Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Doc's Gearheads - Support Units for Gladius
114 Comments
Hellbishop 13 Jun @ 8:31pm 
Thanks for the update and perfect for Friday The 13th :endzone_beverage::Pizza:
Doc  [author] 13 Jun @ 6:39pm 
Did you check the Demiurge? These conditional traits can be VERY finicky, and I want to be sure it's working properly for you before I call it 'fixed.' :)
Pyrodysseus 13 Jun @ 6:35pm 
Excellent, thanks! I noticed the Doomstone and wondered where it was from, thanks, I'll check out the Marl too
Doc  [author] 13 Jun @ 6:18pm 
I noticed I didn't mention that I added two new items to the shop...the Marl of Lilaethan which adds food (or the equivalent) and the Doomstone, which adds power at the cost of morale.
Doc  [author] 13 Jun @ 5:00pm 
I tested it at range 1 and 2 and saw an immediate boost to power output.
Doc  [author] 13 Jun @ 4:58pm 
Okay, Pyrodysseus, I think it's fixed. Would you mind testing to verify?
Usually you need to subscribe/unsubscribe to refresh the mod.
Doc  [author] 13 Jun @ 4:45pm 
Sounds like it needs a fix!
Pyrodysseus 13 Jun @ 4:24pm 
hey again, so I did some testing because for the life of me I couldn't figure out why the Magnetic Tuning ability sometimes did not work. I have figured it out: the ability can be cast from range, and when this is done, it does not increase energy. In order to get the correct increase, you cannot cast from range and must be directly on the desired tile when you use the ability. Hope this helps!
Pyrodysseus 12 Jun @ 8:47am 
yes works perfectly thanks!
Doc  [author] 12 Jun @ 7:00am 
That's how it works with Power Surge, for sure.
Pyrodysseus 11 Jun @ 8:26pm 
ah, thanks for the clarification! I didn't see energy rise when I used it but I also didn't end the turn, I reloaded instead. Sounds like I used it correctly but it maybe doesn't display in the resource panel until next turn?
Doc  [author] 11 Jun @ 6:45pm 
Great question! We're talking about the Magnetic Field Tuning ability.

Bottom line...use it on tiles with energy producing buildings.
---------------------------------
Deeper answer:
..it works like the Mechanicus "Power Surge" faction ability, which means that it affects any buildings on a tile except Headquarters.

So, in this case, it multiplies energy output of every building by 1.5. If a building would make 6 power, it makes 9. Easy enough, right?

But it works on all buildings on a tile, so if a building (like a research building) would make zero power, it makes 1.5 times 0, which is still zero :)

It does NOT increase energy requirements, only production.
Pyrodysseus 11 Jun @ 5:30pm 
Hi Doc, how does the Demiurg's abilities work? The one that increases energy production can be used on any city tile, should it be used on the city itself or the tile where the energy buildings are? Or anywhere? I couldn't figure it out
Doc  [author] 17 May @ 11:52am 
I'm so glad to hear it! Thanks for the test.
couriersix8631 17 May @ 10:50am 
Hi Doc. Thanks for looking into this bug and getting a fix out so fast. I just played a match to test it an the Annointed TechPreist can now clear tiles and its working great.
Doc  [author] 17 May @ 8:01am 
Couriersix, I think it's fixed. It may not work for current units, but new ones should work with requisitions (you may have to unsubscribe/subscribe to refresh).
Doc  [author] 17 May @ 7:28am 
Interesting! I wonder if I can fix this or if I just have to remove the ability, since the sisters already have a tile remover. I appreciate the feedback, truly.
couriersix8631 16 May @ 6:46pm 
Hi Doc. I've been using this mod for awhile now and i have to say great work the models look awesome. I did happen to notice what i think might be a bug with the Anointed Techpriests they are unable to clear tiles as they require the ore resource to use this ability but the battle sister use requisitions.
Doc  [author] 12 May @ 12:58pm 
Invasive wildlife neutral cultists aren't actually cultists, they're "Neutral Cultists" or something. I've tried to let the Daemonhost convert them, but that gives an error if you don't have the mod. Sorry.
justreidabook 12 May @ 12:16pm 
I think I may have discovered a bug/issue? More likely I'm doing something wrong, but I can't figure out what.
I've been unable to get the daemonhosts to convert neutral chaos cultists. The only non-Doc mod I have is invasive wildlife, I don't think it's the issue. Do the cultists need to have their morale broken for it to work?
Nexus 666 28 Apr @ 5:59pm 
Looking forward to it
Doc  [author] 28 Apr @ 4:34pm 
I added two artifacts in the Jokero encampments, allowing heroes to better stave off resource shortages. Possibly more to come....
Doc  [author] 2 Mar @ 11:33am 
Thanks, but I'll have to defer credit to Kabookie for that one...he was probably the first of us to create truly custom models for his Neutral pack. I tweaked it, but he was the inventor!
Malaikat 2 Mar @ 5:12am 
Just finished a new update to the
Deathguard and added your Abomination model to it. Thanks for your amazing work!
Hellbishop 25 Jan @ 7:13pm 
DARKTIDE connections nice. Now i can enjoy something from that part of the game world since the Devs decided not to add an actual single player component :WarriorWeapon:
Doc  [author] 25 Jan @ 6:33pm 
I really had fun with him, finally getting him like I had envisioned when I started on him a year ago. His rifle is also a labor of love, and based on a favorite in Darktide.
Hellbishop 25 Jan @ 7:16am 
Fantastic work Doc! Love the Cadian Sargeant Major with all the fine details on the uniform :dwarven::Pizza:
Doc  [author] 1 Jan @ 10:41am 
Okay! Cadian Sergeant Major and Daemonhost now have screenshots! Thank you guys for getting me to take care of this. I'm tweaking other units, so I'll upload more screens as I get them fixed.
Doc  [author] 1 Jan @ 5:18am 
I really should, shouldn't I? I'll get on it. This was my first unit mod, and I mostly just made it for me and my mates. But that doesn't help most people, does it? :)
Яндекс.Warhammer 1 Jan @ 5:06am 
screenshots of units may bee?
COGunXSword 31 Dec, 2024 @ 10:25pm 
Mod looks great, can I just ask for screenshots of all included units please?
Doc  [author] 31 Dec, 2024 @ 6:32pm 
Thank you Nexus! It's been a pleasure. Now we have to see if any bugs crawl out of this new creation... :)
Nexus 666 31 Dec, 2024 @ 6:09pm 
I love your custom models Doc you Definitely make some of the best work on steam workshop for Warhammer 40K Gladius you and Devian keep this game alive Keep up the good work Doc
Doc  [author] 31 Dec, 2024 @ 4:23pm 
Finally! After a year of working on him on and off, I've uploaded a truly custom model for the Sergeant Major. I also restored his MkIA Lasrifle, as it always seemed much more appropriate than a hammer. His ranged and grenade damage should be better now; most of his other stats are the same.
Nexus 666 29 Oct, 2024 @ 3:57pm 
No problem Doc modding is hard you make amazing custom models I’m excited to see what’s coming up next
Doc  [author] 29 Oct, 2024 @ 3:48pm 
I had to remove the Attack Squigs from this mod because it was causing a crash when used with the Scrapyard. :) Not very nice of me to crash my own mods.

The squigs are still chompin' over at the Scrapyard, however.
Doc  [author] 28 Oct, 2024 @ 5:35pm 
Thanks, Nexus. I really would like to replace all units here with custom ones, but it's not top of my list right now. I'm working on a (I think) really cool unit for the Scrapyard, but I got it my head to fix the squigs this weekend :)
Nexus 666 28 Oct, 2024 @ 1:40pm 
Awesome new update to the Squigs great job Doc
Doc  [author] 28 Oct, 2024 @ 12:19pm 
I paid some overdue attention to my squigs. I'm trying to move away from 'borrowed' unit models for the little guys. This update makes a start. Note that I'm planning on adding the Attack Squig to the Scrapyard as well, so you'll see him over there too.
......

Attack Squigs added.
Boom Squigs changed to Bomb Squigs and given a better mesh.
Pyrodysseus 5 Oct, 2024 @ 2:48pm 
awesomesauce, thanks for fixes Doc!
I can see how an online translator could mess things up, a word like "correct" or "incorrect" doesn't have additional negative connotations, where "faulty", "wrong", "untrue" etc each have additional negative connotations that a foreigner wouldn't know about. My buddy tells me what I've said is untrue; I'm thinking he's calling me a liar, while google translate sees all those words and finds them roughly equivocal. Ah language, what a fine double edged sword
Nexus 666 5 Oct, 2024 @ 11:15am 
No problem keep up the good work doc
Doc  [author] 5 Oct, 2024 @ 10:50am 
Okay, it's fixed! I was able to build both the nanoscarabs and the Destroyer in a test game.
Thanks again for letting me know. I also checked all of the other files, which were already in the .ext format, so shouldn't cause any conflicts with the current or upcoming DLCs.

I understand that translators can be difficult! Just as a future tip, I would appreciate avoiding "value judgements" about me like right and wrong, and instead focus on the error...for example:

"I found a bug in the mod, and traced it to your Building file. Here's a possible fix."
Doc  [author] 5 Oct, 2024 @ 10:50am 
Because ultimately, your fix was exactly right! And the nanoscarab was in fact the first modded unit I ever created, so it was before Devian had given me a similar speech on the utility of the .ext file.

That was introduced after TOFFster nagged the developers for workshop support until they finally gave in! When I first modded my own game, I had to change core files, which (as you point out) was problematic.

And thanks for having my back, as always Nexus. I do try hard to respond quickly to error reports, and really want you guys to enjoy the mods. I'm sure the upcoming DLC will break something, and I'll need to do some urgent surgery to my mods :)
Nexus 666 5 Oct, 2024 @ 10:42am 
Lord Draconis I just saw your new post I understand now That you used an online translator and that translations might not come out perfect just try to keep in mind that modding is extremely difficult and doc will definitely fix them without modders like doc gladius would probably not be an active game anymore
Nexus 666 5 Oct, 2024 @ 10:37am 
Lord Draconis Modding is extremely difficult and mistakes especially for people first getting into it are bound to happen Doc is a great modder and makes excellent work Please be more considerate when bringing up issues as Doc will most certainly fix them
Lord_Draconis 5 Oct, 2024 @ 10:34am 
I use an online translator and it can distort the translation of the text. I didn't have any insults.
Doc  [author] 5 Oct, 2024 @ 10:29am 
Please be nice. I admit that I make mistakes, and I appreciate you pointing them out, but telling me I'm "extremely wrong" is not pleasant for me.

This mod is one of my first, and so contains some older styles, and the .ext file type was added long after the game was released so it was not in frequent use. I'm now very familiar with it, as you can see from my more recent Scrapyard mod.

I will attempt repair the issue, and thank you for bringing it to my attention.
Lord_Draconis 5 Oct, 2024 @ 10:23am 
You can't build a Skorpekh Destroyer. Your mod rewrites the orig Infantry building. games. This is an extremely wrong approach. You need to create an Infantry.xml.ext file in Data\World\Buildings\Necrons and write the following:
<building>
<actions>
<produceUnit unit="Necrons/Nanoscarab"/>
</actions>
</building>

I recommend using this for all your buildings in all your mods to avoid future conflicts.
Doc  [author] 27 Aug, 2024 @ 8:09pm 
I need the text of the errors to see if there's anything with this mod. I've been playing a lot lately with it without crashes (other than the death bug), so I really doubt there's much here.
Pyrodysseus 27 Aug, 2024 @ 12:23pm 
!
Thanks for the update, I have still been getting crashes since I last reported back- I thought it was fixed when I was able to complete a single campaign but that turned out to be the exception. It definitely isn't any wildlife mods tho cuz I got desperate and disabled all of them! I'll do some testing this week, thanks