Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Tabletop Squad Sizes - Start Squads at Min
41 Comments
tygrysek7001 5 Jun @ 4:32am 
thank you for the update dude
_jo.nat_  [author] 4 Jun @ 8:33pm 
Update:
- added new units from the Primaris DLC
- added new units from the Onslaught DLC
_jo.nat_  [author] 27 May @ 8:49pm 
Also getting the squad group spacings just right also takes a fair bit of testing and tweaking.
_jo.nat_  [author] 27 May @ 8:45pm 
And I will be updating this mod to the latest DLCs soon, but as you might of guessed, it's a fair bit of work not only doing the data entry, but researching each unit's tabletop squad sizes.
_jo.nat_  [author] 27 May @ 8:43pm 
With any compatibility mods, you also need to get the load order correct so the correct settings don't get overidden. Also, the xml.ext suffix works, but not in every case. I encourage you to head over to the Proxy Studios Discord and modding channel, there's plenty of info there and helpful people.
Chase Mate 27 May @ 3:25am 
Also Imo none else is going to patch it or has the capability to make patches for this mod because there is sooooooo much that only you know went into it and goes into it because I have changed files in their mod and your mod to make it appear, where ever there was This is my favourite mod for this game, your ASM settings I implemented to all of the factions and there units, changing every little bit I could to match Vanilla presets you have set. The fact that i got it into the game for all factions is amazing to me so I dont understand why none of them are actually working when i research the tiers. I have hit modding bedrock for my skills, something like this I'm sure you understand.. and a modder like you could probs knock it out quite quickly.
Chase Mate 27 May @ 3:13am 
I understand that, I've been at it for the last 14 hours, I'm not a modder, I have been able to get them to appear in game with the factions but every time i go to lvl up the size. Nothing happens for any modded unit. It's depressing. Could you give any ideas?
_jo.nat_  [author] 27 May @ 12:11am 
I am btw working on updating my mods to the latest 2 DLCs, Primaris and Onslaught since I finally bought them today! SoonTM~!
_jo.nat_  [author] 26 May @ 9:05pm 
@CHASE You would need to contact the author of those mods and ask them to make a compatibility patch or ask for permission to make it yourself. If you're not planning to upload to the Steam Workshop however, you can tinker with your own local files as much as you like :)
Chase Mate 26 May @ 9:08am 
Hey i am using the chaos and eldar plus the space marine chapter mods and these options are not available for their skill trees, how would one add this option to other modded factions? it's an essential part of my game now <3
tygrysek7001 6 Mar @ 12:18pm 
great mod, also pls update for primaris if you can.
_jo.nat_  [author] 17 Nov, 2024 @ 3:28am 
The Heroes of Legend mods? I didn't make those unfortunately. If you really like them, I encourage you, have a crack at making a compatibility patch for them. All you'll need is something that can edit .xml like Notepad++ or Visual Studio Code and some idea about the tabletop accurate squad sizes. If you run into any troubles, the modding channel on the Proxy Studios Discord will happily help you with any questions you have.
Sigvaldis 17 Nov, 2024 @ 2:12am 
Hello, I really like your mod and I've gotten my personal mod package up and running. However, I have a problem. Unfortunately, the number of models is not increased with the “Heros and Legend” mods. Is there a possibility that the mod also works with these newly added units? Best regards
_jo.nat_  [author] 5 Oct, 2024 @ 7:23pm 
Unsure, I didn't make that mod, you'll need to test it
Girlpiss 5 Oct, 2024 @ 12:27pm 
is this usable with CCO's unit overhaul?
_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!
Coastalaxe 21 Feb, 2024 @ 10:06am 
Woohoo! Thanks SHINZOU!
_jo.nat_  [author] 20 Feb, 2024 @ 11:31pm 
Update:
- Added Drukhari.
Hendricus 8 Jan, 2024 @ 10:33pm 
Trying to help here, make it so units can only do damage equal to their basic numbers against Heroes with the Look out Sir trait active. It restores the Hero/Squad ratio back to the balance it had before they could increase their numbers. Melee does not have to be excluded as an individual facing a Squad can't be hit by all models most of the time. Heroes in the frontline that can't be targeted because their protectors are out of range makes them a forcefield that can be exploited. Leading from the front should have a drawback in my humble opinion. Your idea that the Look out Sir rule should have some effect makes I applaud you for that !
_jo.nat_  [author] 8 Jan, 2024 @ 3:09pm 
I thought about splitting the mod, but it leaves Heroes very weak on their own unless you use something like my Movie Marine Heroes mod to seriously buff them. Due to the increased max squad sizes, a full squad of basic infantry in Gladius will basically one-shot most Gladius Hero units, so I included the Lookout Sir! feature as a way to help Heroes survive a little more. Ideally I'd love to be able to give Hero units a retinue squad, but due to Gladius modding / engine limitations, we can only have one unit model per unit... squads in Gladius are simply the same unit model cloned into whatever group members are set. I'll have a deeper think about it when I start updating the mod to include the Drukhari.
Hendricus 8 Jan, 2024 @ 8:50am 
Shinzou the idea of squads with more men appeals to me, last tournament I had 4 squads of 20 men each lead by their own commander. Actually a half army as my son in law commanded the other half. But this game makes the Hero controls his own hexagon. Him being part of the Squad would give the rule look out Sir more sense. So perhaps you can split this mod in parts that increase the number of squad members and the Look out Sir rule. No clue how modding goes and if this is possible at all. So people ( Me ) can cherry pick the part they like most.
_jo.nat_  [author] 7 Jan, 2024 @ 5:11pm 
@Hendricus - I too would love that, but as far as I'm aware, it's beyond what Proxy Studios has made available to us in the game's engine. I'd also love for there to be some kind of UI overlay signifying which units are providing cover for the hero visually.
Hendricus 7 Jan, 2024 @ 12:43am 
If you can see the Hero, but not their Look out Sir companion, It would be nice that aiming at the Leader the actual firing is transfered to those loudmouthed companions. Placing a hero at a chokepoint with troops hiding behind him he blocks that passage. If this is intended I stand corrected. Send in the melee troops as those can fight a Hero for example. Think about this Sir,please. Always nice to chat with those Modmakers.
_jo.nat_  [author] 1 Jun, 2023 @ 1:57am 
No worries! :steamhappy:
[DarkmindGames]♟SLIVER 1 Jun, 2023 @ 1:52am 
Much appreciated!!!
_jo.nat_  [author] 1 Jun, 2023 @ 1:51am 
With Gladius assuming you're using the Steam version, you only need to subscribe to mods on the Steam Workshop, then ingame in the main menu, go to Extras > Mods, and check that the mods you want enabled have a x check mark and are listed in the load order you want. If you change anything the game will prompt you to restart the game to load the changes.

For my mods, I created a convenient mod collection which should load all the mods in their correct load order. If something does go out of order, just reference the mod collection and match your ingame load order with how the mods are listed in the mod collection.
[DarkmindGames]♟SLIVER 1 Jun, 2023 @ 1:38am 
Ah, thanks! Should these mods be loaded with Vortex/Nexus or just Subscribed to with the Steam Workshop and likewise, do they need to be loaded/subscribed to in any particular order?

(sorry for the newb questions btw, but this should be the last one I ask! LOL)
_jo.nat_  [author] 1 Jun, 2023 @ 1:09am 
Generally with mods you and your friends ought to have the same mods activated or you'll run into crashes when things desync. Mods that purely change textures, sounds, cosmetic stuff, etc. might still work, but this mod is not one of those.
[DarkmindGames]♟SLIVER 1 Jun, 2023 @ 12:55am 
Just curious, if I'm gaming this with a friend, how does compatibility work? Will they need the same mods as myself or will the game simply run each instance separately?
_jo.nat_  [author] 31 May, 2023 @ 4:07pm 
Yeah Brutal Cities can easily become tower creep hehe... though Brutal Cities did inspire me to someday perhaps have a go at making Gladius building more like a traditional RTS where you build individual structures that produce units and research rather than having it all in one City.
Red Cloud 31 May, 2023 @ 3:47pm 
Cool. There is the "Brutal cities" mod but I don't enjoy the map creep.
_jo.nat_  [author] 31 May, 2023 @ 12:46am 
I think there's space for creating a mod that focuses on Fortifications, perhaps even adding more each faction could build. I'll have a think about it while I work on my current project :steamhappy:
Red Cloud 31 May, 2023 @ 12:40am 
I really dig this mod. My favorite part is the buff to all fortifications which I would love to try with vanilla. Would it be possible to separate this out as it's own mod? Either way, much appreciated.
_jo.nat_  [author] 30 May, 2023 @ 9:00pm 
Update:
- Nerfed Kastelan Robots from 6 max squad members down to 3
- Buffed Catachan Devils from 2 max squad members up to 3

Hotfix:
- Removed .bak files from recent edits
- Leman Russ Battle Tanks should now have 3 max squad members as intended (they still start with 1 tank though before you research squad size increases)
_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 @ 10:37pm 
UPDATE: added Firepower Pack DLC units
_jo.nat_  [author] 30 Mar, 2023 @ 5:33pm 
UPDATE:
- changed Tyranid Hive Crone max squad size from 3 to 2 and adjusted unit cost and upkeep accordingly

Please feel free to give further feedback in the Discussions section
GrimmGunner 30 Mar, 2023 @ 11:52am 
Can you please fix the Tyranids Hive Crone to have 1 model only as per table top? Because they are a monstrous creature 3 of them at once is really really rough to fight when an entire wave of them attacks. Also I'm not sure how the damage and armor numbers have been altered if at all but the the Heavy Weapons teams for the Imperial Guard are now worthless, 1 model does nothing vs even a light tank and even 3 do maybe 2/3 points of damage at the best of times. Just my 2 cents

Thank You Shinzou for the great mod.
_jo.nat_  [author] 28 Mar, 2023 @ 6:13pm 
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.
_jo.nat_  [author] 27 Mar, 2023 @ 2:20am 
MAJOR UPDATE:
- All faction's squad sizes have been completed.
- Instead of using City Tier upgrades, added 2 new research upgrades for every faction that automatically increases squad size factionwide on completion. Look for them at Tier 4 and 8 in the research tree.
- Added actions to Neutral units for them to increase squad size around mid-game and end-game (based on cooldowns). These actions are visible to all, but only the Neutral A.I can use them.