Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Reinforcements - Increased Group Sizes for lowcost Units
11 Comments
Malaikat  [author] 25 Apr @ 4:35am 
Maybe if I remember this mod after the Emperor's Children are released. I'm still in the very early stages with them, but they are the next project I'll focus on.
Pyrodysseus 24 Apr @ 7:00pm 
would you consider making a compatibility patch between this mod and all your reinforcements mods? would be super cool!
Malaikat  [author] 27 Mar @ 2:29am 
Units that started out weaker got not only increased group size, but also increased stats. Just increasing the groupsize of boyz or termagaunts wouldn't make them any more useful in the later stages of the game. This way all units of this mod are on a roughly equal playing field.
Night_Shade 26 Mar @ 5:36pm 
Whats up with the prices of the units? For example every Space Marine unit is 3x cost for double the entities. yet for Tyranids the termagaunts go from 15 to 90 cost. A six times increase. Whats up with that? Why not just make it 3x cost for all factions?
Malaikat  [author] 9 Feb @ 2:24am 
Yes, they are technically all "new" buildings and units and don't overwrite any preexisting units.
mrcoolize 8 Feb @ 6:37pm 
as these technically ''new units'' for mod compatibility purposes?
Malaikat  [author] 4 Feb @ 3:26am 
You won't have to produce any of the new units instead of a C'tan, these new buildings aren't able to produce any high level units so you can produce a larger group of necron warriors alongside your C'tan.

I'm pretty sure I haven't added any of the city founder units in this mod, that's why no cultists for chaos.

Balance wasn't the main concern for me. I'm not expecting this mod to become a PvP stable. It is mostly about the flavor and the fact that early game units quickly become obsolete.

Most vehicles are likely to die faster than their regular counterparts. I haven't just doubled unit sizes and called it a day. I've spent minimal time at balancing the new units. As a result for most vehicles they deal less damage and have less health than their singular counterparts, but as they are two, they still deal more damage. Also as they are two models instead of one, they often die faster to blast weapons and the like.
Malaikat  [author] 4 Feb @ 3:20am 
The weakest of infantry units have been changed in the opposite direction, several of those units have not only their numbers doubled but also stats increased to be roughly on pair with every other unit added by this mod.

If all you care about is having the most effective units on the field, then most of what this mod has to offer should be a waste. I intentionally increased the cost of every unit beyond the point I "balanced" them for to not make any unit overpowered. But it is also very much possible that a small number of units are actually incredible powerful for what they require.
glythe 3 Feb @ 11:13pm 
I thought about doing something similar for a mod once. I added a tier 7 tech that increased the unit counts of the "low tier" units.

That made it so you could level up starter units and have them not just be instantly one shot by a tier 8-10 super unit. Looking just at the necron units in tier 7 you have the C'tan. You would have to do a lot of convincing to make me make the "new level 1 infantry" over that.

Question about chaos : why dont you have the cultist building units here? They are generally crap and some of the units that really should be just number spam more than any other unit. That ends up being just a straight nerf to this faction.

From a balance standpoint it does not seem like a good idea to double any vehicles. I can tell you for sure the Triarch Stalker does not need it. Does doubling a transport unit also double its unit capacity?

Doubling infantry is one thing but it is not a good idea to double vehicles.
eternalnoob 2 Feb @ 7:28pm 
Nice idea!
Pyrodysseus 1 Feb @ 10:15pm 
sick, ty!