Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

CCO Overhaul
127 Comments
Chase Mate 4 Jun @ 7:40pm 
Hey i'm having this issue which may or may not be caused by your mod in correlation with my patch mod and Children of Imperium? but pretty much is this error at random ends of turns, it's frustrating because the path cant exist without crashing the game on startup. I can get to turn 30 sometimes with no issues and further.

DataManager.hpp:100: class proxy::video::Mesh &_cdcl
proxy::core::DataManager<class proxy::video::Mesh>::get(const class
std::basic_string<char,struct std::char_traits<char>,class
std::allocator<char> > &bool) const: "Units/BlackTemplars/ScoutBiker"
does not exist
This may not be relevant for your thread but I need help
Deadpoolzy 25 May @ 2:53pm 
@just.dont.do.it is this compatible with the new unit pack that just recently dropped with the Norn Queen? And do i need to put this in a specific load order with Callipygian Complete Overhaul [CCOO Released!]?
mofocro 14 Apr @ 5:39pm 
@just.dont.do.it Just wanted to say Thanks again. I think I got it to a decent but at least also useable place for the CCOO mod and the Unit Factions mod that I also use. The Primaris Tank was tricky since it has like 8 weapons on it so the Weapon traits buffed it to crazy levels lol.
mofocro 10 Apr @ 4:16pm 
Gotcha, thank you for the info!
just.dont.do.it  [author] 10 Apr @ 2:47pm 
The general process of re-scaling the unit goes like this:
1) Rescale amount of figures in a unit. Rescale their health so that total hp ends up "vanilla HP" times "multiplier" (I think hp multiplier 16, but re-check).
2) Rescale visuals.
3) Add one of the attacks multiplier traits
4) Add one of the increased duplicate cost traits (Tier1/Tier2/Tier3 etc).
5) Manually adjust finer details like hp-restoring abilities.
6) Then try it in the game and slightly adjust it further if it doesn't work well.
just.dont.do.it  [author] 10 Apr @ 2:47pm 
@mofocro
I don't remember specific numbers, but the basic idea is to multiply both unit HP and attacks (not damage) by a certain multiplier. You can look it up if you compare units to vanilla ones.

The amount of attacks is increased via adding one specific trait to the unit - Armfilade, Enfilade, Elite, or Oomph. Which one - depends on the amount of figures you'd want in a unit. The most numerous units get no trait, ones like basic infantry get "Armfilade", etc. Single figures get "Oomph".

This stuff all comes from base CCO mod (except some traits which I adjusted), if you're wondering.
mofocro 10 Apr @ 1:14pm 
Hi, I am trying out modding and was just wondering what logic/basis you used to buff weapons/attacks for units. I am trying to add the new Primaris DLC and a modded unit pack. More or less feels like I got the unit sizes/scales right but I am kinda stuck on getting their damage to be in line with this mod.
Tau 15 Mar @ 10:06am 
That's sad to hear but understandable
just.dont.do.it  [author] 15 Feb @ 10:10am 
Well, I didn't buy the last expansion, and honestly after looking at Zephon I kinda lost enthusiasm on modding Gladius (since Zephon might not be WH40K, but it's still a next game with lots of improvements).

So I can't say anything too hopeful here. Pretty unlikely I'd be playing more Gladius.

On the other hand, everyone can take the mod and modify it further. Let me add a footnote into the descrption.
King Of Space 15 Feb @ 9:47am 
Apricot said he's not gonna mod for the forseeable future, is there any way you could tweak the new units? Primaris are hilariously useless lol
just.dont.do.it  [author] 30 Dec, 2024 @ 10:06am 
@Todt
There are other important modifiers to note here, like tiles with -accuracy (desert and such). Basilisks are not weak, but your numbers indicate that some additional factors were involved.
Todt 30 Dec, 2024 @ 9:37am 
is the basilisk supposed to be so weak, i shot with one basilisk unit a group of normal ork boyz ,in the open, and only did 17 damage and the unit has over 300 hp
just.dont.do.it  [author] 21 Nov, 2024 @ 11:06am 
Neutrals aren't healing any more than other units (assuming you aren't using mods that might affect that). So you can still grind them down quite fine, assuming you have enough units to push through.

I suppose one can write a mod that stops all healing for neutrals, but personally I certainly don't see any need of that.

And neutrals cannot attack other neutrals, it's all just one faction. We can't do anything about it with mods.
IronVines 21 Nov, 2024 @ 10:46am 
is there any way to take out the regeneration from the neutrals or limit it even? with how many and strong the new ones are im really struggling when not playing anyone but the necrons as im practically in an infinite meatgrinder and very often the neutrals just run away at like 2 health and come back with max 5 turns later while if i wanna heal as say admech (before having heal units) then i need to go back to my city wait and then go back where i was while the neutrals like dogs can just take a bite tank a hit and then come back like 3 turns its very annoying to fight against. Also this might be a bit wild, and its not that necesary but im wondering why some of the neutrals arent attacking each other, for example the necrons and the big knight titans, anyway the first question is the main one as its kinda sucking the fun out for me.
King Of Space 15 Oct, 2024 @ 6:08pm 
I didn't think it did affect the colors, I was looking everywhere lol. Turns out it actually was Gladius+, so when I completely stopped using the + Series, I lost my colors. Thankfully somebody made Colors+ so I can still use the colors without Gladius+
just.dont.do.it  [author] 14 Oct, 2024 @ 8:32am 
@Athelard
Generally speaking, all CCO-compat mods and patches shouldn't break if used with CCOO.
I can't say for sure since there might be some specific balancing issues, but it should be ok.
Athelard 14 Oct, 2024 @ 8:09am 
@just.dont.do.it You are an angel, thank you for your suggestion. I reinstalled gladius and the problem went away.

Separately, I saw that the original CCO had some third party compatibility for othe rmods that add races. Are there any additional races that would work with CCOO? Or other mods that you recommend?
just.dont.do.it  [author] 14 Oct, 2024 @ 12:54am 
@King Of Space
Well, this mod (or CCO) doesn't do anything with faction colors, it cannot affect them.
King Of Space 13 Oct, 2024 @ 5:55pm 
I'm posting here because I'm not sure where else to post (although I'll probably copy it to other mod comments): I've lost a bunch of team colors somehow, such as Necron Compound, Castellan Green, Macragge Blue, Blood for the Blood God, etc. I'm not sure what mod supplied them or what mod is blocking them.
just.dont.do.it  [author] 13 Oct, 2024 @ 1:54am 
@Athelard
Something very weird goes on with your Gladius. Under no circumstance should "City" buff be displayed as just a trait; this holds true for vanilla, CCO, CCOO, and any combination of them.

Have you tried checking file integrity?
Athelard 12 Oct, 2024 @ 9:35pm 
I have been playing this for a while and enjoying it a lot, but I'm getting an error, I think since the last Gladius update. The city tiles no longer give the healing or any other bonuses. The icon shows grey instead of than green. I verified that my units, and allied units on citi tiles only heal at a 10% rate.

I only have the 2 mods installed, CCOO first and CCO second.

I'm posting an screenshot of how it looks with and without the mods. The bonus icon should be green with bonuses on both, but it is only green without the mod. The outputs still work fine. I also get game crashes more often, but that is not too bad. https://ibb.co/SnCmPqp https://ibb.co/x23Vwz2
just.dont.do.it  [author] 9 Oct, 2024 @ 4:01pm 
@Alastor
You're generally supposed to be prepared to handle specific more dangerous neutrals. In CCO there are many neutrals that shouldn't be charged with only a few T1/T2 units.
Also note there's a "webway gate" spawn that isn't actually a webway gate - it's just familiarly-shaped neutral lair guarded by neutral eldar units which can summon a nasty suprise in the late game (if it somehow survives until then).
Alastor 9 Oct, 2024 @ 3:54pm 
are you just NOT supposed to be able to kill any webway gates at the start of the game? these neutrals are way too insane because they are insanely powerful as well and are hunting your units down and webway gates MASSIVELY durable compared to anything you can make early game. what game settings are you supposed to put because the early game is a nightmare of barely being able to fight neutrals with the default game settings
IronVines 13 Sep, 2024 @ 2:16pm 
is this compatible with the extra heroes mods by Devian?
RAAMPEAK 6 Sep, 2024 @ 8:12am 
i guess its chapters of the imperium but i turned it off and it still occurred i believe
just.dont.do.it  [author] 5 Sep, 2024 @ 11:13pm 
@RAAMPEAK
There's no such unit in the base game. You're using some other mod that causes conflicts.
RAAMPEAK 5 Sep, 2024 @ 7:35am 
hm it crashing saying cant find black Templar terminator
Athelard 25 Aug, 2024 @ 6:47am 
Wow, good catch. You are absolutely right, they are in the reverse order. Thanks for the help!
just.dont.do.it  [author] 25 Aug, 2024 @ 2:09am 
Are you sure you don't have other mods that might affect this?
It's pretty interesting because Aura of Discipline in particular works exactly the same as it does in vanilla.

PS: Do you have mods in correct order? This honestly sounds like you have CCO overwriting CCOO and not the other way around (in CCO there are certain... bugs with these abilities).
Athelard 24 Aug, 2024 @ 5:59pm 
Yes, they are the correct units. For example on these screenshots, the adjacent guards don't get the Aura of Discipline buff, a green target. The commissar gets the buff on himself only.
https://ibb.co/mtjbk44
https://ibb.co/JFC3pfb
just.dont.do.it  [author] 24 Aug, 2024 @ 12:36am 
@Athelard
Are you sure you're checking it against a correct unit? Aura of Discipline works only for infantry and Gunners Kill on Sight only for tanks.
Athelard 23 Aug, 2024 @ 8:10pm 
Thanks for the mod, this makes Gladius much more enjoyable! I love having thousands of guardsmen running around. I did find something that looks like a bug. The 1-tile aura abilities of the commissar and the tank commander, Aura of Discipline and Gunners, Kill on Sight! almost never work and don't give the effect to the units adjacent to the heroes.
just.dont.do.it  [author] 5 Aug, 2024 @ 3:21pm 
Updated to have parity with the latest patch.
Note this is quick & dirty update, it looks okay but please report if anything is amiss.
rekkertyr 31 Jul, 2024 @ 1:37am 
For Chimera and imperial air vics, scaling is off but so far no other issues to note.

side bar\ I cant get extended Astra millitarum mod to work even with the comparability mob as well as brutal cities with comp patch, honestly i think with those working that would change a lot of how this games played, i appreciate all the work and time you put into this boss.
just.dont.do.it  [author] 16 Jul, 2024 @ 11:12am 
@DroganCharopos
All mods are MP compatible. Every person playing must have the same mod collection (and load order) to play.
(Unless the mod doesn't affect game rules, but that's not applicable here)
DroganCharopos 16 Jul, 2024 @ 10:40am 
Is this mod multiplayer compatible? because we are trying it as 4 and it keeps crashing.
just.dont.do.it  [author] 8 Jul, 2024 @ 10:45am 
@Deathbringer21

Well, you know what - turned out I've introduced a bug into the grenades-boosting trait, so it wasn't working.
Fixed it. And meanwhile I looked through Plasma Grenades and found out they were nerfed even by vanilla rules for some reason - so in the end I buffed stats of Plasma Grenades in particular.
Deathbringer21 6 Jul, 2024 @ 4:10pm 
Sorry meant to say Plasma Grenade this whole time, but anyway the context is still there.
Deathbringer21 6 Jul, 2024 @ 12:39pm 
I disagree that Pulse Grenades have "plenty of uses" most of the time it's a 10 damage difference to pretty much anything you aim it at, that is not worth the research whatsoever. Why do Space Marines grenades in comparison one shot pretty much every neutral that isn't single model then? They certainly don't need the firepower when they can 2 shot every neutral using Overwatch traps. I'm not going to comment for Imperial Guards because honestly they REALLY need that strong grenade for sure.

Anyway for the Banshee though I understand that they are limited to a specialist role, that's pretty much what I've been forced to use them for.
just.dont.do.it  [author] 6 Jul, 2024 @ 2:57am 
Guardians are pretty good offensively, yes. Yet pulse grenades have plenty of uses, I found lots of situations where guardians attack doesn't kill a unit but grenades do.

I might give some buffs to plasma grenades later, though. Not via damage increase though.

Early melee units are weaker across the whole CCO, unlimited overwatch plays a great deal in that. It's not limited to banshees. Yet they have their good uses (like early city attacks). Still they're limited to specialist roles now, you pretty much wouldn't want to spam even the most powerful of those (like Wytches).
Deathbringer21 5 Jul, 2024 @ 7:30pm 
Howling Banshees are kinda bad too compared to base game, they really struggle killing Neutrals, only real use I found out of them is morale debuffs. Would be less of an issue if plasma grenades weren't completely useless.
Deathbringer21 5 Jul, 2024 @ 7:16pm 
Might wanna look at the Eldar Pulse Grenade, not much point to using them when they only do about 10 damage more than actual weapon attacks. Frankly I don't understand how they are still at 1 attack per model compared to other grenades, feels like you missed that one. It's honestly not worth researching (even though it's okay on the hero)
just.dont.do.it  [author] 3 Jul, 2024 @ 9:35am 
Pushed out all the accumulated changes.

This WILL crash the old saves, unfortunately.
just.dont.do.it  [author] 24 Jun, 2024 @ 12:33pm 
Yep.

I also removed small ones (since they're very annoying and not dangerous, and spawned endlessly, blocking the tiles for other spawns).
But at the moment I have to keep some schedule for patches to allow people to play games, so the next update won't be coming for at least 2 more weeks.
pk_GiZMO 23 Jun, 2024 @ 10:49am 
@just.dont.do.it
remove promethean will also remove the small ones as they are only spawned by the big ones? right?
just.dont.do.it  [author] 21 Jun, 2024 @ 5:42am 
@pk_GiZMO
Well no, the crabs come from base CCO, deleting them from here won't do much.
But you can remove them from neutral spawning in /Data/World/Blueprints/WorldGenerator/Wildlife.xml
pk_GiZMO 21 Jun, 2024 @ 4:57am 
just delete the file from neutral folder or do i need to be aware of smth else?
pk_GiZMO 21 Jun, 2024 @ 4:42am 
how would i go about removing the Crabs from the mod?
xFizzle 9 Jun, 2024 @ 6:16pm 
UgHhhHhHhHhHhHHHHhhhh
just.dont.do.it  [author] 9 Jun, 2024 @ 7:49am 
I promised no updates for a while, but this one is bad enough to be fixed asap. I've uploaded a fix specifically for it.