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As regards new unit mods - they are not incompatible in the sense that they'll cause a CTD, but the stats of CCO units are almost an order of magnitude greater than vanilla-balanced units, so any new units added by such mods would be obsolete. There are a large number of CCO-compatible unit/faction mods, and CCO patches, so if you wanna play with more units those are your best bets.
Also, will any new unit mods work with mass unit size changes?
WHAT does it mean for ZEPHON to have a CCO? Is it immensity? Is it terrain mechanics? Is it vibes? Is CCO about scale, or is it about theme?
Because people have asked about ZEPHON before but I'm not sure what they're really asking about.
As far as I'm concerned, any CCO for ZEPHON would not look like CCO for Gladius - these games live in different worlds, the Gladius experience cannot be ported to ZEPHON in a way I consider coherent.
Without time and passion, there simply is no modding. As it stands I have no plans whatsoever of modding ZEPHON, but it's not an idea I'm opposed to. Perhaps if it's something other people are interested in and want to work on as well, I could certainly see it happen - but people only have 24 hours in a day and, I expect, have better things to do :P
Cheers! And thanks for keeping the fires of passion alive!
The only reason I even got my foot in the door with Gladius was 40K, which was instrumental in shaping my vision for how CCO and the game's dynamics should feel. ZEPHON is ungrounded, I dunno the lore and progression so maybe the thematic core is pretty robust, but from the outside ZEPHON doesn't readily captivate - both in terms of the stimulus to create, but also player engagement. ZEPHON was less popular on release than Gladius is right now, and it's only fallen off since, with the modding scene equally destitute.
I'm not active on the Discord, so idk what its community culture is like, but I'm not convinced there's much interest in ZEPHON - CCO or not. Modding is a matter of passion, so exposure isn't important, but it's not inspiring to make a mod like CCO or bigger with minimal support and community engagement.
Basically, I haven't played it (outside the betas) but from what I recall and have seen people say (esp just.dont.do.it whose judgement in these things is superlative), it does seem to be a complete technical upgrade across all axes. The inclusion of diplomacy and unplayable factions is something that get me personally especially interested. Unlike CCO (which was a cosmetic mod that rapidly got out of hand), I'd plan a ZEPHON overhaul from the bottom up and seek to change much more than combat mechanics (during the betas I even put together an 11-page document of ideas for how to approach an overhaul, it even has a badass codename). So, in theory, ZEPHON is a platform for a hella bigger, better, thiccer CCO than Gladius.
That's the GOOD half of the story.
So I assume you can play the full up-to-date CCO experience with Cake's patch.
In any case, happy new years!
Just notice discussion regarding compatibility with other mods. Following is my setup which works even on biggest maps (100x100-medium range PC) without any issues:
-More map sizes...
-CCO overhaul
-Callipygian Complete Overhaul CCOO
-More items and artefacts
-Neutral pack
-Red Lasguns
-More artefact types
-+2 city radius
-EBF super heavys block sight
-Timmeh city textures
-Doc's region names
-Doc's interface updates
-City &Outpost rework
-Doc's city names
-Doc's unit titles
Keep in mind that on huge maps(100x100) you have to limit faction slots number to 5-6 or increase the cost of everything. Suggesting simultaneous turns off. But that might lead to very long games (around 500 turns) Otherwise completely smooth gameplay with only slight chocking during AI turn.
Unfortunately extra factions mods don't work well here- frequent CTD in random moments.
Still, I’m not considering it right now due to the time investment - although the possibility of bringing a couple community champs from Gladius modding together on a major project like that could really be something.
But note that "some point" might not be any time soon.
if there was interest/plans to make an overhaul mod for that game aswell?
The baneblade main cannon should devastate infantry formations - as with most of the tank guns - while units like heavy weapons squads and bullgryns ought to serve better for taking out armoured/heavy targets. Broadly the Astra Militarum roster is, as I recall, pound-for-pound weaker than many of the other factions, but has the advantage of larger numbers and better endurance. But if the stats across the late game board are obsolete that is rather troublesome.
at tech 10 with all tech unlocked the rogal dorn did 27 damage at max range to an enslaver but 215 damage at point blank with the heavy bolters upgrade.
Maybe theres an issue in a value somewhere :)
Exactly, it's a rescale of all vanilla units without anything else. And this is a rescale and rebalance of all units. So of course they won't go together, Gladius+ is not intented for e.g. having 100+ models per unit.
Cities+ might work since it's much more limited in scope. Although CCO already does reasonably fine with cities scale, as all unit models are considerably smaller.
It's a total overhaul mod, it won't work with another total overhaul (which is Gladius+)
This is my current modlist if this helps point out anything glaring
@Snaky_Cake that's not possible, in theory it could be possible to break the mod down into different parts and release them as separate mods, but that would take a lot of effort and might not be able to cleanly split mechanics with how Gladius organizes mods. If you let me know what you want removed I can advise you on what to edit/delete in the mod files to make the change
@tinyderagnedgoldfish I haven't played them enough to really feel out their character, if you have suggestions I'd be happy to put one in!
CCO by itself is becoming legacy and it doesn't even have parity with latest vanilla patches.
Maybe I'll get around merging these mods together in several months or so.
It seems to be a combination of their HP, model count and the amount of attacks their opponent may bring down on them.
It took some neutral golems around 5-6 turns just to kill one termagaunt pack?
Alongside the main base's innate capacity to spawn them, you're looking at a scenario where you'll be locked out from using Tervigons outside of healing purposes otherwise you block your own army.
I dont mind the ability to field so much of them, but could could we make the gaunts more prone to non-aoe damage?
I generally recommend grabbing CCOO mod and using it on top of CCO. I'm maintaining CCOO, but maintaining both mods is rather problematic right now.
CCO shouldn't "break" with the patch, but it wouldn't have some changes from the last two official patches (and maybe more, but two is the minimum).