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All base game factions are unaffected, for them the resource bonus works as if no mods are enabled.
For additional factions the tile bonus from for example volcanic works, the flat resource gain from outposts works, the city wide resource bonus from outposts works.
What doesn't work is the resource bonus outposts give to adjacent tiles.
This seems to be a general issue with all additional factions and how the game identifies additional factions, not only mine.
Most factions don't touch the outpost related files and for those that do, the changes work as intended.
I'd certainly not call this a game breaking bug or glitch. Game breaking would be an unexpected invulnerable unit or a unit with infinite damage or a unit that somehow dupes itself or costs no production time. Not a slight bug with the resource generation.
What the error tells me is that you aren't using the same mods. The players being kicked aren't using the additional skin mod.
I changed the base models for several units in the skin mod.
This Plague Lord is based on the Space Marines Captain, while
this Plague Lord is based on the Chaos Space Marines Chaos Lord. It might be that for most actions that is of no concern and the game loads the correct animation as both units use the same action, but in the case of the Plague Lord I changed the Power Strike to an Exalted Strike as the animations are intertwined with the abilities themselves.
Thank you for your response.
We tried it again and replicated the error message. This time, another player with the DLC was kicked and received the following error:
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/Deathguard/PlagueCaptain/ExaltedStrike" does not exist. Gladius has encountered a problem and needs to close. Please contact support with log files and save games (C:\Users……)
On my screen, the Plague Lord has an ability named " ? ", which might be causing the error.
I'm not sure if this helps, but thanks anyway!
That is odd, DLC files don't add anything to the game, they only unlock what is already there, so having or not having a DLC shouldn't change a thing.
Are you all using the same mods? I'm unfamiliar with multiplayer so I can't say that much about it. But If one of you is using my alternative models mod for the Death Guard and the other isn't, then your error makes a lot of sense.
For some of the units the alternative skins only change the appearance of the unit. For some it changes the corresponding animations. So for the first cases the game can load the respective different unit models, but whenever the game is told what animations to use, no error appears as both units use the same set of animations. For the second case would try to load animations that don't match the units model on either side and loading a unit with non-matching animations leads to an immediate crash.
For those who do not have the Chaos Space Marines DLC
but anyway your mods are awesome
Bug report - Infernal fabricator was available to build in the starting city, despite not being yet researched.
Creating your own mod to bridge immersive units and my factions wouldn't be difficult. You'd only have to look what units model I used for what unit, grab a copy of the respective unit from immersive units and rename the file. The great unclean one would require taking your own spin on the scale factors, as that is the important line. For my custom model mods it may take a few more minutes as I made some tiny scale adjustments here and there. But if they are downscaled the tiny upscale I added might not even be noticeable.
And I want to know Death Guard how to fight against aircrafts, such as Marauder Bomber.
The city range of the Death Guard is limited to 2 tiles. The upgrade seems to have remained in my release version. It is possible that you'd have to re-sub to this mod for steam to properly remove the file. But as with every time any mod is changed, there is a chance of the changes crashing your game.
My recommendation to everyone would be to finish their playthrough and then resub to the Death Guard mod for a clean install.
1)looks like 1 of the city radius upgrades does not work correctly. (most likely "nexus of doom" t9)
despite having 2 of them still can only build in 2 tyles from central building.
2) regular crushes when using "land" flyer abylity from top tier tank (plaguereaper) on needs flyers
(was able to "land" them using same ability from land raiders)
You cities cost less loyalty, grow slower and build new buildings slower, in exchange new cities are cheaper and the first two free instead of only the first.
If you don't know, Gladius+ is just a re-scale mod that tries to make all the model sizes more lore accurate when possible, to scale at the least if not.
Glad you like this mod.
I'm not opposed to adding units from other mods. But it's not high on my list of priorities. I also want these mods to stand on their own feet and be independent of any other mod. Maybe I'll add more units with custom models and mod dependency as additional mods in the future. But for now don't expect too many custom models. The few I did add I got permission from the original creator to copy all the required files from their mods.
Would you ever consider potentially adding the chaos Lord to this faction? The captain while tanky just doesn't fit chaos at all for me personally looks-wise. I know the Chaos Lord's ponytail isn't very nurgle-like but with the horned Helmet from Devian's recent Chaos Lord Helmet mod it actually fits quite well.
Again, loving the mod and the others you've produced. Thank you for your time!
That is odd. Just checked and cities are capable of attacking and overwatch [imgur.com]. There is no real animation to it, but cities hurt enemies.
If your cities truly are unable to attack and continue to be so. Then I'm sorry, but without being unable to replicate the issue I can't fix it. Next question would be if you use any other mods, or if this is an occasional issue or a permanent one.
I hope you enjoy the Deathguard. And yes, the most recent change made both the infantry and the vehicle building available from the start. The infantry building was available without research from the start and with the recent changes I made vehicles available as well. There are two traits that can be researched which only work if you have both infantry and vehicles on the field. And the deathguard already has a very large number of upgrades in its research tree.
This new update adds new traits, units and abilities and will most likely destroy your previous saves. I'm sorry for this inconvenience.
I changed the screenshot as I changed some of the text.
I don't see the difficulty rating as "how strong is the faction", but as "how much does this faction differ from what can be considered normal for gladius", "how complex are the factions mechanics", "can I pick this faction up and just play along without a clue" and similar things.
The base game calling Space Marines "easy" and Adeptus Mechanicum "hard" certainly doesn't fit with my experience in terms of challenge. But in terms of complexity Space Marines and Necrons are certainly less intense than AdMech or Drukhari.
As to versioning... just giving every version a arbitrary number wouldn't change a thing. This isn't some grand project with a team of people working on it, but a fun project I work on by myself and share with anyone interested in expanding gladius for their use.
I can list the changes I make on the changes page and that fits my needs more than plenty and allows people to see different versions.
Maybe. I started on a Dark Mechanicum faction a while back, but the main idea I had wasn't possible so I got stuck and stopped till I get some new inspiration. I have ideas for thousand sons and world eaters and suspect that those will be a lot more feasible. I haven't thought any about emperors children and will first wait to see what Games Workshop will do with them.
did you change the first picture or the mod, initial challenge - "hard"?
as i said, this is by far not true. i also remember it as medium/average/normal, but might be wrong.
speaking of changes, you dont have versioning
what you called "Nurgles Gift" is ambiguous.
the unit trait makes no sense to be called like that. i dont know about the lore. the trait should be called something like "Child of Nurgle", or "Nurgle Minion".
"nurgle's gift" correct syntax is a requirement in your case. also it sounds like there is only 1 gift. a more proper way would be "nurgle gift" or "gift of nurgle".
nurgles gift grants ... - see, what is nurgles gift? a unit trait or ...
hold up...
while looking at the compendium the game crashed when i clicked on traits with broken descriptions...
EXCEPTION_STACK_OVERFLOW
i hope you have not done something bad...
now where was i...
i lost interest, farewell
The cultist is still a viable cheap combat unit, but if the builder unit ends up being nothing but a builder unit, that's fine by me.
Faction wide nerfs, changes and reshuffling of various techs or possible removal included.
As to descriptions, there were a lot of wrong ones in the first upload, but the additions on feb 12 should have fixed a lot of them, maybe your mod didn't update if you downloaded it prior? Otherwise a quick check seemed fine, details might be off here and there, but the general gist of every ability was understandable. I might be blind to you issue as being the mod developer I see things different, but if so, please start a discussion thread and post your examples. That would be helpful.