Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

AI ECO+ - AI Economy Improvements
39 Comments
AKaI996 20 Jun @ 2:26am 
@Vaeki
You are amazing, this MOD is useful! (GOOGLE translation)
AKaI996 20 Jun @ 2:21am 
@Darko M Thank you for responding to me,Overall your MOD is very useful :D
(Google Translate)
Darko M  [author] 19 Jun @ 11:43pm 
@AKal996
我不確定我該如何解決這個問題。很抱歉,但我認為你不能對陣Tau。

(翻譯軟體)
Vaeki 19 Jun @ 8:31am 
AKaI996 - the Tau influence bug is real even without Eco+. In the Worthy Tau, I add some conditions to reduce this over-spending.
AKaI996 17 Jun @ 11:55pm 
重大bug,Tau會無意義的消耗影響力,而這個mod禁止了建造生產影響力的建築,或者在高花費或者高消耗的地圖條件且一些ai過度製造英雄的情況下,只要ai沒有快速建造出第二座城市將會陷入負影響力的死局,連第二座城市都建造不出來。
Darko M  [author] 3 Jun @ 10:49pm 
@KKaikorea
It should be updated now. Sorry again for the delay!
KKaikorea 29 May @ 9:21pm 
@Darko M. No worries :) I will wait for your work.
Darko M  [author] 29 May @ 2:10pm 
@KKaikorea. Sorry for the delay in seeing this. Yeah, I'll get that fixed for you after work today.

Sorry, I haven't been on steam much!
KKaikorea 23 May @ 5:39am 
Hello! Darko M. Can you please check? SLITHERINE just released just released Onslaught DLC. Which add new units for many of the factions but I found bug with your mod. I can't build units from this dlc when your mod is active. It's a bit strange because your mod doesn't change units but I tested it with other mods and didn't found any problem.
Verkava 21 Feb @ 3:39am 
Dis-able producing transport aircraft for IG =valkyrie, Mechanicus, Necrons. And some other? Those have other second or third better choice fliers to replace the worst starting aircraft they have.

If you want to make enemy end-game even better, dis-able low-tier 1-4 transport production off from AI. Like Chaos Rhino, SM Rhino?, Eldar tier 4, IG Chimera, Mechanicus tier 2 and some others. AI spams them even in end-game when they are obsolite. Or making this as own separate compatible mod.

I do miss the enemy attack planes. But this mod AI smartness boost is noticeable.
Darko M  [author] 26 Jan @ 9:33am 
Yeah, I'm thinking that's what I'll end up doing. I'll probably re-enable fliers but disable the things like transports that the AI can't use and package it in a separate mod.
gizmo 25 Jan @ 12:46am 
Hello Darko!

For me seeing flyers is always good thing because these are so fun units - especially for chaos, eldar, t'au, necrons... well - for everyone! ;)

If I may make a sugestion - can you do two versions of this mod? With default flyers and with any solution you can come up with? Of course if you want and have a time! ;)


Take care and I wish you a wonderful day!
Darko M  [author] 24 Jan @ 12:42pm 
Hey Vaeki! Hey Gizmo!

Glad to hear you had fun with it! Fliers are disabled for almost every faction because it makes the AI significantly more effective since it simplifies their macro planning; there was some quirk with Ork production that made it easier with them, probably some consolidation in their production buildings. The Sisters not being able to use their Knights is a major disappointment that I missed though, so I'll go and swap that because I definitely want each faction to be able to build their keystone units.

You're not the first to request more unit diversity from the AI, so I might just sit down and cook up something over the weekend, though I'm not sure how practical it is so no promises. Most of my development time has been spent cooking up a game of my own recently so I haven't been on Gladius much.
Vaeki 21 Jan @ 7:54am 
Hi Darko! Hi Gizmo! :steamhappy:
gizmo 21 Jan @ 7:02am 
Hello!

Today I've completed 200+ game on Impossible against all races. I've defeated Necrons, Orcs, Sisters, Chaos and Astra Militarum and only Orcs built flyers. Sister's didn't had any super heavy Knight because it shares flyer production building. It's like no one apart from Orcs built and/or didn't research flyer production building.

I suspect that this mod might affected that. Can you check? Maybe it's a bug?

Apart from that, armies were huge, battles exciting, there were a lot of top tier units! Good job! :)

Thanks in advance!
Have a wonderful day!
Darko M  [author] 2 Jan @ 5:16pm 
Nope, I haven't really looked into it.
Jolc3r 27 Dec, 2024 @ 9:40pm 
Any mod suggestions to improve the AI unit choices?
Darko M  [author] 16 Dec, 2024 @ 3:36pm 
Cheers lads
[†] Generalseal 15 Dec, 2024 @ 11:49pm 
@Darko M yeah it works fine now
piercebuster 15 Dec, 2024 @ 5:39pm 
Thank you for the detailed explanation of the mod. I just became your first Follower.

o7
Darko M  [author] 13 Dec, 2024 @ 8:52am 
Thanks Zemuron!
zemuron 12 Dec, 2024 @ 7:08am 
I checked it, you fixed it successfully.
Darko M  [author] 11 Dec, 2024 @ 3:18pm 
@[†] Generalseal
I think I fixed it, but I don't actually own the mod. Can you please double check that it works?
Darko M  [author] 11 Dec, 2024 @ 3:02pm 
Thanks for the heads up. Let me look into it, I'm not sure why it'd be doing that.
[†] Generalseal 10 Dec, 2024 @ 12:36pm 
this mod conflicts with the new ultima founding dlc it prevents the new priamris units from being recruited after researching them
Darko M  [author] 11 Nov, 2024 @ 7:08pm 
@Atenvardo
Thank you! Nope, I haven't tried it with any mods myself. I just know people have made a lot of mods like that so I wanted to maintain compatibility.
Aten 8 Nov, 2024 @ 9:07pm 
@Darko - Great Mod, looking forward to more, I did want to ask, any other mods that you recommend using with this? As in your last paragraphs you mention other mods that fix Ai Unit Builds?
Mindrivet 25 Oct, 2024 @ 8:07pm 
@Darko M ahhh that makes sense. Was wondering why only Orks had aircraft. It does make it harder though by forcing AI to make more heavies/super heavies.
Darko M  [author] 25 Oct, 2024 @ 6:19pm 
Glad to hear it works with other mods! And thank you both for the kind words!

Yeah, most factions can't build their aircraft production buildings anymore. The base AI ends up spamming transports, and I wanted to retain compatibility with AI unit prioritisation mods so I couldn't change unit priorities. I ended up just disabling the whole building in a very hack-y solution.

Off the top of my head, a better approach than what I've got going now would be to allow airports, but ban transports, and then tell people to actually put AI ECO+ below other mods if they want some other behaviour. I'm not sure if there are some issues with that but I'll look into it.
Mindrivet 24 Oct, 2024 @ 5:13pm 
I can report with a mod allowing +100 loyalty, +4 unit levels for AI (highest difficulty), Devian's mods, and this AI mod... I was absolutely demolished. Necron was pumping out Obelisks at turn 43, all of the AI had 4-5 cities and the Drukhari just ran me over with infantry. This was on normal resource settings, since high resources tend to favor the player more than the AI.

So yes, this mod significantly improves the AI's reasoning and raises the difficulty without needing obscene bonuses.
Mindrivet 24 Oct, 2024 @ 3:41pm 
Going to see how this plays with Devian's unit mods and see if the AI makes better use of them. Might as well play test this while play testing for Devian.
Aramus 21 Oct, 2024 @ 2:32pm 
Great Mod, thanks a lot for your effort!
In my last campaign, the AIs expand early and build later a lot of unit production-buildings. Comparing with the vanilla AI, this modded AI is much different and better.
The campaign feels smoother from early to endgame.

But could you check, Necrons never build the Aircraft-building.
I looked into the XML, this concerns also Sisters, Drukhari, CSM, SM, AM and Nids.
There is a 0.0 in increaseAircraftProductionScore?
Darko M  [author] 15 Oct, 2024 @ 9:23pm 
No updates on the Tau so far. It's just too hard to have them play efficiently with Utopia. I might just try to disable it when the AI is playing them? but that feels like a mediocre solution.
savior2go 5 Oct, 2024 @ 12:25am 
Any effort to improve the AI is greatly appreciated, so thanks for that 👍
jeff.s.wiggins 4 Oct, 2024 @ 10:30pm 
Any updates on the Tau?
Garrott 13 Sep, 2024 @ 12:03am 
Thank you kindly :)
Darko M  [author] 11 Sep, 2024 @ 10:55am 
Alright, I think I fixed the population bug for all the factions. Sorry for the trouble.
Darko M  [author] 11 Sep, 2024 @ 10:43am 
Good call! Sorry about that, I'll fix it ASAP.
Garrott 11 Sep, 2024 @ 2:19am 
Hey thank you for the mod.
Just fired up a game using the sisters and the city had no population added to it.