Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Golden Tooltips
64 Comments
Golden Xan  [author] 2 Apr @ 1:43pm 
Hi ponasozis,
Thank you for reporting this. I've fixed the issue. That technology was using the trait description, rather than the upgrade description.
ponasozis 1 Apr @ 3:51pm 
Drukari have a wrong description for one tech with your mod.
Your mod makes it so assault pen giving tech is renamed to gives +1 ap to everything but thats not what it does.
Jomackson 18 Mar @ 3:59am 
Closest I get to vanilla these days is just this and red las rifles
Jomackson 18 Mar @ 3:58am 
I never had problems with this mod, and I avoid overhauls heavily. I use visual mods and quality of life ones like this. Anything effecting you might be things altering scale, or actual gameplay.
Iyce 8 Jan @ 7:22pm 
Thanks, Golden! I am trying a fast game up to 100 turns and saving vigilantly. I'm doing this with 4 saves - one 'vanilla', one with GTT, one with Onix's mod, and one with both. I have even opted in to beta build so we'll see if something works. Slitherine stated it was something to do with my mods but never explained which and didn't answer my follow up questions so I guess we'll see!
Golden Xan  [author] 8 Jan @ 1:47pm 
It seems to me that this could be literally anything. But given that Golden Tooltips doesn't alter gameplay, you could try deactivating it, playing for a bit, saving your game, and then loading and testing it later. Then you let me know what you find out.

It's weird that this happens after a while, and not at a specific action, such as hovering over a trait, or executing a certain action/power. That's usually what leads to crashes, especially in particular to mods. Keep in mind exactly what was happening when it crashed, and this will help you identifying where is the issue.
Iyce 8 Jan @ 10:40am 
FYI and not entirely certain if it's your mod or Onix's, but... I have Onix's Aeldari Webway Gates and I cannot load save files. I get an access error violation. I'm not exactly sure when this started happening as I usually finish games in one sitting. The game loads a new game just fine but crashes after I've played some rounds. The log file does not point to a specific mod causing it, and I cannot comment on Onix's workshop so I'm not certain which it is.

Is anyone else experiencing save file loading issues? Could anyone better experienced at Gladius mods point me where to look?

For example, first error in log is:
ExceptionHandler::unhandledExceptionFilter()
3221225477 EXCEPTION_ACCESS_VIOLATION
public: virtual void __cdecl gladius::world::Weapon::deserialize(class proxy::core::Packet & __ptr64) __ptr64 + 0x0000000000000635 (D:\Steam\steamapps\common\Warhammer 40000 Gladius - Relics of War\Binaries\Windows-x86_64\Gladius.exe)
Golden Xan  [author] 8 Jan @ 6:02am 
I have not made meaningful changes to Golden Tooltips since the Ultima Founding DLC. I have just recently acquired it, and haven't looked into them thoroughly. But it seemed to me that they had generally the same traits as anyone else's, so the mod should still be useful here. I'll see if I can verify everything from the update within the next two days.
Asmodeus 7 Jan @ 5:55pm 
Ultima Founding?
Golden Xan  [author] 16 Dec, 2024 @ 3:46am 
Awesome, thank you for your kind words!
piercebuster 15 Dec, 2024 @ 5:24pm 
Dude. I appreciate you for this mod.
Golden Xan  [author] 20 Sep, 2024 @ 12:39pm 
Thank you for your endorsement, I'm happy to be of help. :)
faathir1999 19 Sep, 2024 @ 8:32am 
Damn people should know more of this mod, this is basically as crucial as Sukritact simple UI adjusment on Civ games lol. thanks for the mod
Golden Xan  [author] 15 Sep, 2024 @ 7:12am 
@Orionox Yes and no. They will work unless the mods change the original descriptions themselves. Depending on the order the mods are arranged (loading sequence on the Mod screen), any mode that changes tooltips loaded above Golden Tooltips will overwrite the tooltips it changes. Maybe you will want that, if the descriptions are changed because the gameplay has also been changed by the mod. If that is not the case, then Golden Tooltips will work either above or below them on the list.
Orionox 15 Sep, 2024 @ 12:31am 
i kn ow the mod wouldn't update things for overhaul mods, but would it still work with them for the vanilla stuff?
Golden Xan  [author] 29 Jun, 2024 @ 6:17pm 
Hey Bill,
Phantasmagorium is the name of an Accuracy Artifact, that actually never spawns in the game. I've identified an error that was causing its name to be loaded rather than the Accuracy icon. Thank you for pointing this out!
Bill 26 Jun, 2024 @ 3:39pm 
Why does the Orbital Strike research text in the Space Marine tech tree say "8 Phantasmagorium"?
pk_GiZMO 13 Jun, 2024 @ 9:57am 
okay, im gonna test this with CCO then, thanks!
Golden Xan  [author] 8 Jun, 2024 @ 6:16am 
If you use a mod that increases the number of troops in a unit, this will be reflected in the interface. This is the base game's functionality, this mod does not change that behaviour. What it does is expand upon traits and researches, so that if you hover over or select them, it will give you a more thorough explanation of what they do. The amount of units is shown on the unit panel, not changed by this mod. This mod also does not rebalance anything in the game, it's purely aesthetic. And if you do use a mod that changes balancing in any way, it will also be reflected in the game and this mod will not affect the tooltips, as there is no hardcoded information. The only circumstance that would be impacted negatively would be if the functioning of the traits themselves were changed in the programming (but this isn't even possible for some of them), as that would not be reflected properly by Golden Tooltips.
pk_GiZMO 6 Jun, 2024 @ 3:32pm 
do the numbers adjust, if i for example use mods that modify amount of troops in a unit, or just simply rebalance some things? or will the text stay the same
Golden Xan  [author] 13 Feb, 2024 @ 5:48am 
No, I haven't. It seems that the tooltip where the damage is revealed at the left is embedded into the programming, or at the very least I couldn't find a file that allows you to change its behavior. If anyone ever finds out how to do that, it would be most appreciated if it could be shared with us.
Zonk 13 Feb, 2024 @ 3:31am 
Have You found any way to modify tooltips regarding attacks ? It would be very helpfull if there was a way to better show modifiers there ...
Golden Xan  [author] 2 Jan, 2024 @ 6:04am 
Hah, that's perfectly thematic! Thank you for your encouragement, I hope you enjoy it.
Hendricus 1 Jan, 2024 @ 8:31pm 
Gave you a Golden Unicorn for this work, thanks mate.
Golden Xan  [author] 1 Jan, 2024 @ 7:28pm 
I've included changes to the research tree of every faction, in an attempt to make them clearer, as per the mod description. These changes vary depending on the faction iself, but generally I include numerical data for most technologies.
Hendricus 31 Dec, 2023 @ 8:20pm 
Glanced over the reactions, did anyone ask about the Research having this Golden Tooltip.
FA | Alex SDU 11 Dec, 2023 @ 4:15am 
Thank you for the mod.
As someone who not really into WH40K, hopefully these tips could help me understand the game more.
Golden Xan  [author] 5 Dec, 2023 @ 8:26am 
With the help of Palillo, translator of the Spanish version of the mod, I added tooltip improvements to the Drukhari. These will be further polished in the future, but are already available to help anyone wanting to get to know the faction better. The latest update also adds small fixes to the original DLC UI.
Golden Xan  [author] 30 Nov, 2023 @ 6:36pm 
Yes, I'll update the mod to include descriptions for the Dark Eldar as well, but I have no estimated time on that, given how busy I've been lately. Palillo, another player and modder, is helping to speed up the process by sharing notes with me. I haven't even acquired the DLC myself yet.

In the meantime, I can see the mod works with the new version just the same at least. :)
Sneaky_Koala 30 Nov, 2023 @ 2:37pm 
Cheers for the quick update mate.
Guvenoren 30 Nov, 2023 @ 9:56am 
I assume this mod will be updated for Dark Eldar eventually?
Golden Xan  [author] 30 Nov, 2023 @ 5:51am 
Thanks Palillo, I would most definitely appreciate it if you sent me any notes you took along the way, and I'll make sure to fix what I can. I will reach out in private for us to talk, if you don't mind.
Palillo 30 Nov, 2023 @ 12:50am 
I have made a Spanish version of this mod. In the process I saw some descriptions that were wrong or incomplete, so I did a complete review looking at the game files found in Data\World and also took the opportunity to modify your Traits.xml and Upgrades.xml files. If you want, I wouldn't mind sending them to you along with the lines of code of those files that have been modified in case you want to check it out.

My intention with the release of the Drukhari DLC is also to modify the new descriptions in my Spanish version, if you want I wouldn't mind taking the opportunity to also modify it in English and send it to you.
Smaug 29 Nov, 2023 @ 7:55am 
The base game tooltips along with no good mouseover or damage calculation breakdowns were driving me insane.
rwlyraa 28 Nov, 2023 @ 10:51am 
Thanks for the mod! Clear tooltips are extremely important to have in this genre :)
Golden Xan  [author] 28 Nov, 2023 @ 8:03am 
Thank you for your message!

I do intend to update it, but I have been extremely busy since the release of the mod and I'm not sure when I'll be able to dedicate the time for it.

I can't predict whether the mod will stop working with the DLC, or if it will use the base descriptions until I update it (I think that's the case), but I'll try to get it up and working as soon as possible. :)
Reverendo Bizarro 28 Nov, 2023 @ 4:42am 
Thanks you for this, it makes knowing what everything does much clearer.

I guess you'll update this when the Drukhari are out right?
Golden Xan  [author] 27 Nov, 2023 @ 9:11am 
Этот мод доступен только на английском языке. Но вы или кто-либо другой можете использовать мои файлы для их перевода, если захотите.
Regul333 26 Nov, 2023 @ 11:13am 
Не подскажет кто нибудь. Переведен Ли на русский язык этот мод?
Golden Xan  [author] 15 Nov, 2023 @ 4:50am 
Very interesting. Thank you for your observations, I'll look into it myself when I have some time and I'll make changes to the descriptions to make it clearer. This is obviously very obscure, and there are a few other traits that suffer the same issue, but it's great to have a better understanding of this one. Nice effort, Palillo.
Palillo 15 Nov, 2023 @ 4:13am 
From what I have been able to verify in the game, the damage that is going to be applied is almost always the normal one, only in the cases of gauss weapons with little damage and armor penetration, such as those of the Necron warriors, and against units with a lot of life. maximum per entity and armor the damage due to the gauss trait will be applied.

That is, vehicles and fortifications only, almost always in the rest of the cases, the Gaussian trait is not going to do absolutely anything.
Palillo 15 Nov, 2023 @ 4:05am 
(2/2) In the example I gave in the previous message:

32*0.05 = 1.6, but the maximum is 1.2.
Precision is applied, 1.2*0.67 = 0.8
Armor is ignored and there was no other damage reduction so it remains to multiply by attacks, 0.8*5 = 4.0.

On the other hand, the normal damage would be:
1.9*0.67(accuracy)*0.25(armor)*5 = 1.6

Applying the greater of the two damages.
Palillo 15 Nov, 2023 @ 4:04am 
Okay, I've been doing more tests and I think I know how it works. What happens is that two different damages are calculated, one is the normal damage that is calculated as always and the other is the trait damage because it is a Gauss weapon. The damage that will be done is the greater of these two, they do not add up in any way.

The damage from the gauss trait is calculated as follows, it is the maximum HP per entity (max HP divided by the number of entities in the unit) x0.05 up to a maximum of 1.2 damage. This damage is not affected by the damage reduction due to armor, but it affects both accuracy and the rest of the damage reductions (city, forest, etc.). Lastly, this damage is multiplied by attacks. (1/2)
Golden Xan  [author] 14 Nov, 2023 @ 6:02pm 
(2/2) What I do know for certain is that there is a variable that adds a 5% multiplier to a concept of "minimum damage from hitpoints", and that the maximum damage attainable through this calculation is 1.2.

Sorry for not being more helpful, but the programming is not open. Back when I was working on the mod, I thought I had figured it out, but it's been a while and I don't have any notes on it.

It's likely that you are missing some application in your calculations. Either some form of penetration, ignoration of damage reduction, or else. If there is a way for you to share your save, I might be able to take a look at it.
Golden Xan  [author] 14 Nov, 2023 @ 6:02pm 
I didn't write it very clearly at first.

Damage calculations are not very clear in the game. Some traits required a lot of testing.

I am not 100% confident of how the Gauss trait is applied, or when. But, in essence, this is how it is meant to work:
Enemy Maximum HP * 0.05, limited to 1.2 damage.

The Fortress has 32 Max HP, so 32*0.05 = 1.6. It gets reduced to 1.2. This damage is then added to the total, but I don't know at which point in the formula.

It might be added after accuracy, but it might not ignore damage reduction. It might be applied for each weapon used, so that 1.2 would be multiplied by shooters (5). It might be that it even ignores some types of damage reduction, but not all, and it has its own set of restrictions. It might even be added after every other calculation. (1/2)
Palillo 14 Nov, 2023 @ 3:08pm 
Sorry, I don't understand, why would only the first 20 HP count? 5% of 20 is 1, not 1.2, shouldn't the first 24 HP count instead of 20?

Anyway, I'm going to give an example of my game to see if I can see how it calculates the damage. A full unit of 5 Necron warriors are firing at a Fortress of Redemption. The values are the following:

HP = 21/32
Armor = 10
Armor penetration = 1
Armor Damage Reduction = 10 - 1 = 9 (75%)
Damage = 1.9
Attacks = 1 (x5) = 5 (Range 2 so rapid fire does not apply)
Accuracy = 8 (67%)

That I have seen there is no other type of damage reduction. According to the game, I deal 4.0 damage to the enemy when attacking. Well, I have tried to calculate it in several ways and I can't get the result to be 4.0.
kwiki 14 Nov, 2023 @ 11:30am 
Golden mod. Bless you brother for your work! :steamthumbsup:
Golden Xan  [author] 14 Nov, 2023 @ 4:21am 
The Gauss trait increases the base minimum damage of the weapon by 5% for every hitpoint the enemy has, up to an increase of 1.2 damage. So if the enemy has 30 maximum HP, only the first 20 HP are taken into account for the increase, adding 1.2 damage to the weapon, for each weapon fired.

If the enemy only has 12 HP, it's going to increase the base damage by 60%.
Palillo 13 Nov, 2023 @ 4:33pm 
Does anyone understand how the bonus of the Necron gauss weapons is calculated? I have searched for information and tried to calculate in my game how much damage my units with gauss weapons should do with different interpretations of the description, but I am unable to deduce the formula used to calculate the damage.

With other weapons I have no problems, but with gauss weapons sometimes it seems that no bonus is applied, other times that the bonus exceeds the 1.2 maximum extra damage that the description says or that the damage I do to the same unit is the same regardless of whether the unit has more or less life. It's very confusing.
Golden Xan  [author] 31 Oct, 2023 @ 4:32pm 
Awesome, glad you liked it. :)