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JUST TAKE MY POINTS!
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).
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?
<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.
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.
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.
It's nice to see!
@WarChicken @Skirata
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).
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!
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
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.
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
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.