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Along similar lines, maybe some way to turn Hero Items into resources, since they aren't really of any use?
If possible I'd increase the Titan variation by a factor of 10 randomizing the entire weapon loadout of every Titan, but when I looked into it that seemed impossible. The limited randomization of the Titans is what I settled on after some experimentation. This way the Titans have clearly different strengths within their class and it is your duty to adapt the scenario.
My only pet peeve is that we re forced to get titans at random. On my first game my first titans were both Mastiff-class, and the moment I tried to make warlords I only got deathbringers.
I would have liked a bit more opportunity to give a chance to each subtype, even more so considering how bad mastiff class were early on when it comes to fighting neutrals because of their powerful single target units. It s kind of frustrating that I found myself stuck into a not-so-diverse comp because of randomness.
I'm not the original creator of these models, I just ported them into Gladius.
This also gives more personality to each individual Titan, if possible I'd increase the randomness of each Titans weapons, having 6 different weapons per arm and 6 different shoulder weapons making dozens of variations possible so that in any given game you'll never have two Titans with the same weapon loadout. But there are limits with how much randomness I can introduce.
It appears to be a random one everytime i summon, i even tried to see if its based of how many times you click on the ability before casting but i have yet to get a reliable way to make the titans i want.
Without resubbing the mod will work fine, but you'll have a few useless researches cluttering up your Tech-Tree.
Autocannons on starting Imperator have 0 attacks, is this intended?
The infantry role is already filled with the Astra units. The reason I choose them in the first place was that I didn't want to spend time on infantry for a mod focused on Titans and I wanted multiple generic infantry units. The design of AdMech infantry doesn't provide multiple generic infantry troops. Their units all have very unique design. On the other hand there is nothing more generic than a guardsman with his lasgun, a heavy weapons squad or field artillery, all three are just guardsmen with different weapons.
There are many such limitations and strange interactions the weirder a mod tries to be.
The AI is very much capable of using all my factions, mostly better than the base game does the base factions, I've put effort into actually making sure the AI uses its faction specific mechanics.
In the case of AI controlled Collegia Titanica, the AI snowballs hard in the early game with many Warhound Titans but falls of in the midgame as it runs on an entirely different custom economy.
The Collegia Titanica was just a hilarious idea I had when I found the Imperator Model. The entire mod was build around the idea "My city has legs!".
After just the first few minutes I already see a lot that is obvious to me as the developer but confusing to other people.
The landing zone for example is useless, but necessary for the games mechanics. Without an entity declared as city, losing all cities doesn't lose the game. As such the landing zone had to stay in the game.
The reason for the first few levels/buildings being so strange is a balancing issue. Every faction needs to wait till buildings are finished, but with how the Imperator works, your build times are instant, which is why I added those first few pointless levels/buiildings.
This entire mod was working around such limitations and finding work arounds that work and also feel good to a player.
The arm mounted weapons are the ones that are active from the start. Every other weapon only activates later. This includes some minor guns on the cathedral, the major artillery gun in the center of the cathedral and some flamers on the legs.
MIght genuinely be the best mod in the workshop
But non of this Titans are at full power, even at the end of the game they are still in their hastened start-up sequence and their reactors are only running at half power.
That's pretty much how I justify their otherwise weak state from a lore perspective.
As part of any other faction they'd be very underwhelming and just another stat stick with no special features.
would it be able to make an new mod so the Mechanicus gets the Titans as extra units?
i like playing 1 vs more so for me this mod would be really fun to see how many i could fight in one go
The Dire Wolf would need to be slightly stronger than a Warhound, but weaker than a Reaver, there is no slot to be filled between a 12 and 16 upkeep unit.
The Warbrinbger Nemesis Titan would need to an equivalent to the Reaver Titan as it would be only slightly stronger than a Reaver but significantly weaker than a Warlord. The only way to differentiate from a Reaver would be as a Titan Artillery, and while the Warlord already has such a subclass, a super-heavy artillery isn't something other factions could deal with.
The balance of this mod is already plenty strained and a Warmaster, a unit above the Warlord would certainly not help.
I'm definitely going to check out the ForceOrg stuff.
The entire mechanics of the Imperator Titan are only just borderline functioning, several city functions aren't working at all and won't ever. As a player you can't see it, but the Imperator Titan is a giant clunky mess as what I did with this mod was never intended by the developers.