power
can you please fix this

the rest of the mod is good maybe a bit to expensive but fun
Skirata  [author] 8 Nov, 2021 @ 11:13am 
@Otaman: Updated the mod with the increased Kroot Hound cost for ya. Changed it from 20 cost, 2 upkeep, to 30 cost, 3 upkeep. It's not much, but I hope it helps!
Skirata  [author] 8 Nov, 2021 @ 10:55am 
@Otaman: Decided to have all the units cost Influence since it was the only resource common to all factions/races. If the units cost food/energy/ore, then Space Marine and Tyranid players would not be able to purchase them.

As for the unit influence costs, I can absolutely increase the prices of some of the units if you feel they are too low. I opted for cheaper prices because I figured nobody would want to buy them if they were too much. Keep in mind that these units are not affected by upgrades, and you do have to find a Jokaero Trader Encampment, move a unit to it, and take the time to buy them individually (although not having to wait for production is a huge benefit). Originally I tried to make the Jokaero Trader Encampment behave like any other structure, and have it "produce" units, but I couldn't get that to work properly.

Anyways it's just a fun mod designed to give players some extra units to play around with, not really balanced for anything competitive or serious.
Otaman 8 Nov, 2021 @ 6:29am 
also all units have their resources price, why dont make to buy them for food/energy/ore
Otaman 8 Nov, 2021 @ 6:28am 
I hope that orks have x2 prise at least. And what about tau: they have top pay 45 for dog on standart but can buy them for 20?
Skirata  [author] 5 Nov, 2021 @ 6:11pm 
Glad you like it!
dexgattaca 5 Nov, 2021 @ 6:10pm 
This is really cool!