Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Knights reinforcement (FOR ALL MANKIND FACTION)
28 Comments
reshuram05 19 Apr @ 11:50am 
@DarkMaster I think so yes, the Knight Crusader is usually an AdMech unit
DarkMaster 8 Apr @ 12:23pm 
will buying the mechanicus dlc give me the research options for the crusader knight cuz as of now i only have acess to the sororitas dlc i can make knight crusader but he doesnt get affected by researches
Tallahassee 1 Sep, 2024 @ 1:50am 
it doesnt work for me
HungryTGUY 3 Aug, 2024 @ 12:03am 
Changing the file type at modern windows in normal file explorer can be finicky; worst comes to worst, open the file up manually, do "save as" with no extension type and THEN manually type construction.ext to the raw file that doesn't have any extension now.
HungryTGUY 2 Aug, 2024 @ 11:56pm 
Actually, I liked the mod enough that I made the code below; delete the old construction.xml file in the buildings data/world/buildings/[faction] and make a new construction.xml.ext (or just modify the old one) and in the fresh file, paste;

<?xml version="1.0" encoding="utf-8"?>
<building>
<actions>
<constructBuilding building="SpaceMarines/Auxiliaries" requiredUpgrade="SpaceMarines/Auxiliaries"/>
</actions>
</building>

where you change the "SpaceMarines" text to the relevant faction. If you didn't screw up and there aren't other mods you have that uses construction.xml instead of .ext, the compatibility issue will be fixed.
HungryTGUY 1 Aug, 2024 @ 7:57pm 
Hey, I just wanted to mention that for any faction the construction.xml file in your mod files data/world/buildings/FACTIONS would mean that if there are any mods that modify the construction.xml files, then the two mods would be incompatible. That's why I recommend you to turn the construction.xml files for all factions to construction.ext files with code along the lines of (for example space marines);

<building>
<actions>
<constructBuilding building="SpaceMarines/Auxiliaries"
requiredUpgrade="SpaceMarines/Auxiliaries"/>
</actions>
</building>


Take a look at the code some other modders in the workshop has made (such as mods that add new units to a faction) to understand how the ext files work; they are pretty simple, and should resolve the incompatibility which results in some people not being able to build the recruitment buildings if they have some mods on.
Firebringer4 14 Apr, 2024 @ 2:06am 
Hey I made a compatibility patch with your mod and the mod Iron Hands, ill link it here if you want to throw it in description or someone else wants to use it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3222050815
brandonmoran1999 1 Dec, 2023 @ 7:29am 
@dr4gon @vonpassow any mod added faction will not gain mod added units without a patch period every time u make a faction u have to manually add units so other mods adding anything to a base faction will not give those units to mod factions
Tal'Raziid 18 Jun, 2023 @ 7:05pm 
Will this work with Callipygian Complete Overhaul?
Dr4gon 22 May, 2023 @ 2:02pm 
does this only work when playing as space marines faction? can't seem to get it to work when i play as Dark Angels
// 13 May, 2023 @ 4:53pm 
wow...cant wait to try this out!
VonPassow 3 Apr, 2023 @ 12:21pm 
Do you need any DLC?
VonPassow 3 Apr, 2023 @ 12:19pm 
Compatible with other popular mods? ie--Chapters of Imperium, TMV, etc?
bradcq 10 Feb, 2023 @ 10:33am 
In a multiplayer game where the host owns the mechanicum dlc and another player doesn't, would the other player be able to use the knights as space marines, or would they need the mechanicum dlc as well for the mod to work?
Andrew 31 Jan, 2023 @ 2:06am 
Hi
Will there be a Gladius+ Unit Scaling option for this mod?
Thank you
Andrew 23 Jan, 2023 @ 9:11am 
Bless this mod and it's creator. Thank you. I'm glad these units can now be used amongst the other factions. Well done.
Demiurge 27 Dec, 2022 @ 2:34pm 
ah ok. Don't get why they didn't just make it available to all human factions like this mod just did.
Kronos 26 Dec, 2022 @ 2:14pm 
@Mithrnadir much appreciated
YMFTCTB 25 Dec, 2022 @ 12:11pm 
in the base game, imperial knights are an adepta sororitas/adeptus mechanicus unit
Demiurge 25 Dec, 2022 @ 11:58am 
I just got the game. Can someone tell me if these bad boys are in the base game and this adds different types or they are not in the base game at all and the only way to get them is with this mod?
Mithrandir  [author] 24 Dec, 2022 @ 12:45am 
Mod Update @Kronos
Mithrandir  [author] 24 Dec, 2022 @ 12:28am 
Done @McCracken
McCracken 23 Dec, 2022 @ 9:34pm 
Anyway to get the Knights to be compatible with the Space Marine Orbital Drop ability?
Verkava 23 Dec, 2022 @ 8:57pm 
Neat mod, Emperor approves.
Demiurge 23 Dec, 2022 @ 7:27pm 
wait, knights weren't in the base game at all?
Kronos 22 Dec, 2022 @ 8:55pm 
would be nice if all the factions of mankind got access to all the available Knights
Mithrandir  [author] 21 Dec, 2022 @ 6:01pm 
oh, looks like we got some heresy here :D
I fixed it ;)
YMFTCTB 21 Dec, 2022 @ 10:31am 
looks like the description of the research in the screenshot may be a bit off (havent tried in game yet so unsure if its the same or if its fixed).
"Building that produces 'chaos knights' as well as generates requisitions and energy."