Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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GreenMage 26 Dec, 2021 @ 9:51pm
Mod Ideas
I preface this with two disclaimers:

1. This is my first post here so I am a relative outsider.

2. I understand that it takes a lot of hard work to make a mod; I am not going "mak meh a mod fur freee" but rather tossing out what I think are cool ideas and curious for the thoughts of others on it, and I certainly would not complain if somebody implemented the ideas in a mod, since I certainly can't.

So yeah, below are listed what I think would be several cool mod concepts that as far as I am aware, do not exist.

1. Player city ruins.
I think it would be pretty cool if when a faction city headquarters where destroyed, any tiles the city occupied would be turned in to imperial ruin tiles. Bonus points if it also generated a region name where the city HQ with something like 'Ruins of [City Name]' and if maybe there where different assets for each faction's ruins, like a imperial ruin equivalent.

2. Looting equipment.
Pretty simple, I just think if you kill a hero from another faction, you should be able to take the equipment they had equipted from jokaero traders, rather than it not existing when the hero dies.

3. improved buildings.
The Aeldari and necron buildings lowkey kinda suck. The necron buildings are constantly clipping through each other and look jumbled, if somebody shrunk the assets down and popped them on a platform in the shape of the city grid sections,(City grid section being 1/9th of a full tile) they would look so much better. And oppisite problem for the Aeldari, the buildings have a lovely grid, but they are just bits of spaff sticking out of the ground, I really feel like the buildings should be more like the art featured in the game; smooth, rounded spires

4. destroyed units.
When units die, I would kinda love if corpses stayed there. But like, using the city grid system, (City grid section being 1/9th of a full tile) and placing down a scaled down versions of the unit asset post death animation as part of the terrain, Obviously they would be much smaller than living units as they would be scaled down to fit and a tile would be full after 9 units died on it. I don't really care whether or not they effect game play as a terrain feature as I would mostly like this as a aesthetic bit. Idk how to really describe it any better.

So yeah, I'd love to hear peoples thoughts on this.
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Showing 1-7 of 7 comments
Warempel 28 Dec, 2021 @ 2:04pm 
I think 1. Player city ruins adds a nice detail, and easy to mod. I like the idea but made a more simple version that just adds a new feature called "City Ruins" on the HQ tile when the city gets destroyed. Effects are -1 building slot, +10% ore and the Building Cover trait for infantry, similar to Imperial Ruins. It uses the same icon and has a short a flavor text about this being the remnants of a recently destroyed city of one of the factions trying to take control of Gladius.
GreenMage 29 Dec, 2021 @ 9:23am 
Originally posted by Warempel:
I think 1. Player city ruins adds a nice detail, and easy to mod. I like the idea but made a more simple version that just adds a new feature called "City Ruins" on the HQ tile when the city gets destroyed. Effects are -1 building slot, +10% ore and the Building Cover trait for infantry, similar to Imperial Ruins. It uses the same icon and has a short a flavor text about this being the remnants of a recently destroyed city of one of the factions trying to take control of Gladius.
I mean, Imperial ruins is already a thing, and I was thinking for the full area of the city, not just the HQ tile as those areas tend to just become clear cut ground with no features when the city is destroyed.
Warempel 29 Dec, 2021 @ 12:33pm 
Yes, I did read that ;-)

I used "City Ruins" instead as a catchall name because most factions imo cannot leave behind Imperial Ruins when their city gets destroyed - simply because they are not imperial (and the ruins are not old). So it uses a different name (and hence slightly other effects can be tied to it as a bonus).

I think the city tiles retain all natural features (any rocks, forest etc.) that were there when the city got destroyed. If that is what you mean by 'clear cut ground' - then yes.

I like the idea and visual that something of the city remains -instead of just going up in smoke entirely- but did not want too much extra 'ruin clutter' on the map. That's why I used a light version of your idea that only applies to the city center. Just a personal preference.
GreenMage 29 Dec, 2021 @ 1:08pm 
Originally posted by Warempel:
Yes, I did read that ;-)

I used "City Ruins" instead as a catchall name because most factions imo cannot leave behind Imperial Ruins when their city gets destroyed - simply because they are not imperial (and the ruins are not old). So it uses a different name (and hence slightly other effects can be tied to it as a bonus).

I think the city tiles retain all natural features (any rocks, forest etc.) that were there when the city got destroyed. If that is what you mean by 'clear cut ground' - then yes.

I like the idea and visual that something of the city remains -instead of just going up in smoke entirely- but did not want too much extra 'ruin clutter' on the map. That's why I used a light version of your idea that only applies to the city center. Just a personal preference.

Some natural features like forests are removed when buildings are built while others like rocks or ruins have to be cleared to free up slots, either way the end result when a city is destroyed is a big open empty area. And yeah, I would personally turn off pre generated ruins if this mod existed. Also, in the original post I mentioned a cool detail being ruin assets for each faction, but not required as that would be a lot of work for very little return
Kurziel 17 8 May, 2022 @ 9:44pm 
Not sure if you're still looking for these mods, but here's first version of a player city ruins mod here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2805832131

It's only using the basic Imperial Ruins feature for all cities. I'll have a more complex version with different ruins for each faction at some point in the near future.
GreenMage 9 May, 2022 @ 12:56am 
That's awesome! Can't wait to try it tomorrow. Thank's so much
Kurziel 17 14 May, 2022 @ 3:17pm 
And here's the version with faction specific ruins, it is still a work in process, but the core functionality is there:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2808154348
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