Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Doc's Scrapyard - Custom Units
456 Comments
Doc  [author] 14 Jul @ 6:10am 
LIke other mods, you subscribe and then it should show up in your mod list (usually already activated).

Start a new game, and there are the units! Very unlikely to be compatible with previous "vanilla" games, but generally compatible with other mods.
kazuma kiryu 14 Jul @ 3:50am 
how to use this mod?
Doc  [author] 26 Jun @ 12:16pm 
I'm pretty sure that's it...so many novels in that series!
LivBFG 26 Jun @ 12:04pm 
I think i know which example youre talking about! Flight of the Einsenstein right?
Doc  [author] 26 Jun @ 8:17am 
Good discussion...those were in one of the Dawn of War games, if I remember? Those images were one of the ones I used as a reference in creating them.

But the *idea* came because I just started reading the Horus Heresy series (probably the longest sci-fi series ever written, so it's quite an undertaking) and I was inspired by the first examples of true Chaos Marines in early books.

One thing about the 40K universe is that anything you can think of is probably lore somewhere :) My general rule is fun, then creativity, then lore. But most of the time I can have all three....
LivBFG 26 Jun @ 2:45am 
Fair enough!! Just wanted to flag it in case that mattered to you :D
Doc  [author] 25 Jun @ 3:08pm 
They're a bit of a pastiche, to be honest. The Manreapers hearken back to Mortarion's guard, and the wrist bolters just seemed cool and something I hadn't seen before.

So you're right! Not lore accurate.
LivBFG 25 Jun @ 9:19am 
Very minor nitpick, but the plague marines of your mod seem to be representing the deathshroud terminators, with the manreapers and wrist mounted weapons. just wanted to flag if you wanted to go for lore accuracy
Doc  [author] 1 Jun @ 5:41am 
It looks like someone is trying to change a tile type to be "owned" by a player, maybe? I don't have these mods, but I doubt its TMV. Not only has that thing been tested a million times (possibly literally), but it just adds audio as far as I know. EBF (I think) does mess with tiles, so I think you're right about the issue.

Again, look for a name conflict, this time in the World folder dealing with features.
Sgt Stoner 31 May @ 7:36pm 
@Doc i wanted to thank you as well i think i've found my original issue with that unrelated game crash and you helped someone almost a year ago with the same issue, and the only mods that i have and the person you helped are: Too Many Voices and the Evolving Battle Fields Series

the message for the crash is

"Modifier.cpp:222:void__cdecl
gladius::world::Modifiers::modify(class gladius::world::Tile
&,const class gladius::world::ModifierParameters &) const:
Assertion "modifierParameters.getSourcePlayer()" failed.


I am pretty sure it is an EBF issue that is causing it. i will let the other mod author know as well.
Doc  [author] 31 May @ 7:00pm 
Thank you Nexus!

And I really appreciate the help with getting this mod to play nicely with others...it truly is a group effort!
Sgt Stoner 31 May @ 5:33pm 
Yay it works! :D thank you doc, glad i could help with the fix.
Nexus 666 31 May @ 5:11pm 
I love the Plague marines awesome custom model great job as always Doc
Doc  [author] 31 May @ 5:08pm 
You'll have to cycle your subscription, by the way, to get the latest patch.
Doc  [author] 31 May @ 5:08pm 
Okay...should be fixed! Please test it out. Note that I changed the XML to ChaosPlagueMarine, but the "in-game" name that *you* see will still be "Plague Marine." I'm sorry for the duplication, but there shouldn't be any file conflict, and any other name would be awkward. You'll just have to pick which one to build, or build them both and be a little confused :)
Sgt Stoner 31 May @ 4:50pm 
Glad i could help, lol i was trying to figure out what mod on my list was causing an unrelated game crash after about 100 or so turns and i couldnt even launch the game without it crashing so i figured it was a unit mod causing that issue. i figured i'd let you know since it wasnt devians making it crash it was only when i activated both of your mods. so they are fine individually but not together for the moment.
Sgt Stoner 31 May @ 4:42pm 
it was a pain but i used the sniping tool to make sure it was accurate. and i like your mods and Devians mod set to much not to try and help.
Doc  [author] 31 May @ 4:40pm 
Thank you so much, Sarge! I'll go through and change mine to ChaosPlagueMarine.xml (there's a lot files to alter, so it might be a while).
Sgt Stoner 31 May @ 4:36pm 
yes in the unit tab in Devian's mod is Called PlagueMarine.xml exactly like the one in yours.
Doc  [author] 31 May @ 4:34pm 
And yes, the error log was very helpful (and I'm sure a pain to type).
Doc  [author] 31 May @ 4:32pm 
I'm playing with the mod active right now, so it doesn't seem to crash without Devian's mod. The error you showed me makes me wonder if there's a conflict with the Infantry building, but both he and I use the .ext modifier to prevent conflicts like this.
Doc  [author] 31 May @ 4:30pm 
Can you go to mods (where you activate them), then to file location (looks like a folder - Devian's mod, not mine), then to Data/World/Units/ChaosSpaceMarines and see if there's a unit called PlagueMarine.xml?

I'm sorry about this; it's tough to troubleshoot conflicts with other mods.
Sgt Stoner 31 May @ 3:53pm 
*PlagueMarine* sorry i spelt it wrong in the last comment
Sgt Stoner 31 May @ 3:52pm 
i hope that crash report helps :D
Sgt Stoner 31 May @ 3:52pm 
" Actions.cpp:61: void __cdecl
gladius::world::action::actions::add(class
std::unique_ptr<class gladius::world::action::Action>
> , const class std::basic_string<char,struct
std::char_traits<char>,class std::allocator<char> > &):
Assertion "!world.getActionTypeManager().contains(name)"
failed:
Buildings/ChaosSpaceMarines/Infantry/ProduceUnit/ChaosSpaceMarines/PlaugeMarine

Gladius has encountered a problem and needs to close
Please contact support with log files and save games "

@Doc My crash report as much as i could recreate it. only two mods i had were the Heros of legend Chaos New units and Doc's Scrapyard-Custom units
Doc  [author] 31 May @ 3:41pm 
Thanks! I'll try changing the name...would you be kind enough to look in your Units folder to see the name Devian is using? I assume it's PlagueMarine, and I can change mine to prevent conflict.
Sgt Stoner 31 May @ 3:36pm 
So the Heros of legend chaos units conflicts with this mod now after the new update. it is having an error with the plague marines crashing the game before even launching it. had no issues before the latest update to this mod.
Hellbishop 30 May @ 8:43am 
@Doc, oh really in that case... COMBAT SORORITAS RHINO!!! with sacred hymns of the Emperor blasting into the air inspiring! as a frothing Adeptas Sororitas fanatically yells, "PRAISE THE EMPEROR! YA HA! HA! HA!".

Maybe that might stir up a thought or two or have a mental wellness check sent my way :TMAmimic:
Doc  [author] 30 May @ 7:52am 
Keep up the comments, because even if I don't agree entirely, the ideas roll around in my brain for future use :)
Boss Pasta 30 May @ 4:57am 
Fair enough Doc, thanks!
Hellbishop 30 May @ 4:43am 
I don't even use the Sororitas Rhino as a transport i use it as a combat unit killing everything in sight. Such is the flexible nature of this magnificent game.
Doc  [author] 30 May @ 4:37am 
Perhaps I'll add a built limit to prevent it from being too much....

Oh, and I also only play on Impossible these days, so that may skew my judgement on some balance aspects.
Doc  [author] 30 May @ 4:35am 
I appreciate the feedback! I went back and forth on the transport capacity; I agree that six is a lot for a transport, but the Sororitas have a "speed deficiency" that really shows up on large maps. I play a lot of co-op on bigger maps, and I felt I couldn't move around my allies' bulkier troops, or get my own to the front (or to assist my friends). That's why your suggestion was perfect of a simple transport unit.

For single player, you're probably right! But my co-op buddies really like that I can carry my own weight and some of theirs too!
Boss Pasta 30 May @ 3:24am 
Thank you for adding the Sororitas Rhino.
I've played with it quite a bit, and six transport slots seems to be a bit excessive in terms of balance.
It was fun loading up four Sacresants and Imagifiers and running through basically everything, but, due to the command vehicle trait that you gave it, I feel it would be best to leave the Rhino at four transport slots in the name of balance.

It looks great and I do love having it!
Hellbishop 25 May @ 11:21am 
Yes that seems a common pattern when an issue pops up. I just reported it to him. Thanks for the information Doc :gearthumbsup:
Doc  [author] 25 May @ 11:18am 
The units probably share a name. He can fix it easily (if he knows about it) :)
Hellbishop 25 May @ 11:15am 
Its great. The units look very detailed and the game mechanics are varied. I did notice though that the unit for the Adeptus Mechanicus was replaced by the model Devian uses in his mod and when i disabled the mod it used the original PROXY version. Might be a load order issue where one overrides the other depending on where it is on load order list. Also it uses Devian's text when the research on it is completed in the tech tree. Now that i think of it i should let Devian know even if its not causing any problems.
Doc  [author] 25 May @ 11:09am 
How do you like the new pack?
Hellbishop 25 May @ 9:38am 
Thanks for the balance patch just in time for me to re-enable your fantastic mod and Devian's now that i have finished checking out the new ONSLAUGHT PACK DLC in a vanilla game.
Doc  [author] 25 May @ 9:36am 
I've just uploaded a balance patch after playing several recent games...the Space Marines have gotten a little too tough what with the Primaris patch, and the four units this mod adds to them.

Also, tweaked the Warhound.

For details, see the change notes (upper right of this page).
Doc  [author] 24 May @ 5:48am 
I bow to your magnificence.
Malaikat 24 May @ 5:42am 
Oh, I'm already a few steps further and went with dropping Imperator Titans from orbit, can't go any bigger than that.
Doc  [author] 24 May @ 5:38am 
The Horus Heresy books talk about this stuff...the Titans have special drop "pods," but most of their units came down by Stormbird.

Those drop keeps (I assume you're talking about that Andy Clark book?) are exactly the kind of crazy, over-the-top stuff I love about Warhammer...entire castles, dropped in a line, with portcullises and all that. Utterly ridiculous, but still awesome. And the technology to do that was apparently lost (although that changes all the time in 40K), so you won't see it with other units.

You'd have no trouble modding these if you wanted, Malaikat, if you want to drop them in. I'm sticking to my research on this one, though :)
Malaikat 24 May @ 5:20am 
The knight households have these things called drop keeps. Literally castles falling from the sky filled with 12 combat ready knights, in some households cases even 24 knights.
And I've read about drop castles, dropping battle ready titans into battle somewhere, but can't remember where.
So space marines not dropping there super heavy tanks straight into battle speaks of cowardice!
Doc  [author] 24 May @ 4:02am 
I left in that piece of code for this exact reason...sometimes people just want to drop a 400 ton machine from orbit!

And when I say "any unit," there's no reason this shouldn't work for any unit in the game. I haven't tested it.
Doc  [author] 24 May @ 4:00am 
It's a great question, and one I've gotten several times before. If you really want orbital deployment, I've made it easy...look in the Cerberus unit file (the .xml one), and you'll see a section called "No orbital deployment for superheavies!"

It's currently commented, but you can make it active by removing the --> symbols from the code below the statement. Then you'll need to make a local mod (this is really easy in Gladius; see my guide) which loads after mine, and you should be able to deploy! The exact same code can be applied to any unit you want to deploy.
couriersix8631 23 May @ 8:02pm 
Ok that makes sense thanks for the explanation and replying back so quick.
Doc  [author] 23 May @ 7:40pm 
It is intentional...they are superheavy so there's no real lore evidence of them being dropped from orbit, and plenty strong enough without being dropped directly on your enemies!
couriersix8631 23 May @ 6:43pm 
Hi Doc . I've been playing the Space Marines faction and I had a question regarding the Cerberus, Glaive, and Astraeus they don't have access to the orbital deployment ability and i was wondering if this is an intentional choice or would it be possible to give them the ability to use orbital deployment?
Hellbishop 23 May @ 6:39am 
Yes i reported it to Devian just it case it was one of his mods after remembering you or him saying something about Rubric Marines a few days or so ago.

Your welcome and thanks for astonishing game enhancing mods bringing the tabletop magnificence :ErannorthRebornCheers::Pizza: