Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Tabletop Squad Sizes - Start Squads at Max
27 Comments
Lambda-LRI-I 6 Jun @ 11:38pm 
The heavy weapons team is now unable to handle either the infantry or the armored units.
Lambda-LRI-I 6 Jun @ 11:37pm 
Perhaps the damage of the heavy weapons team could be increased? Now, the Heavy Weapons Squad has changed from the original combat power to a unit that can't defeat anything.
_jo.nat_  [author] 6 Jun @ 5:50am 
Yeah, I didn't want to stray too far from the vanilla game's "balance", but still wanted to be accurate to the tabletop squad sizes... the trouble with rebalancing a single unit is it opens up a huge can of worms about rebalancing every other unit in the game. On the tabletop, basic guardsmen heavy weapons team is pretty weak too. You're supposed to spam them, but in vanilla Gladius they're treated like your early game anti-armour unit...

If you wish, feel free to create an add-on mod that rebalances the unit stats like weapon damage and whatnot to suit.
Lambda-LRI-I 5 Jun @ 8:01am 
The number and combat effectiveness of the rocket launcher operators of the Imperial Guard seem to have been weakened in this mod.
Lambda-LRI-I 4 Jun @ 10:39pm 
Great!
_jo.nat_  [author] 4 Jun @ 8:34pm 
Update:
- added new units from the Primaris DLC
- added new units from the Onslaught DLC
Lambda-LRI-I 4 Jun @ 1:12pm 
Request for update
_jo.nat_  [author] 27 May @ 12:11am 
I am working on updating my mods to the latest 2 DLCs, Primaris and Onslaught since I finally bought them today! SoonTM~!
_jo.nat_  [author] 14 Aug, 2024 @ 12:01am 
Update:
- Added Demolition DLC units.
- Adjusted some units' group spacing to accommodate overhauled Tabletop Unit Scaling values
_jo.nat_  [author] 13 Aug, 2024 @ 3:02am 
I'll begin work on updating my squad size mods with the new Demolition DLC units soon. Sorry for the delay! I just finished updating my Unit Scaling mods today, so very soon!
Banana malibu 19 Jul, 2023 @ 6:34am 
Ah yes, perhaps it was intentional. A good design philosophy to my mind, you've found the ideal unit scale.:) I was just clicking around and noticed certain units, say I believe wyrdvane psykers having 0.1 upkeep, guardsmen being more expensive than heavy guardsmen and other examples, also heroes being much cheaper and quicker to produce than the slow game speed setting which I use etc, and didn't realise this might have been intentional.
_jo.nat_  [author] 18 Jul, 2023 @ 5:44pm 
If you're referring to the increased or decreased unit costs and upkeep, that's on purpose accounting for more or less units in a squad. I didn't build this mod to be perfectly balanced, but to be more accurate to the tabletop squad sizes.

If you're someone who's good at balancing things, please feel free to make your own add-on mod which adjusts the costs and upkeep side of things to your liking :steamhappy:
Banana malibu 18 Jul, 2023 @ 11:04am 
Cool mod, but for some reason, at least for me, messes up unit costs and upkeep.
Rewasder 30 Jun, 2023 @ 7:56pm 
Interesting, I am currently trying Callipygian's, looks really cool. I checked Drragen's a while back too. Both are great :)
_jo.nat_  [author] 30 Jun, 2023 @ 7:06pm 
I might get around to doing my own complete overhaul as a public release (I already made my own private one a while back), but the nature of complete overhauls means they don't work together well with various other mods I like to play with here on the Steam Workshop (see my mod collection)... In the meantime, there are other pretty decent complete overhaul mods on the Workshop I do recommend such as Drragen's or the more recent one by Callipygian; both of them have been helpful and friendly to me and the rest of the modding community, so I endorse them :steamhappy:
_jo.nat_  [author] 30 Jun, 2023 @ 7:06pm 
@Rewasder yep actually I'm quite aware that a lot of unit actions such as things that repair a fixed amount of HP points or things that deal a fixed amount of damage, aren't buffed/debuffed by the increase/decrease in group members... unfortunately the only way around this is to use complete unit .xmls instead of .xml.ext - this would mean this mod would no longer be compatible with most other mods as it would then become a complete overhaul, overriding (or being overridden by) any other mods that you install alongside it.
Rewasder 30 Jun, 2023 @ 5:35pm 
Necron healing should probably rise, it's been kept at vanilla levels and healing 2 per turn with 60hp is kinda useless. Base healing should be 10% of hp to keep on the vanilla balance, 20% with the upgrade
tikks 6 Jun, 2023 @ 5:31am 
Feels like Necron basic units might need a bit of a nerf - each basic warrior deals 32 damage per turn at maximum squad size.
_jo.nat_  [author] 30 May, 2023 @ 8:59pm 
Update:
- Nerfed Kastelan Robots from 6 squad members down to 3
- Buffed Catachan Devils from 2 squad members up to 3

Hotfix:
- Removed .bak files from recent edits
- Leman Russ Battle Tanks should now have 3 squad members as intended
_jo.nat_  [author] 30 May, 2023 @ 6:24pm 
Yeah I've always had trouble with them even in vanilla... if you're playing Mechanicus you can capture them btw haha! I might look into making my own additional starting units mod that at least gives you some kind of anti-armour unit from the start.
OcN.Helbrecht 30 May, 2023 @ 1:21pm 
Was wondering how are you supposed to deal with Kastelan robots near your starting location, 6 in a unit kill my fortresses in 4 turns.
_jo.nat_  [author] 26 May, 2023 @ 3:05am 
Update: Removed the repeatable overwatch modifier from the Fortification trait. It can now be found in my other Snap-fire mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2980781469
_jo.nat_  [author] 25 May, 2023 @ 10:28pm 
Update: added Firepower Pack DLC units
_jo.nat_  [author] 10 Apr, 2023 @ 3:39pm 
I recommend using the Movie Marine Heroes mod if you want Heroes to be strong. I also have intentions for Heroes to play a role as commanders, with special orders to give to non-Hero units.
Alastor 10 Apr, 2023 @ 3:33pm 
also would you be able to make a compatibility mod for the Dire Avengers mod?
Alastor 10 Apr, 2023 @ 3:32pm 
so to keep heroes alive they HAVE to be next to allied units? they seemed heavily nerfed from what I saw since they can only hit 1 of the dozens of models at a time
_jo.nat_  [author] 28 Mar, 2023 @ 6:14pm 
UPDATE:
- Separated the Character and vanilla Hero traits by making Character its own trait that simply functions as a check for the Look Out Sir! trait.
- Added the Hero trait to the Tyranids' Doom, Necrons' Transcendant C'tan, Neutral Umbra, Techpriest Betrayer, and Orks' Big Mek.
- All single unit model units have the Character trait, although Look Out Sir! only works on units that don't have the Monstrous Creature, Vehicle, or Flyer trait.