Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Game Mode (Hold the Line)
86 Comments
Shadow 21 Jun @ 9:33am 
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Bushsergal 26 Jan @ 10:54pm 
unit packs and alot of little mods
Skirata  [author] 4 Jan @ 5:07pm 
@Buthsergal I've done some testing, and I was unable to get it to crash when the waves started or several turns afterwards. What other mods are you and your friend using?
Skirata  [author] 3 Jan @ 3:44pm 
@Buthsergal Thanks for the info. I'll have to look into it.
Bushsergal 30 Dec, 2024 @ 2:31am 
im playing guard and there space marine. when the wave starts he crashes out
Skirata  [author] 24 Dec, 2024 @ 2:51pm 
@Bushsergal That's weird. What faction/races are you guys playing as? What other mods are you using?
Bushsergal 23 Dec, 2024 @ 3:13pm 
this is the error me and a friend keep getting in coop
ExceptionHandler::unhandledExceptionFilter()
regex_error(error_complexity): The complexity of an attempted match against a regular expression exceeded a pre-set level.
Skirata  [author] 23 Oct, 2024 @ 4:52pm 
@Fabricator-General I wish that we had some control over where the units spawn. I find it quite annoying too, even in the base game. I especially love when the Lord of Skulls randomly spawns in the middle of my battle lines and proceeds to tear up all my units.
Lucius 21 Oct, 2024 @ 9:14pm 
it would be cool if the waves spawned not directly ontop of my units.
Skirata  [author] 14 Apr, 2023 @ 1:01pm 
@MiniLeagueGamer No problem! Hope you have fun :steamthumbsup:
Mini 14 Apr, 2023 @ 12:11pm 
thanks a ton man, i am excited to try this out!
Skirata  [author] 14 Apr, 2023 @ 7:01am 
@MiniLeagueGamer

1) Make sure to subscribe to the mod
2) Start new game as whatever faction/race you'd like, and make sure to turn QUESTS ON.
3) Once the game is started, found a city somewhere, and the "Hold the Line" quest line will start.
4) Have fun!
Mini 13 Apr, 2023 @ 9:22pm 
how do you use this mod? ive been combing the page but i havent seen anything. (probably just me though)
Skirata  [author] 27 Jan, 2023 @ 7:32am 
@LuciferMorningStar Thanks for the feedback, I read through it from the bottom up lol.

I could look into changing the items, but I didn't want them to be too powerful. I tried to balance them to fit the flow of the mod, that being that you would get them relatively early on and were meant to help you before you got any really powerful units/abilities.

It all boils down to where the waves spawn, and how aggressive/reckless they are, which again we unfortunately can't control. The only thing left that I can recommend is to perhaps play on a slower game pace and play on a smaller map perhaps? The smaller map would at least limit how far the spawned in waves could retreat, which might help.

Again thank you for the feedback. I appreciate you taking the time to play through this niche mod and relaying your experience in an effort to improve it :steamthumbsup:
LuciferMorningStar 25 Jan, 2023 @ 7:04pm 
read the bottom one first and then up, sorry this got way too long
LuciferMorningStar 25 Jan, 2023 @ 7:03pm 
mechanics of the mod itself, sadly i think this campaign is over since i have over 10 waves left but im maxed on tech and my city is full of high tier transports who are in turn full of devastator centurians so the last waves have mostly been a formality, how hard are the later waves though since i might continue on if you believe they could pose a threat to my setup, one last thing is you might wanna put a turn limiter on how long waves can last and either let the units stack up or despawn at the end of the wave (if possible) both to avoid what has happend with my campaign and to stop people from just sitting on one unit and build up. Sorry if this is too much but all over this mod is amazing and the first few waves had me by the balls and were alot of fun.
LuciferMorningStar 25 Jan, 2023 @ 7:03pm 
dmg return but the numbers are well not really high enough to make a difference so i for one sold them and the influence has served me very well, the relics are also useless to factions that dont really use their heroes for dmg or tanking but the factions that use heroes for tanking have heroes with stats and dmg resist so high that the relics again dont really serve a purpose there another thing is that all over a single big strong unit just isint going to cut it when there are several saints cel and avatars against you so i think the relics could do with some additional effects like the 8 influence item and the scrolls of magnus. To be positive i had no bug or problems with the
LuciferMorningStar 25 Jan, 2023 @ 7:03pm 
opinion on the bonus obv, they are for me even the first one very easy but then again im very far ahead tech wise so my actual problem with them is that they spawn pretty close wich for someone in my position is very nice but for a struggeling player might fuck him over (they spawned right next to my city maybe 2 or 3 tiles away the second one that is, the first one was in a good spot, i also wanted to bring attention to the relic items and they are very cool and both times i got very excited to get them but they are way too weak the 2 i got gave some dmg resist, dmg buff and
LuciferMorningStar 25 Jan, 2023 @ 7:03pm 
@Skirata , Its fine but the gamemode has changed a bit, its gone from holding the line to holding the planet, also i made sure i was playing on the recommended map settings, i did find the unit that was hiding and im now kind of seeing the problem with the spawning (since i have taken so much i pretty much see everything when it spawns) they spawn too far apart truth be told and way too far away from the player, for instance i had a force on the other side of the map with a huge lake between my base and where the troops spawned, i dont really know how this would be fixed since this is getting into actual dev terratory rather than a modders, i also wanted to voice my
Skirata  [author] 25 Jan, 2023 @ 6:09pm 
@LuciferMorningStar Sorry you're having those issues with the mod. Unfortunately we can't modify the AI right now, so there isn't anything I can do on my end. All I can suggest is that you play on the recommended map settings, and maybe turn down the forests and Imperial ruins to help with line of sight on the spawned in enemies.

Sorry again. Believe me, if there was something I could do to fix the AI's behaviour, I'd do it.
LuciferMorningStar 25 Jan, 2023 @ 4:53pm 
Hello, i love this mod but i have made an fortress that is getting to the point of being half the map (playing SP). The reason is that i get way too much time but that is not due to me doing anything but because im keep running into the problem where almost all waves end in me having to expand my fort and lock down more area due to having to go out and look for the last few enemies, im on turn 165 and going around the map looking for the last enemy of wave 10. I also had really easy time clearing the first bonus obv but i ended up selling the relic since its kind of meh, i have also been wanting to have some obv during the waves but i think thats just due to me having to look for the last few enemies.
Skirata  [author] 15 Dec, 2022 @ 5:25am 
@Solstice No problem, and have fun!
145/240V 15 Dec, 2022 @ 3:13am 
This sounds like a really fun idea! I'm surprised I've only just found it now.
Thanks for this, will definitely give it a go!
Skirata  [author] 28 Nov, 2021 @ 2:45pm 
To those that preferred the 50 waves instead of the 25 waves, I can always release different versions of this mod, so don't worry.

When I first started this mod, there were 100 waves. I don't know what I was thinking.
Skirata  [author] 28 Nov, 2021 @ 2:43pm 
@Verkava Alright updated the mod with waves sets of 5 instead of 10. I kept in the 10 turn break in between wave sets just as a breather for those that may be struggling, but let me know if it should be reduced to 5 turns for the breaks.

I appreciate all the feedback everyone :steamthumbsup:
Skirata  [author] 28 Nov, 2021 @ 2:03pm 
@Verkava Awesome, thanks again for the feedback! I will definitely increase the difficulty and flow somehow. I feared that it was a bit too easy as well, but I wasn't too sure, and we'll have to see about the "pace" too.

Thanks again for letting me know about your experience with this, it is much appreciated!
Verkava 28 Nov, 2021 @ 1:03pm 
Yes, those units did appear. I have all dlc factions.
Your mod game pace, I think players should succumb to enemy about 150 turns?
It took 156 turns for me to finish Mechanicus story on normal speed.
And I think new mechanicus story line last mission was most intense, it had 7-10lvl units only.

So my main point is to increase difficulty faster pace, maybe 8 wave should include 10tech lvl units already. My games usually last 100-150 turns, never played past 200 turn games.
And if game goes past too long, game starts to becames stale bread to eat.
Anyway, interesting mod u have created.:steamthumbsup:
Skirata  [author] 28 Nov, 2021 @ 12:25pm 
I am concerned though about the difficulty (too easy OR hard), so please keep the feedback coming! We'll balance this out by the shear number of people helping with the testing!
Skirata  [author] 28 Nov, 2021 @ 12:16pm 
I didn't explain it very well (as usual) so here's my addendum:
Fast 0.75x production, resource, research costs, & fast population growth.

Which means you get a 25% discount on unit/building costs, and also research and build things 25% faster, and your population grows faster, allowing for more buildings to be "manned". Just wanted to clarify the difference.
Skirata  [author] 28 Nov, 2021 @ 12:02pm 
<!-- Tier 2 Units-->
AdeptusMechanicus/CyberneticaDatasmith
AdeptusMechanicus/SkorpiusDunerider
AdeptusMechanicus/TechPriestManipulus
AstraMilitarum/HeavyWeaponsSquad
AstraMilitarum/PrimarisPsyker
AstraMilitarum/TechpriestEnginseer
ChaosSpaceMarines/DarkDisciple
ChaosSpaceMarines/KhorneBerzerker
ChaosSpaceMarines/MasterOfPossession
Eldar/HowlingBanshee
Eldar/Spiritseer
Necrons/Cryptek
Necrons/Immortaldlc="Supplement1"
Orks/Mek
Orks/Tankbusta
Orks/Weirdboy
SpaceMarines/AssaultSpaceMarine
SpaceMarines/Chaplain
Tau/Ethereal
Tau/Pathfinder
Tyranids/Malanthrope
Tyranids/Tervigon
Tyranids/Warrior
Skirata  [author] 28 Nov, 2021 @ 12:02pm 
<!-- Tier 1 Units-->
AdeptusMechanicus/IronstriderBallistarius
AdeptusMechanicus/SerberysSulphurhound
AdeptusMechanicus/SkitariiMarshal
AstraMilitarum/Chimera
AstraMilitarum/LordCommissar
AstraMilitarum/Ratling
AstraMilitarum/ScoutSentinel
ChaosSpaceMarines/ChaosLord
ChaosSpaceMarines/ChaosRhino
ChaosSpaceMarines/ChaosSpaceMarine
ChaosSpaceMarines/ChaosSpawn
Eldar/Autarch
Eldar/Ranger
Necrons/FlayedOne
Necrons/Lord
Orks/Warbiker
Orks/Warboss
Orks/Warbuggy
SpaceMarines/Captain
SpaceMarines/Razorback
SpaceMarines/ScoutBiker
Tau/CadreFireblade
Tau/Piranha
Tyranids/Gargoyle
Tyranids/Hormagaunt
Tyranids/TyranidPrime
Skirata  [author] 28 Nov, 2021 @ 12:02pm 
<!-- Tier 0 Units-->
AdeptusMechanicus/SkitariiVanguard
AstraMilitarum/Guardsman
ChaosSpaceMarines/ChaosCultist
Eldar/Guardian
Eldar/ShiningSpear
Necrons/TombBlade
Necrons/Warrior
Orks/Boy
SpaceMarines/TacticalSpaceMarine
Tau/FireWarrior
Tyranids/Termagant
Skirata  [author] 28 Nov, 2021 @ 12:00pm 
Here is a list of units you should be facing just in the first 10 waves IF you have all the DLCs (don't include units from the faction you're playing:
Skirata  [author] 28 Nov, 2021 @ 11:58am 
@Verkava Thanks for the feedback!

Playing on the fast game pace does affect how quickly you can build stuff, and we tried to balance it for normal game pace. I can definitely change the wave parameters if you guys feel it's too easy, but can I ask you to try it on normal game pace and see if it's any better? If you still think it's too easy, I'll gladly change it. Maybe beef up the first 10 waves now that we have 20 turns to build up.

The unit composition should be pretty varied, which is weird. Which DLCs do you have? For the first 10 waves you should be fighting units from tiers 0, 1, 2, and 3 from all the other factions/races in the game.

As for the 10 turn break in between waves, I'm going to add in optional targets of opportunity that you can take out for some interesting rewards. Won't know how long is a good break length until I add that feature, so sorry about that.
Verkava 28 Nov, 2021 @ 11:27am 
Hi, I play tested this mod for 117 turns, Fast speed, standard difficulty.
I played till 11 wawe and enemies can't overpower me, I got late games units and enemies dont.
I recommend that you speed up enemy difficulty, 10 wawes of same enemies gets boring. And 10 turn tea time is also too long brake.
I would adjust your settings as 5 waves of same enemies and brake time 5 turns as well.
Skirata  [author] 25 Nov, 2021 @ 2:19pm 
It's all good :steamthumbsup:
MrTutorial 25 Nov, 2021 @ 2:18pm 
Skirata i am gonna send you a friend request cause i am not sure i should be clogging up general mod discussion with all this.
Skirata  [author] 25 Nov, 2021 @ 2:18pm 
Excellent!
MrTutorial 25 Nov, 2021 @ 2:17pm 
maybe, but we just spawned wave three and all is good.
Skirata  [author] 25 Nov, 2021 @ 2:06pm 
Maybe it's a synchronisation issue?
Skirata  [author] 25 Nov, 2021 @ 2:02pm 
Excellent, thanks. Hopefully it doesn't crash again. I'm thinking it's the engine trying to place units near/around player bases/units and it's having trouble with it.
MrTutorial 25 Nov, 2021 @ 2:00pm 
we are playing on a 53x53, and after he rejoined it went smoothly, will let you know if anything happoens when wave 3 spawns.
Skirata  [author] 25 Nov, 2021 @ 1:56pm 
I may have to make a separate version of this mod for coop that halves the number of units spawning or something along those lines. Even in single player there are so many units spawning, so it must be crazy on your coop matches.
Skirata  [author] 25 Nov, 2021 @ 1:54pm 
@MrTutorial Not good about those multiplayer crashes. What size map are you guys playing on?
MrTutorial 25 Nov, 2021 @ 1:49pm 
I am doing fine though, no host issue, it must be something related to playing in multiplayer
MrTutorial 25 Nov, 2021 @ 1:46pm 
He was able to hot join me back in but when i spawned MY wave two he crashed again with the same message.
MrTutorial 25 Nov, 2021 @ 1:45pm 
Okay me and my friend have hit a wall, wave two spawned with our overly beefy starting empires and my friend crashed with an error that said something along the lines of "Complexity of map exceeds map something something" we forgot to write it down sorry.
Skirata  [author] 25 Nov, 2021 @ 12:59pm 
There, fixed the wave settings. My bad! I'll update the mod page with the correct data in a second here.
Skirata  [author] 25 Nov, 2021 @ 12:53pm 
Ah crap I uploaded the wrong wave settings. I used the old settings, not the new settings you suggested, I'll fix it.
MrTutorial 25 Nov, 2021 @ 12:51pm 
oooo very nice