Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Total War - Gladius Overhaul Mod
I don't know why, but what's always bugged me about 4x games like this and Civ is that the unit groups looked really weird. I know it's supposed to be like a board game where they're only supposed to "resemble" your army, but I'm already playing a video game, I don't want to imagine.

Because of that reason alone, I present to you an Overhaul which edits both the terrain, model count, balanced, and possible even more changes to come.

I think in this case a picture is worth more than words will be, so I'll just show it off some instead of bothering to get too in-depth; Imgur[imgur.com]

It's still in the process of being made, but I plan on getting it released early on so that while it won't be perfectly balanced right away, it can still be played around with.

- One thing to note about balance is that balance is meant to be based around lore and not base-game balancing necessarily. They'll still have the same features, but the goal will be to give them the power you'd expect based on their lore while keeping them balanced enough to still be fair.

- Ranges and movement are both also likely to be modified in the future, but as of now they stay the same as the base game.
Last edited by The Wriggler; 19 Jul, 2021 @ 7:20pm
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Showing 1-8 of 8 comments
The Wriggler 1 19 Jul, 2021 @ 9:23pm 
Please let me know of any suggestions or any feedback if you have any before its release
Jey 14 20 Jul, 2021 @ 8:58am 
Be careful with changing range and movement.
I don't know what kind of change you're trying to do, but you may make the game an incredible chore to play.
Increasing range for example may allow factions to have inattackable defensive positions.
Increasing movement may create a lot of frustration with sight (and just increasing sight isn't perfect since cover and all :P)
Reducing movement may remove the fact that cover is supposedly difficult to go through for vehicles.

Nothing impossible to manage, but be careful.

In the main game, 10 models squad are notoriously difficult to kill by non-specialized units.
Some of this difficulty is alleviated by Blast and assimilate weapons.

You'll probably need to scale up Blast and assimilate to not make fights based around unkillable swarms of infantry. Be careful though, if you have several tanks in a squad (as it looks like in some of your screenshots) AND you have several units using Blast, you may make Blast too strong. So... Good luck?

balance is meant to be based around lore
You're giving yourself an almost impossible task.
Going at it by "instinct" (I mean let's be fair, lore is not exactly the best source of accurate army composition) will make it impossible to "balance".
And without balance, the game will lose a lot of its fun (passed the first five minutes where you are amazed by your 30 models squad).

I see a ♥♥♥♥♥♥♥♥ of Necron Warriors in a single squad, that honestly seems to me like it will melt anything.
There are probably other changes you're making to them. I just want to point out that a "game" must be "fun" and "fun" isn't reached if some units/factions overclass every other, no matter how lore-friendly it is in your opinion ;)
Astartes 20 Jul, 2021 @ 9:33am 
Personally I find factions 100% balanced more for multiplayer. Though I know people care about it in singleplayer. Its rare to find strategy games where some races is like a huge boss fight to take them on.

Look at warlords battlecry series (and the turn based version)...was most unbalanced strategy game to exist and was most fun ever had. Some races weak as hell but were still super fun being an underdog and being the underdog is my personal favorite gameplay style that can't really find these days.

And personally unlike guy above (nothing wrong with wanting 100% balance if thats someones thing, I just want to put in a counter opinion not to say the guy above is wrong or anything like that, its just personal preference), I personally would rather have 100% realism that fits the lore and game world. If this was a game world being invented, then that is fine. But some races in warhammer are pretty OP and some are weak...just like really how real life would be.

That out of the way...

this sounds and looks amazing. I may hold off on starting a game and wait to start this mod, if release is pretty soon
Last edited by Astartes; 20 Jul, 2021 @ 9:35am
The Wriggler 1 20 Jul, 2021 @ 11:03am 
Originally posted by Iffu:
Be careful with changing range and movement.
I don't know what kind of change you're trying to do, but you may make the game an incredible chore to play.
Increasing range for example may allow factions to have inattackable defensive positions.
Increasing movement may create a lot of frustration with sight (and just increasing sight isn't perfect since cover and all :P)
Reducing movement may remove the fact that cover is supposedly difficult to go through for vehicles.

Nothing impossible to manage, but be careful.

In the main game, 10 models squad are notoriously difficult to kill by non-specialized units.
Some of this difficulty is alleviated by Blast and assimilate weapons.

You'll probably need to scale up Blast and assimilate to not make fights based around unkillable swarms of infantry. Be careful though, if you have several tanks in a squad (as it looks like in some of your screenshots) AND you have several units using Blast, you may make Blast too strong. So... Good luck?

balance is meant to be based around lore
You're giving yourself an almost impossible task.
Going at it by "instinct" (I mean let's be fair, lore is not exactly the best source of accurate army composition) will make it impossible to "balance".
And without balance, the game will lose a lot of its fun (passed the first five minutes where you are amazed by your 30 models squad).

I see a ♥♥♥♥♥♥♥♥ of Necron Warriors in a single squad, that honestly seems to me like it will melt anything.
There are probably other changes you're making to them. I just want to point out that a "game" must be "fun" and "fun" isn't reached if some units/factions overclass every other, no matter how lore-friendly it is in your opinion ;)

Thank you for taking the time to give so much feedback, by the way.

I should've been more specific, but basically what I meant was that I want to get the unit sizes to be as close to lore-friendly as I can while keeping them balanced, as opposed to going all out.

E.g. The necrons have about only 60 units while the Termagaunts have twice that, to give Tyranids more of that "swarm" feel, and Necrons have that slightly lower than average unit count to keep them feeling tankier like they should be.

You're absolutely right though, lore based all the way would NOT work. And the whole point of this is fun > lore anyhow, so it's going to be a work in progress. I guess the best way to describe the interaction here is that it 'weighs' more on things now. Doesn't necessarily dictate everything (e.g. C'tan will be a bit stronger, but I obviously can't make them as strong as their shards are said to be as it would be ridiculously OP.

Originally posted by Iffu:
Be careful with changing range and movement.
I don't know what kind of change you're trying to do, but you may make the game an incredible chore to play.
Increasing range for example may allow factions to have inattackable defensive positions.
Increasing movement may create a lot of frustration with sight (and just increasing sight isn't perfect since cover and all :P)
Reducing movement may remove the fact that cover is supposedly difficult to go through for vehicles.

Nothing impossible to manage, but be careful.

In the main game, 10 models squad are notoriously difficult to kill by non-specialized units.
Some of this difficulty is alleviated by Blast and assimilate weapons.

This is the biggest thing I'm taking into consideration. It's actually the whole reason I'm bothering to edit range and movement at all, because that does tend to happen somesize on lower land ratios at the moment. (It doesn't get to be completely stagnant, but it can hold a bit too long at points.)

It'll definitely take a fair bit of work to get everything balanced, although I doubt true balance will ever be achieved. Which is whatever to me, because ironically the whole point of this mod is just for fun. Fun/lore over the basic gameplay when it can be, it's just making every faction fun to play as well as fight against is going to be that major challenge there.

I appreciate your input though, as you really have covered a lot of the more fundamental things I'll need to keep in mind when trying to get everything sorted and set up.
The Wriggler 1 20 Jul, 2021 @ 11:06am 
Originally posted by Neferata:
Personally I find factions 100% balanced more for multiplayer. Though I know people care about it in singleplayer. Its rare to find strategy games where some races is like a huge boss fight to take them on.

Look at warlords battlecry series (and the turn based version)...was most unbalanced strategy game to exist and was most fun ever had. Some races weak as hell but were still super fun being an underdog and being the underdog is my personal favorite gameplay style that can't really find these days.

And personally unlike guy above (nothing wrong with wanting 100% balance if thats someones thing, I just want to put in a counter opinion not to say the guy above is wrong or anything like that, its just personal preference), I personally would rather have 100% realism that fits the lore and game world. If this was a game world being invented, then that is fine. But some races in warhammer are pretty OP and some are weak...just like really how real life would be.

That out of the way...

this sounds and looks amazing. I may hold off on starting a game and wait to start this mod, if release is pretty soon

I really shouldn't have worded it the way I did.

I supposed I really should have worded it better when I said balanced. When I say balance, I don't refer to everything being the same. To me, balance means "Fun to fight with, fun to fight again." - that's all. I think that should be the best way to explain the course for this mod.

As for release, so far I've gotten half the factions to scale (although things like single entity units aren't perfect right now. Some can hold their own, but for the most part many of them are bullet sponges.) and am still working on it, but I'm going to get it released ASAP so others can play it can give their own input.
Last edited by The Wriggler; 20 Jul, 2021 @ 11:17am
Astartes 20 Jul, 2021 @ 5:56pm 
Thanks for the explanation on the balance :) This still sounds great, looks great too imo. Look forward to release :)
The Wriggler 1 20 Jul, 2021 @ 7:18pm 
Originally posted by Neferata:
Thanks for the explanation on the balance :) This still sounds great, looks great too imo. Look forward to release :)
Yeah the only reason I'm even making the mod is because I thought the idea would be really fun and so far the execution has been.

Balance just means it's playable on both sides, since as much fun as it would be to give Tyranids tons of models per unit, or make the C'tan godly, it wouldn't translate to much fun to fight against.

(That being said, the C'tan Shard's powers do get buffed quite a bit, but he gets away with it mostly, due to being a single entity unit)
The Wriggler 1 7 Aug, 2021 @ 1:06am 
After a longer than anticipated wait, I've now released the mod in full!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2568213495
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