Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

The Imperium (Updated)
67 Comments
HK-47 17 Jul @ 7:09am 
When Mechanicus?
Pyrodysseus 15 Jul @ 10:51pm 
I am not having any of the issues Lukasao describes so I think it must be resolved!
Recently played a campaign w most of your submods like 3 slots and HoL and Sisters of Battle, was awesome. Made tons of static defense and crept my way across the map with Hydras, Leman Russ and Rogal Dorn tanks, Redemptor Dreadnaughts, and a large supporting network of Chimeras carrying tech priests, Hospitalliers and Devastator Centurions. What a time to be alive, ty
BadStrats  [author] 30 Jun @ 2:22pm 
Alright, I think it should be resolved now. If there are any further issues with techs, or the units in general let me know.
Lukasao 30 Jun @ 5:53am 
@BadStrats so i did what you asked, researched every possible technology that i could, build every type of building.

Attilan Rough Riders in the end can be researched, but they lack any description or name or even icon, there is only huge "question mark" in that place.

About Primaris forces, they are all present in tech tree, but 4 of them, all vehicles (Primaris Invader ATV, Primaris Repulsor Executioner, Redemptor Dreadnought, Storm Speeder Thunderstrike) can't be researched no matter what i do, it seems like they are bound to some building in Space Marines faction that isn't present in your mod.
BadStrats  [author] 29 Jun @ 7:18pm 
I assume you own both the DLCs and have them enabled. I don't own either so it is difficult to test if those units are actually functional. If you could load up a game with all techs already unlocked and check if the units are build-able that would be helpful. Also were there any texts that lacked a name, icon, and description in the tech tree? It might be possible I fail to setup the techs correctly. It would be incredibly helpful if you could do this so I can attempt to fix it without randomly changing things and hoping it will fix it.
Lukasao 29 Jun @ 3:41am 
Incompatible with the last two dlcs, I can't research, let alone hire certain units, especially vehicles from the Ultima pack and the Attilan Rough Rider for Astra Militarum from the latest dlc, I don't use any other mods
BadStrats  [author] 24 Feb @ 1:13am 
That's even stranger saying I lack the dlc for some of the space marine units yet my game doesn't have the same issue. An interesting mystery we have here.
fatpancake23 23 Feb @ 7:05pm 
i bought all of the unit DLCs and it works perfectly fine now (any DLCs with space marine and/or astra militarism units)
BadStrats  [author] 21 Feb @ 4:29pm 
I certainly can't recreate the issue you're having... It might be an issue with another mod your running, or possibly issues with the game itself. If you are running any other mods, you might want to look through them to see if one might be having a compatibility issue with the Imperium mod or Gladius itself.
fatpancake23 17 Feb @ 3:08pm 
i don’t really know why it’s not working for me since it’s been working for other people, and i’ve uninstalled and reinstalled the game
fatpancake23 16 Feb @ 6:17pm 
my game keeps crashing when i have this mod enabled, it doesn’t occur at a specific screen, but rather ends up occurring after i’ve had the game open for a little bit
Shroomy 10 Jan @ 3:50pm 
Disregard that it was a problem on my end lol
BadStrats  [author] 8 Jan @ 10:54pm 
I'll look into it.
Shroomy 8 Jan @ 10:34pm 
I get a game crash when trying to create a Primaris Aggressor: ExceptionHandler::unhandledExceptionFilter()
Weapon.cpp:89: void __cdecl gladius::scene::weapon::Weapon::addMuzzles(void): Assertion "boneID != -1" failed: Muzzle bone "FrontMuzzle0" does not exist for "D:\Steam\steamapps\workshop\content\489630\3291148961\Data\World\Units/Imperium\PrimarisAggressor.xml".
BadStrats  [author] 28 Dec, 2024 @ 12:36am 
It doesn't appear to be the Imperium mod since I can't seem to replicate your issue. It's likely one of the other mods causing it. You can try launching with just the imperium mod to see if the issue persists without any of the other mods installed. If it does I'll take a second look at it.
FinaL 27 Dec, 2024 @ 4:27pm 
Yeah ... I also crash when I select the Mechanicus dude coming with them... :/ haven't found the issue right now :(

thank you for having a look!
BadStrats  [author] 27 Dec, 2024 @ 3:35pm 
That's strange... I don't think of anything that could cause such a crash from the mod, but I'll look into it. You might want to check your other mods though.
FinaL 27 Dec, 2024 @ 9:28am 
I'm not entirely sure if it's your mod, but I crash when I left-click on the neutral Kastelan Robots (attacking is just fine)

Only mods I have active are the EBF mods that are compatible
BadStrats  [author] 24 Dec, 2024 @ 11:43pm 
Happy Holidays to all ye Human, Mutant, or Xeno alike. I have updated the Mod to include the new units from Ultima Founding. I do not own the dlc myself so I can not properly test if everything is working, so please let me know if you find any issues with it.
BadStrats  [author] 11 Oct, 2024 @ 3:08pm 
Alright. Lord Commissar is now fixed. I also removed the old Fortress shielding tech from the tree so there should no longer be a ? tech.
MOD 10 Oct, 2024 @ 5:17am 
This looks neat but I notice that the Lord Commisar's buffs are not working for any units even himself?
War Criminal 22 Sep, 2024 @ 5:38pm 
Glad to see someone got to this. I made progress on a variant of my own but a family member was diagnosed with cancer and that brought me away from modding. Life's good they'll be alright, it's just been difficult to keep my head on modding. Love what you've done with it dude you're doing great
Heefy 21 Sep, 2024 @ 6:53pm 
Ah I just figured it out. I didn't have all the prerequisites Face Palm
BadStrats  [author] 21 Sep, 2024 @ 12:54pm 
What Error did you receive when the game crashed?
Heefy 21 Sep, 2024 @ 1:38am 
Hi, I loaded all your mods. That sound awesome BTW. The game crashed every time i tried to load. Is there a load order i should follow
Red Cloud 19 Sep, 2024 @ 8:06pm 
Why you so good to me?

Boat floated & ur knees beezed.
Taco 19 Sep, 2024 @ 8:01pm 
Word we love a good modder who listens to peeps suggestions
BadStrats  [author] 19 Sep, 2024 @ 7:26pm 
Alright. I have made a patch for Skirata's Action>Move. I also made patches for the Heroes of Legend units that gives them 3 Item Slots, the ability to shop, and another patch for Action>Move as well. I have also fixed the Heroes of Legends patch. If you used it before, you may have noticed an issue related to techs not functioning when in relation to the HoL Units. This should now be fixed. Outside of those, I have also made a Roads & Bridges 1.1 patch.
Red Cloud 18 Sep, 2024 @ 10:55pm 
I will 2nd the Action>Move by Skirata compatibility request. I love your mod but I just can't play without Action>Move anymore. It's simple but adds so many tactical options. I would also request "Roads&Bridges 1.1" compatibility... that would totally float my boat and make you officially the beez knees.
Taco 17 Sep, 2024 @ 7:11am 
That's fair just thought I asked since its such a popular mod there are multiple mods that I use to make the game more enjoyable in my head. Something specific Action=Move for All Units by Skirata. He has a lot of really nice things is it hard to make a patch for mods like these? I just love this mod it is super fire I would love to see these things become compatible.
BadStrats  [author] 16 Sep, 2024 @ 11:44pm 
As of now, I don't have any plans on making a patch for Gladius+. I don't know if I'll make one in the future either since I personally don't use Gladius+. As for Militarum++ I assume you mean the one that adds extra models to the Guardsman unit, which wouldn't be that difficult to make a patch for.
Taco 16 Sep, 2024 @ 10:49am 
Any plans to make it compatible with mods like militarum++ and gladius+? Saw the TMV sub mod so i thought i should ask.
RunWilde 13 Sep, 2024 @ 6:13pm 
Thank you for updating this wonderful mod
Shroomy 30 Aug, 2024 @ 3:30pm 
Yeah you're right, I looked through the code and nothing seems off. So I guess it's just a botched save. Sorry to bother you with this, I appreciate the help regardless
BadStrats  [author] 30 Aug, 2024 @ 3:00pm 
That's likely the issue. Gladius doesn't update units that are already on the map when you update a mod, or change your mod list. It's best if you start a new game whenever a mod updates.
Shroomy 30 Aug, 2024 @ 2:38pm 
Ah, okay. Thank you for trying. I have a suspicion that it's the Headquarters of one of my cities. In my current save that the bug is happening, I had a city already built that never received the missile swapping. I'm thinking maybe it's trying to call for something that isn't there. I'll mess around with it a bit and see what happens.
BadStrats  [author] 30 Aug, 2024 @ 2:28pm 
@Shroomy. I can't recreate the bug myself. I researched both the hunter killer and skystrike (In case it had a similar bug), but no error occurred. Could you list off what submods you were using, check if a separate mod might be the cause, and list off what units you had on the field that the error could have appeared from. Hunter-killer missiles are an ability, so I highly doubt it's related to the weapon swapping. It's more likely that either a specific unit isn't coded properly to use the hunter-killer missile, or another mod you are running is causing the error to occur.
Nexus 666 30 Aug, 2024 @ 7:13am 
For BadStrats Thank you so much for the heroes of legend patch I Totally understand you are busy collage should always come first before gaming Again thank you for the patch and I look forward To seeing this mod develop in the future
Shroomy 30 Aug, 2024 @ 4:54am 
Sorry to bother you, but I think I encountered a bug. Upon researching the hunter-killer missile, the game crashes with an error saying: [WeaponAction.hpp:27: class gladius::world::Weapon *__cdecl gladius::world::action::WeaponAction::getWeapon(void) const: Assertion "weapon" failed.] Maybe some file structure error after adding back in the missile swap ability?
BadStrats  [author] 30 Aug, 2024 @ 1:32am 
Alright. I have uploaded the Heroes of Legend Astra Militarum Patch. This is only for the Astra Militarum (Cadians Included) mods, so no Astartes yet. I have also uploaded a 2x research so that the tech tree is a little more bearable.

Now, onto the bad news. College hit like a truck this semester, so I will be taking time to focus on my studies. Work on submods will be grinding to a complete halt, and I will likely not be making any major updates to the Imperium mod. However, I will continue making bug fixes when they appear. Hopefully it won't take long before I can focus more on updating and making submods once more.

Lastly, I want to thank those who have played the mod. I especially want to thank those who have submitted bug reports, feedback, and those that have shown their support.
Pyrodysseus 19 Aug, 2024 @ 7:56pm 
Wow man awesome! many thanks
Shroomy 19 Aug, 2024 @ 6:21pm 
Much appreciated, thank you!
BadStrats  [author] 19 Aug, 2024 @ 3:37pm 
Alright, I returned the swap ability back into the base mod. I also finished the 3 item slot submod.
Pyrodysseus 19 Aug, 2024 @ 1:57pm 
It could be that the vanilla game was changed, the Frag/Krak swap may have been added in a patch after the OG mod was made. I too would appreciate the swap added back in, it makes the Heavy squads one of my fav infantry in the game
BadStrats  [author] 19 Aug, 2024 @ 5:12am 
I didn't add that personally. That was how the mod was before. I'll look into it and make it a submod.
Shroomy 18 Aug, 2024 @ 10:36pm 
I really like this mod, thank you for reviving it and the submods! Is there a reason why the cities and heavy weapons squads don't have the rocket switch between krak and frag anymore? Could you possibly put that into a submod?
Pyrodysseus 14 Aug, 2024 @ 8:48pm 
Oh awesome, take your time and thank you
BadStrats  [author] 14 Aug, 2024 @ 7:13pm 
Yeah I can do a 3 inventory slot submod. It'll be a few weeks before it's out though since I have other priorities for submods atm.
Pyrodysseus 14 Aug, 2024 @ 8:12am 
This mod always sounded sick but I finally tried it and man it does not disappoint, meshes together really well. Any chance you could make a submod for the 3 Inventory slots mod?
BadStrats  [author] 13 Aug, 2024 @ 10:30am 
I took a look at it. I forgot to setup the tech properly for most of the DLC units that were added. They should be fixed now, but if you find anymore problems please let me know.