Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Callipygian Complete Overhaul [CCOO Released!]
465 Comments
Okay, well I just watched two razorbacks and the six units of marines they carried get obliterated by two neutral ironstriders because of overwatch, and there's just very little else that I could I have done about it as Astartes. By the time my forces got close enough to engage they were too weak to do any substantial damage, and the more I play the more common that sort of thing is. On paper, in lore, and in any other version of warhammer, there's no way I should be losing those kinds of fights.
Callipygian Apribot  [author] 27 Jul @ 4:45am 
Actually, to the idea of units using armoured transports to reach enemy frontlines more safely - the overwatch damage of units falls off dramatically after the first volley, so if you push up with an armoured vehicle it will still absorb the largest volume of overwatch damage, with only limited snap-fire after the units within disembark. Noting, however, that certain units - like snipers and fortifications - will continue doing significant damage.
Callipygian Apribot  [author] 27 Jul @ 4:43am 
@<3??? This mod is no longer in active development. I'm not entirely sure the 'fix' you describe is actually possible, but the main purpose of transports as I see it (given their increased movement) is to more quickly ferry troops from your cities to your frontlines, or to establish new/flanking fronts - not to unload directly into the enemy (when, of course, you would logically expect your enemies to still shoot at you if you stepped out of a trukk directly in front of them). So I'd be curious to know why you see this as a problem.

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.
Is there any plans for a fix to the overwatch changes so it doesn't shoot any soldiers that dismount from a transport? Because it kind of defeats the point of the transports.

Also, will any new unit mods work with mass unit size changes?
goodODST unit 16 Jul @ 9:38am 
thanks for the answer, I tried out ZEPHON a bit when it came out and it never really held my interest. I'm not a huge 40k nerd, but I always enjoyed the diversity that Gladius has over ZEPHON, with its more unique roster and aesthetic. Also couldn't find a mod that solved my problems with the game like CCO did, so perhaps a big overhaul mod could revitalize the game like it did Empire at War? Just my two cents. Regardless of if you put yourself through the pain of making another massive mod, I deeply appreciate what you've done with Gladius and look forward to seeing your future work, if any
Callipygian Apribot  [author] 15 Jul @ 7:17am 
Ultimately the question for me is "what".

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!
Callipygian Apribot  [author] 15 Jul @ 6:57am 
It is very easy to dream big, the human imagination can only bear fruits if, like any garden, its sprouts are trimmed, weeds are removed, and infestations stamped out.

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.
Callipygian Apribot  [author] 15 Jul @ 6:35am 
@goodODST unit asked elsewhere what and whether we have any plans for Proxy's latest title, ZEPHON. I can only speak for myself here, and purely in the interests of transparency and to hear what people think.

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.
Callipygian Apribot  [author] 14 Jul @ 8:12am 
@fireblade848 Cheers, me and Just Don't Do It aren't working on keeping the mod up to date as you can see from the update schedule. But, Cake (awesome guy?!) seems to have gone out of his way to make a patch for the last two DLCs that aren't up to date which I've now added to the 'necessary mods' list for convenience. I haven't tested it so idk if the alignment is perfect, but since he's rebalanced it himself I expect it's got vision and refinement.

So I assume you can play the full up-to-date CCO experience with Cake's patch.
fireblade848 14 Jul @ 7:48am 
the canoptek reanimator is just the base game version is the mod not being updated anymore?
Primm From Discord 21 Apr @ 4:44pm 
Just a question, are devildog's meltacannons supposed to be a different weapon? I'm asking because they do fuckall to structures or vehicles, but even at max range, do fuckloads to infantry
TheRomanRuler 14 Mar @ 10:59pm 
Damn. Thats understandable, hope you all the best in real life, thank you for everything so far!
Callipygian Apribot  [author] 20 Dec, 2024 @ 11:59am 
Cheers guys, sorry but modding Gladius further - updates included - isn't currently something I can fit into my priorities. In all due fairness, it wouldn't be difficult to make a compat patch for anyone interested. I might get back to this, but not anytime soon. Sorry folks!

In any case, happy new years!
Knight Volkov 20 Dec, 2024 @ 9:05am 
Is there Any plans for an Update since the DLC Release ?
peregrinembr 15 Dec, 2024 @ 4:49am 
@Tau- Yes it is. But it depends how do you set your game. I do several Al enemies on the max, me and 1,2 ally AI as buffers on low level. That gives AI big advantage early to mid game. With high cost of influence and jokaero trader scarce on the map you are slowly gaining initiative which assures of long exciting gameplay
Tau 14 Dec, 2024 @ 5:23pm 
@peregrinembr Isn't the balance of the items and artifacts mod an issue?
peregrinembr 14 Dec, 2024 @ 4:31pm 
Any chance to update the mod after Ultima Founding DLC? That could be nice.:))
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.
Callipygian Apribot  [author] 16 Nov, 2024 @ 1:22pm 
It’s an interesting idea and I’m glad just.dont.do.it is considering putting his superb talents to this. Since Zephon has also just been released it would in principle have fewer moving parts and make more fundamental changes easier than was the case with CCO given how late it was developed. I made a brief document of possible changes during the first Zephon demo, but I’d want to mess with economy/origins to really differentiate playstyles - although Proxy AI will always be a limiting factor. I Also fully agree with just.dont.do.it regarding the difference in scale, as Zephon depicts a dessicated and shattered planet one breath away from extinction.

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.
just.dont.do.it  [author] 16 Nov, 2024 @ 5:34am 
Rescaling Zephon is an interesting project, yeah. I'd probably do it at some point, it could use better-sized armies too, though probably not as big as the CCO scale.
But note that "some point" might not be any time soon.
Bulkertn 16 Nov, 2024 @ 2:36am 
Hey Apricot and Just dont do it, love your mod! in fact love it so much i was wondering with Proxy Studios releasing Zephon and the frame work presumably being similar to gladius.
if there was interest/plans to make an overhaul mod for that game aswell?
Hyragon 1 Nov, 2024 @ 5:46pm 
Does anybody know if kroot dens are captureable as Tau, and if so how its done?
Callipygian Apribot  [author] 14 Oct, 2024 @ 2:13am 
CHeers @MrMickerson, are you playing with CCOO? It fixes a lot of the balancing issues that base CCO has. But as far as I can recall damage stats differ a lot by target.

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.
Mr Mickerson 13 Oct, 2024 @ 8:51pm 
Hey Apricot! loving the mod! question though, is Astra meant to be so weak in the end game? Rogal Dorn does 0.2 damage, Baneblades main cannon does 0.3 damage, Basalisk does 0.2 damage, Field ord does 0.3 damage and the Devil does 0.2 damage per attack.

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 :)
Callipygian Apribot  [author] 10 Oct, 2024 @ 7:23pm 
Not to throw this whole discourse into confusion but as far as I recall I did include functionality - and successfully occupied - Kroot lairs... but I might be misremembering or the actual use thereof might be bugged. I'll check it out in the coming days to make sure
Girlpiss 10 Oct, 2024 @ 3:46pm 
Oh, you can't? The spoiler tag at item 5 made me think I could, sorry!
just.dont.do.it  [author] 10 Oct, 2024 @ 1:49pm 
@IronVines
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.
IronVines 10 Oct, 2024 @ 1:20pm 
does that mean cities+ also wont work?
IronVines 10 Oct, 2024 @ 1:19pm 
ah i tought gladius+ was only size rescale?
just.dont.do.it  [author] 10 Oct, 2024 @ 12:56pm 
@IronVines
It's a total overhaul mod, it won't work with another total overhaul (which is Gladius+)
IronVines 10 Oct, 2024 @ 12:48pm 
Im trying to use the mod with revived gladius+ for the resizes, but im running into very having tiny units, can anyone help me resolve this?
just.dont.do.it  [author] 10 Oct, 2024 @ 12:10pm 
You... can't? As Tau, you can get kroot units, but not the lair.
Girlpiss 10 Oct, 2024 @ 12:09pm 
Oy, anyone knows how I can Claim Kroothound Lairs? I've tried the claiming skill, tried building a city above it and at it's side but couldn't figure it out ):
Callipygian Apribot  [author] 6 Oct, 2024 @ 4:58am 
The link is inoperative but Banana Malibu is entirely right. Generally any mods that aren't in the attached collection or don't have CCO compatibility patches will cause issues
Banana malibu 5 Oct, 2024 @ 5:33pm 
Immediately one thinks of that both this and gladius+ rescale the units.
King Of Space 5 Oct, 2024 @ 3:23pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails?id=3343739312
This is my current modlist if this helps point out anything glaring
King Of Space 5 Oct, 2024 @ 3:16pm 
@Callipygian Apricot 31 at full count, including Gladius+ and various submods (what I suspect are the culprits)
Callipygian Apribot  [author] 5 Oct, 2024 @ 2:24pm 
@King Of Space are you running any other mods? Anything that tweaks units is incompatible with CCO

@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!
King Of Space 5 Oct, 2024 @ 2:20pm 
This is supposed to scale down the models right? All my models are at full size and it looks hilarious, especially with vehicles
Tunnel Camper 4 Oct, 2024 @ 1:01am 
can you add in an options interface to disable certain things?
tinyderangedgoldfish 2 Oct, 2024 @ 8:49pm 
Are dark eldar going to be added to this list?
just.dont.do.it  [author] 20 Sep, 2024 @ 7:12am 
Just a reminder that you should use CCOO on top of this one (the link is in description or in "Future plans" thread).
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.
ARAM Techno 20 Sep, 2024 @ 6:48am 
Avid tyranid player here, as much as I love them being strong and numerous I gotta say something about how unnaturally durable just gaunt class of the nids are.
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?
xxgodhandsxx 19 Sep, 2024 @ 6:43pm 
spent the last two days checking this mod out and hands down for me this is the best damn mod on here. I always play this game in a chess like fashion and you have made that truly, and I must say the neutrals are amazing running into the 99th mobile base then turning around and slamming into some chaos portals and nope east is a large base of marauders...awesome sauce thank you for reshaping and making my mediocre game into something that actually makes me have to think instead of rapid producing things and send them in the direction of the enemy I doff thy cap to you good sir.
just.dont.do.it  [author] 5 Aug, 2024 @ 3:29pm 
@mykovanov
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).
mykovanov 5 Aug, 2024 @ 2:02pm 
Any idea if stuff broke with today's official patch?
Callipygian Apribot  [author] 5 Aug, 2024 @ 5:15am 
@Micky Depends on your computer, the game is not designed to handle this many models so the optimization is poor, but since the game itself is not particularly taxing it does seem to run without issues on any midrange PC. Limiting player numbers, game speed, and map size all help if there are issues - but most people don’t seem to have any issues so long as they aren’t 200 turns in to max map size - just be sure to turn FX volume down to keep game noise down. But tbh you can’t tell unless you try it :P
[Micky] The Wolf 4 Aug, 2024 @ 10:14pm 
How heavy is this mod in terms of FPS wise?
Zoldorf Da Orknerd 24 Jul, 2024 @ 3:53pm 
I feel the need to report that, you forgot to adjust the Tyranid Toxin Sacs technology, it adds 6 damage to all melee against infantry, that is 6 extra damage to 320 attacks from some units
just.dont.do.it  [author] 10 Jun, 2024 @ 1:40pm 
Unfortunately not. It's either no sounds for a unit, or every figure in a unit plays sounds.
ApacheBeatDown 10 Jun, 2024 @ 11:17am 
is there any way to just reduce sound instances instead of decreasing sound effect?