Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Worthy Drukhari
19 Comments
Vaeki  [author] 5 Jul @ 7:58pm 
JULY NOTE
A July 2nd update turned out not to be backwards compatible. If you have post-July 2nd save with the DRUKHARI and want to finish the match, let me know and I will revert the save. This offer is only good until July 13th, at which point I am moving all the Worthy mods forward.
I apologize for the inconvenience, that's on me! :steamthumbsup:
Grotzel 3 Jun @ 4:33pm 
In any case, I reeeally have to try your mods soon. :)
Grotzel 3 Jun @ 4:32pm 
Ah ... I assume you read the description? The author gave a rough overview of how the mod makes it work in Zephon but, again, I did not exactly have a large amount of hope - after all, the Zephon engine appears to be heavily modified.

Oh well, it would have been really cool :steamsad: But ... as it has been written often enough: Forget the promise of hope and understanding! Alas ... this appears to be the grim dark reality we life in. ;)
Vaeki  [author] 3 Jun @ 4:04pm 
Grotzel- that's awesome! If there is a way to do this with Gladius, I don't know it! :steamsalty:
Grotzel 2 Jun @ 11:56am 
Probably merely a curious tidbit, but apparently a Zephon modder managed to make the AI use transports -although he or she doubts that this can be used for Gladius.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3481666263

They might very well be absolutely right - no idea how much they looked into this. I've always considered it a bit of a shame that neither Zephon's official development nor its mod community appear to be a source for improvements for Gladius despite them having similar engines. (Ok, there is probably some overlap between the mod communities).
Vaeki  [author] 1 Jun @ 9:05pm 
Herrick - thanks for trying my mod! The tricky part of writing the mod is giving the Ai engagement tactics! :steammocking: Thank you for noticing! :steamhappy:

I don't know how to modify the Ai's unit pathing... ie, i can't make the Ai chooses where to send its units, and the Ai indeed does tend to miss good outposts. :steamfacepalm:

Know that, if Ai is an ally you can choose where to send them by marking the tile (cntrl-click). They make much more useful allies that way!
Herrick 1 Jun @ 2:03am 
Ive seen an improvement of unit quality and how the AI engages battle.

Is there a way for the AI to take control of strategic tiles (the ones that give you economy bonuses) ? Because the map always feels empty if I dont take control of these areas.
Vaeki  [author] 21 May @ 5:49pm 
Update incoming this Saturday (5/24) to improve a couple Ai behaviours. The Haemonculus Ai will no longer target unclaimed webway gates with Malediction, and units will make better use of haywire grenades.

Updates to my mods involve changing actions, which may crash old saves. So, unless you are willing to lose your modded save... either finish any game you have with the Worthy Drukhari or back-up the current mod files for your own use!
Hammon 26 Mar @ 4:32pm 
Cheers for the response. I am looking into things right now as I was always interested in making AI better for games.
Vaeki  [author] 24 Mar @ 7:29pm 
Hammon - some of the Ai's behaviours is easy to mod, some aren't! If you're interested in my approach, I have pathways you can explore:

1. take a look through my mod files.
2. check out Proxy's Discord channel gladius-modding

Looking through my files is pretty easy with Notepad++ (free) and the files are available on your harddrive. Seriously, take a look! Maybe start by looking through some of my Data/World/Upgrades files.

But also, join the modding channel and do some searches for things you're interested in. There you can search pretty much the sum-total of all Gladius-modding knowledge. It's a polite, friendly community if you feel like asking questions there.

And, as an added bonus, I have shared the scripts I use to set a faction's strategies. I'm sure they are tough to figure out, I'm an analyst not a front-end dev. And, since you would be on the Discord anyway, you can ask me more details there!

:steamhappy:
Hammon 23 Mar @ 3:37am 
Hi Vaeki,
Great stuff, thank you for your work.
Would you be able to give me a link to have a general overview of what can be done to influence the AI? I feel, it is a very poor design decision not to have editable AI profiles and build orders.
Vaeki  [author] 11 Mar @ 11:01am 
Zanmore - yw bro, enjoy
Zanmore 8 Mar @ 3:59pm 
Love the mods bro thanks for your contribution to the game.
Vaeki  [author] 4 Mar @ 5:03pm 
For my part, I think it is neat that they made modding so integrated, both in the game and sharing via Steam. Certainly been a fun creative outlet for me! But I agree the Ai has some disappointing omissions. :steamsalty:
Oh well, I make the improvements I know how, because all-in-all it's a very fun game! :steamhappy:
[CT] Forced Jaketh 4 Mar @ 2:20pm 
Cheers for the reply.
I wanted to try their other game but if its coded like this im not that keen really, the fact the AI doesnt use transports or teleport etc is a big let down on the harder difficulties. On release I can kinda get it but after 150 dollars of DLC it is kinda bad, especially giving modders only limited access
Vaeki  [author] 4 Mar @ 8:14am 
[CT] Forced Jaketh - nope, that would involve pathing, which isn't an aspect of the game that is part of Proxy's integrated moddable things.
[CT] Forced Jaketh 3 Mar @ 10:30pm 
So does the AI finally put units in their transports?
Vaeki  [author] 28 Feb @ 10:17pm 
Hi Pharcyde! Thanks for trying my mods! I do add actions and traits which help direct the Ai, so you'll need to start a new game. Hope that helps! :steamhappy:
Pharcyde 26 Feb @ 2:52pm 
Really enjoying checking these out. Thanks!

Do you happen to know if I can use these on an existing save or is starting a new game the way to go?