Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

HEROES OF LEGEND - ASTRA MILITARUM (Add-on) - NEW UNITS
574 Comments
BlissDefiler 6 minutes ago 
I'm sure you've heard of it, but Wahapedia is excellent for looking up weapon options/weapon stats/unit stats/abilities/stratagems, etc.

If you haven't used it before, just, for instance, type in Tempestus Scions Wahapedia, Death Korps Grenadiers Wahapedia, Storm Lord Wahapedia, etc., and it'll take you to the unit/squad page.
Devian  [author] 20 minutes ago 
I use Lexicanum and Warhammer 40K fandom as a ref for my mods. But if you have a better source, let me know it.
BlissDefiler 25 minutes ago 
I figure, but just in case you ever get around to it, it'd be great. The Death Korps Grenadiers are the best infantry in your mod and Bluu's for defensive lines. Currently, they've got the melta bomb. Hmmm, the website I'm looking at says they use a sniper rifle, but the list may be getting confused with the Killteam Death Korps Veteran Guardsmen.
Devian  [author] 11 hours ago 
Not my priority but they mostly wield the same weapons than the regular Krieg folks (grenade launcher, melta gun or flamer).

But (i can't remember if i already added it) they can also be equiped with melta bomb (or same kind of device) or heavy flamer/stubber (squad of two). But i don't have any intel about sniper.
BlissDefiler 11 hours ago 
Devian, will we ever get Death Korps Grenadiers with different weapons, such as, in particular, sniper rifle?
Devian  [author] 21 Jul @ 7:25am 
Quick (balance) update about the Vulcan Mega Bolter for the Stormlord and the Macharius, there is only one weapon (instead of two) but i rise the attacks to 12 from 8.
Devian  [author] 19 Jul @ 3:41pm 
The Mechanized depot can built any (no super heavy) vehicles added by the mod. Since the Astra Militarum have cities, i choose to not include the vanilla vehicles in it.
ThatOneShinigami 19 Jul @ 3:34pm 
wrong legend of heroes mod.
ThatOneShinigami 19 Jul @ 3:32pm 
i completely forgot i could do that lol, also, is there a way to get the mechanized depots to produce tanks, or can i just not do that?
the elder crow 18 Jul @ 12:41pm 
Ah ok man I kinda saw it a bit after typing that kinda feels a bit dumb to of asked it but thank ya man!
Devian  [author] 18 Jul @ 12:39pm 
@ThatOneShinigami Due to the large amount of stuff added, it will be a real mess to create seperates mods for each. Why do you feel overwhelm exactly ?

Take the research you need/want then use the units you need/wants.

@the elder crow Check the subject above the discusion. I think you use Gladius+, then download my Gladius+ patch and put it above Gladius+. I recommand to put this mod above others if needed.
the elder crow 18 Jul @ 12:17pm 
It keeps crashing and saying "Muzzle" not found is this from a dlc or somethin?
ThatOneShinigami 18 Jul @ 12:03pm 
i like these mods alot, but they tend to overwhelm me, it would be nice if there was stand alone mods for some of these units.
Devian  [author] 13 Jul @ 12:16am 
Chimera's upgrades arent mine, its from the Bluu's addon. If i remember right, they must be in a city or an outpost to change their weaponry.

As for the bunker, they can change at your will normally. They must have at least 90% of their health and without cargo to be specialized.
Flip 12 Jul @ 5:28pm 
A wonderful mod but I noticed some units such as bunkers and Chimera's cannot upgrade their weapons, the option is always greyed out even after research.
Devian  [author] 2 Jun @ 2:31pm 
Doable but no, i created this ability in order to allow more spawn of vanilla guardsmen during the entire game.
Wolfenclaw234 2 Jun @ 11:08am 
any chance to make the infantry bunker network be able to spawn things like krieg guardsmen (would kinda make sense even if it was basic squads)
亞亞不想回祖國 31 May @ 9:13am 
Thanks for your reply.
Devian  [author] 31 May @ 5:42am 
It's because i changed the rig used for the vanilla guardsman, my file overwrite the vanilla one but any mod that add the same file or an extension file will bypass it to ask ressources that the custom mesh (mine) don't have => crash.
亞亞不想回祖國 31 May @ 2:49am 
Why does the error 'Guardsman missing Muzzle' occur?
Hellbishop 24 May @ 4:17pm 
I think i'll just skip IMMERSIVE UNIT SCALE for now since am a bit out of it at the moment when it comes to working with files. Need a nap and some food as it has been a busy day fun but busy.

Thanks for the help Devian and showing me the solution which i will use once my brains a bit less scrambled :dwstealth::doctorfrankenstein::dwstealth:
Hellbishop 24 May @ 3:35pm 
Yes i was about to start a new game with it disabled to see if it was related to scaling and resizing of units. Am using CITIES + which rescales the environment without touching the units/wildlife but that seems to work fine.

I'll check out the fix now. Thanks alot Devian :peaceful:
Devian  [author] 24 May @ 3:31pm 
Ah, same issue and same solution :)
Hellbishop 24 May @ 3:29pm 
No am not currently using GLADIUS + but i did just install IMMERSIVE UNIT SCALE by Harbinger.
Devian  [author] 24 May @ 3:27pm 
Do you use Gladius+ ? If so, there will be an issue, you'll found the answer in the topic i've created.
Hellbishop 24 May @ 3:21pm 
Ok i just started a new game but this time i removed the Astra Militarum as one of the factions and i was able to play. So it looks like something about the error i posted is tied to them and not the other factions am using in my new game.
Hellbishop 24 May @ 3:15pm 
Looks like i may have found another bug most likely due to changes from the new ONSLAUGHT DLC release. Error message is pointing at the Astra Militarum as the source of the crashing whether am using an old save or starting a new game:

gladius :: scene :: weapon :: Weapon :: addMuzzles(void): Assertion
"boneID != -1" failed: Muzzle bone "Muzzle" does not exist for
"C:\Program Files
(x86)\Steam\steamapps\workshop\content\489630\3169959149\
Data\World\Units/AstraMilitarum\Guardsman.xml".

Thanks for any help with this :coffeeTLD:
ody123 24 May @ 1:03pm 
@Bluu just did what you said and it's workiiiing! Thank you :)
Bluu  [author] 24 May @ 12:11pm 
@Ody123 that's probably my mods fault (this one -> https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3402684732 ), try putting my mod above this one in load order, it should fix it (and your friend/s should do that too)
ody123 24 May @ 12:03pm 
Hello this error occured when produced unit "Tauros Rapid Assault Vehicle (Heavy Flamer)" in multiplayer session. In singleplayer it working normally. Only in multiplayer it crashes with this error. Any idea what can be wrong?

DataManager.hpp:100: class gladius::world::action::Action
&__cdecl proxy::core::DataManager<class
gladius::world::action::Action>::get(const class
std::basic_string<char,struct std::char_traits<char>, class
std::allocator<char> > &,bool) const:
"Units/AstraMilitarum/TaurosFlamer+/UserWeapon/HunterKillerMissile" does not exist.

Playing with almost all this mods:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3008612431

except last 2:
HOL - Super-heavy and gargantuan units for AI
HOL - we own those cities !
Hellbishop 23 May @ 11:38am 
Thank you Devian for this HUMONGOUS CHRISTMAS GIFT!!! with its joy instilling contents dropped near many a grateful guardsman and armor battalion :aoaaircraft::airraid::giveityourbest::coffeeTLD::cherrypie:
Devian  [author] 23 May @ 9:20am 
Destrier-pattern Heavy Carrier added ! Now you can transport a bunch of infantry or even a super heavy vehicle to the front !

Since there is absolute no visual for it, i had to improvise ! Hope you like it !

YEAH I KNOW !

WHY I'M HERE WHILE I SHOULD BE ON THE ADEPTUS MECHANICUS EDITION ???

Take this as a little christmas gift !
Tirrikface ☢ 20 May @ 12:52pm 
Ok cheers for the information. I have decided to abondone using Gladius+ from now on as tis not updated and keeps causing issues. I will updated the mod order in my collection for it though. Cheers.
Devian  [author] 20 May @ 12:41pm 
I'll create a topic, it will be more visible than the description.
Bluu  [author] 20 May @ 12:10pm 
You must put Devian's Gladius+patch above the Gladius+ in mod load order, this will fix it
Tirrikface ☢ 20 May @ 11:56am 
I have found a compatibility issue causing a crash to desktop if you have Astra Militarum in a game with both the:
HEROES OF LEGEND - ASTRA MILITARUM (Add-on) - NEW UNITS
&
Gladius+ (Updated for Drukhari Patch)

Error message:
Weapon.cpp:89 void_vedl
gladius::scene::weapon::Weapon::addMuzzles(void):
Assertion "boneID != -1" failed: Muzzle bone "Muzzle" does
not exist for "N:\SteamLibrary\steamapps\workshop\content\489630\3169959149\Data\World\Units/AstraMilitarum\Guardsman.XML",
@Bluu I used to put the Gladius+ above the HOL mod, but now totally the bottom. It seems i'm able to play again. great thx!!!
Devian  [author] 20 May @ 8:02am 
Bluu is right, as always.

I put the workaround in the description for more intel.
Bluu  [author] 20 May @ 7:49am 
@化身盒子行刺天海春香 if you are using Gladius+ then you must put Devian's Gladius+patch above the Gladius+ in mod load order, this will fix it
hey Devian
it was quiet strange that the game crashed with an error report saying
Weapon.cpp:89: void_cdecl
gladius:scene:weapon:Weapon:addMuzzles(void): Assertion
"bonelD != -1" failed: Muzzle bone "Muzzle" does not exist for
"F:1SteamLibrary\steamapps)workshop)content\489630\31699591
49\Data\World\Units/AstraMilitarum\Guardsman.xml".
i cannot play as Astra Militarum any more, even with a new start
but my friend is able to
if you knows why and how, pretty thx
BlissDefiler 8 May @ 3:04am 
Awesome, I appreciate it!
Devian  [author] 8 May @ 2:17am 
And fixed. It was a missing ressource from the Cadian mod. Glad it's better now :)
BlissDefiler 8 May @ 1:48am 
Hey Devian, I've been playing around on Impossible difficulty today and it seems like the updated Kasrkins hold up far better compared to Death Korps Grenadiers now. The Kasrkins do more damage, but the Death Korps Grenadiers have more survivability (despite the Kasrkins having more health), which is great, making Kasrkins better for assaults and DK Grenadiers for holding/establishing defensive positions.

It doesn't seem like the enhanced auspex for the Kasrkin Sharpshooters does anything though. I've tried it multiple times, yet it doesn't increase range like its description suggests.
Hellbishop 7 May @ 4:12pm 
Thank you for the monolithic work on this HUMONGOUS FACTION and the gaming happiness it brings. Cheers :coffeeTLD: :Guardsman::LordCommissar:
BlissDefiler 7 May @ 3:59pm 
dimimateo wasn't sure either, but since they don't have the same type of vanilla-looking icon (the image that hovers above a unit, or you click on to recruit) like most of the other units do, I always thought maybe they were incorporated from another mod. Since some modders seem to do collaborations.
Devian  [author] 7 May @ 3:55pm 
I don't understand your question.

I created them long time ago (for the Cadian edition). Before they got a better helmet, they were only a Tempestus Scion retexture.
BlissDefiler 7 May @ 3:25pm 
Also, Devian, are the Kasrkins originally from your mod? I've always wondered this myself.
BlissDefiler 7 May @ 3:21pm 
@dimimateo I've found that the Space Marines are easier to play than the Astra Militarum with the mods, but it really isn't until around tech tier 6 that I really start getting the troops I need for a more formidable army. With Astra Militarum, I can make good use of Chimeras, Hydras, Basilisks and various infantry types all before tech tier 6. Before tech tier 6, Space Marines get Predators and Hunters which, if used properly, are very good, however, without additional (useful) infantry support, i.e., tactical marines with weaponary other than bolters, Devastators and their variants tend to be highly susceptible, especially to flyers.

Of course, I play with 10 Tyranid factions and 5 others, no teams, so there are loads of Hive Crones. Also, I play with 5 techs required per tier, so that makes a big difference in pacing.

Tech tier 6 onwards, though, Space Marines get really useful units.
Devian  [author] 7 May @ 2:43pm 
I forgot the Kasrkin Melta boys :) thanks for notice it. It's fixed now
dimimateo 7 May @ 2:32pm 
thank you for the tips they have helped a lot