Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Reinforcements - Death Guard - New Faction
59 Comments
Malaikat  [author] 22 Jul @ 4:41am 
I've taken a look and here is what I can see:
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.
Malaikat  [author] 22 Jul @ 4:41am 
I'd need to adjust every type of outpost for every faction individually and it should be possible to fix this issue. But for now I'll leave things as they are. From my testing all my additional factions are stronger than base gladius and don't need additional power.

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.
Mr Groxy 21 Jul @ 5:48pm 
I play this game a lot still after many years with my brother, and we stumbled across this collection of mods and thought it was really cool. However, there is a fairly game breaking bug that this faction causes. Any tile affected by an ore % increase from outpost adjacency does not apply. Really nerfs your ability to gather ore. Confirmed to break games using this faction, World Eaters, Titanica, Dark Mechanicus, Deathguard, Emperor's Children. However, your unit adds to existing factions do not seem to replicate this error. Stopped testing at this points, seems to point to something in the additional factions that got replicated. If you can track it down I'd love to go back to enjoying this otherwise really cool set of mods.
Mephet'ran 23 Jun @ 7:57am 
This mod looks cool as hell, will try it out!
Malaikat  [author] 21 Jun @ 1:56am 
That was a mistake on my part and should be fixed now.
TARDE O TEMPRANO CAERAS 20 Jun @ 7:41pm 
A question at level 7 of technology, vehicle armor cannot be unlocked. Is it because the vehicle technology cannot be unlocked since we have had it from the beginning?
radlas 20 Jun @ 3:57pm 
I am recieving this bug too while trying to load a singleplayer save. Should I start a new game instead?
Malaikat  [author] 18 Jun @ 7:22am 
The missing tooltip has nothing to do with the error, but should be fixed now.

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.
Krebs 18 Jun @ 6:57am 
Hi Malaikat,

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!
radlas 13 Jun @ 5:47pm 
Thanks for the answer!
Malaikat  [author] 13 Jun @ 8:24am 
@Krebs
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.
Malaikat  [author] 13 Jun @ 8:19am 
The vehicle building is supposed to be available from the start, the research shouldn't exist. Seems that the corresponding file survived several rounds of changes despite no longer having any use.
Krebs 12 Jun @ 4:32pm 
Hello, is it normal that the game crashes for my friends when I have recruited my Plague Lord?
For those who do not have the Chaos Space Marines DLC

but anyway your mods are awesome
radlas 12 Jun @ 2:43pm 
Ty for creating this mod!
Bug report - Infernal fabricator was available to build in the starting city, despite not being yet researched.
Malaikat  [author] 2 Jun @ 3:38am 
I'm not going to add a mod for immersive units. At this point I'd need to make six separate mods at minimum, two more for the custom model mods.
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.
Chase Mate 30 May @ 9:06am 
Hey would you be able to make please patch this with Immersive Units, it would complete my load order. I love your mod
The Facepalmer 25 May @ 10:28am 
Any chance the chaos space marine quest line will work with these?
Zn 19 May @ 4:51pm 
Thanks for answering
Malaikat  [author] 19 May @ 11:19am 
Flyers are an intentional glaring weakness of the Death guard. The best way tho handle them is the research that grants a portion of your units the ability to drag flyers to the ground and have your melee units swarm them. But even then, flyers are still troublesome.
Zn 19 May @ 7:44am 
AI seems to produce few heroes except GreatUncleanOne.

And I want to know Death Guard how to fight against aircrafts, such as Marauder Bomber.
Malaikat  [author] 14 Apr @ 12:52pm 
Fixed the plaguereaper issue.

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.
Darkenarlol 14 Apr @ 12:18pm 
some bugs:
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)
Malaikat  [author] 3 Apr @ 8:48am 
I'll update the research tooltip going forward to make it more clear.
Paul59 3 Apr @ 8:39am 
Ah don't worry, I have just found it! It is an extra ability for the Malignant Plaguecaster.
Paul59 3 Apr @ 5:59am 
How does the "Ground Flyers" ability work? I can't see how to use it.
Ortoblast 2 Apr @ 9:42am 
Understood, thx for clarification
Malaikat  [author] 2 Apr @ 8:24am 
The first two cities have no cost, from the 3rd city onwards it does.
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.
Ortoblast 2 Apr @ 8:21am 
Suddenly realized that Found City ability has no cost at all. Seems strange
Malaikat  [author] 29 Mar @ 9:41am 
Gladius+ patches are now available for the Deathguard, World Eaters and Thousand Sons.
Malaikat  [author] 25 Mar @ 4:08pm 
I know of Gladius+ and what it does. The mod just doesn't appeal to me personally. Still after looking into its code it doesn't look like anything complex. I'll try to throw something together within the coming days. Otherwise if immersion is what you're looking for, I'm working on custom models for the Deathguard they are far from perfect when you check out their animations in detail, but when looking at the battlefield from above they fit well.
The Viral Divinity 24 Mar @ 6:05pm 
Any chance in getting a Gladius+ size patch for these faction mods? These are some of the best custom factions I've seen, finally the game is getting some good and proper ones!

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.
Malaikat  [author] 20 Mar @ 4:53pm 
@Dr Ikari
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.
Kodama_King 20 Mar @ 8:45am 
I am absolutely loving this mod and the various units (Poxwalkers and Beasts of Nurgle are MVPs just for overcrowding the enemy)
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!
Malaikat  [author] 7 Mar @ 3:40pm 
@BEBOP157
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.
BEBOP157 7 Mar @ 1:10pm 
Love the addition of a new faction with new flavor. Going through my first play through. Looks like cities cant fire or provide over watch. Is this an intentional mechanic or am I not utilizing the Mod correctly.
Ortoblast 3 Mar @ 6:39am 
Oh, okay then. Having fun so far!
Malaikat  [author] 3 Mar @ 6:27am 
@Ortoblast
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.
Ortoblast 3 Mar @ 6:16am 
Also, is it intended that you can build Rotting Fabricator even without research? I have this as an option.
Ortoblast 2 Mar @ 9:58am 
Cool mod! Always nice to have a new faction.
Malaikat  [author] 2 Mar @ 5:18am 
A new major update to the Deathguard has just been released. Transport vehicles and infantry units now share a strong bond with each other and are only able to unleash their full potential when next to each other.

This new update adds new traits, units and abilities and will most likely destroy your previous saves. I'm sorry for this inconvenience.
Malaikat  [author] 21 Feb @ 6:54am 
@Ix
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.
Malaikat  [author] 21 Feb @ 6:47am 
@102schek
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.
102schek 21 Feb @ 6:40am 
I wanted to ask a question, will there be other orders of chaos like the thousand sons, the Emperor's children, or the world eaters?
lx 20 Feb @ 1:30pm 
im still subscribed here apparently...
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
Malaikat  [author] 20 Feb @ 1:08pm 
I always dislike it when games or mods change and we players can't follow the changes. So just tidying up my own notes and posting them isn't much work.
chunky fecal smoothie 20 Feb @ 12:08pm 
respect for the detailed changelog
ArcaniteM 18 Feb @ 12:36pm 
THANK YOU
lx 16 Feb @ 7:11am 
i subscribed on14th or latter, it should have been the latest version.

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
Malaikat  [author] 16 Feb @ 4:49am 
I've started a discussion thread to collect balance concerns, feel free to add anything you can think of there.
Malaikat  [author] 16 Feb @ 4:48am 
I agree with the faction requiring an overall nerf and will be looking into specifics.

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.