Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Callipygian Complete Overhaul [CCOO Released!]
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104.447 MB
31 May, 2023 @ 10:18am
27 May, 2024 @ 9:33am
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Callipygian Complete Overhaul [CCOO Released!]

In 1 collection by Callipygian Apribot
Callipygian Overhaul Pack
14 items
Description
Watch Gladius Prime come to life like never before... to kill you

CCO is my accidental attempt to turn Gladius from an arcadey min-max tankfest into a game that captures the industrial and attritional character of a planet-scale war fought in the 41st Millennium. This overhaul seeks to manifest the distinct lore features of each faction both aesthetically and mechanically, bring core units back into the game as the backbone of any well-oiled war machine, and make the map matter.

Core features:
  1. All unit sizes have been massively increased in line with their factions' character, with chaff units now often fielding upwards of a hundred troops. Orks and Tyranids field swarming hordes punctuated by hulking leviathans, while the Space Marines and Eldar deploy compact but highly elite formations to contest the field. Health has also been scaled by 50% more, one-shots are a rarity and enemies are more likely to retreat.
  2. Gladius' diverse biomes now have a heavier impact on combat, failure to consider terrain will have drastic consequences. Units hold steady and rejuvenate easily in lush greenlands, while veterans are quickly bred in volcanic hellscapes that soften even the toughest armour. Colder climes disfavour melee infantry and armour-piercing weapons, while warmer ones diminish the efficiency of ranged units and see quicker morale loss. Terrain aesthetics have also been scaled with the units and made more distinct. (And beware rivers above all else!)
  3. SHINZ0U's amazing snap-fire mod has been integrated and substantially reworked, units in overwatch will now be able to fire in one-tile range at further approaching enemies with massively reduced efficiency. Snipers, and fortifications retain their range, and alongside vehicles suffer a lesser accuracy penalty. Infantry in cities/outposts increase their range and can also snap-shot further. Sieges are monumental efforts, and a direct assault against massed enemy forces won’t come cheap. Gladius, as ever, cuts both ways.
  4. Cities and outposts too now provide even better protection, vision, and overwatch for units, allowing for more strategically meaningful border forts and heroic last stands.
  5. Just when you thought Neutrals were enough of a pain up the back passage, lore-friendliness reminds us that hell is very much Tuesday and defeat is a flagstone to victory. Taking the best of Kabookie’s Neutral Pack as well as some of my own frankenstein creations. What roamers, subfactions, and minibosses await? An infestation of carnivorous plants, a seemingly ruined Webway gate pulsing with pressure, a malfunctioning factory pumping out disintegrating abominations, a lone Sister-Knight whose crusade neither ends nor discriminates, an Enslaver of tremendous power seeking to reign over Gladius as a god, abandoned T’au vanguard forces, a gargantuan baby (that's right), and a mirror into Gladius' doomed fate. Catachan Devils, Kroothounds, Ambulls, and Prometheans all replenish their own numbers, requiring a proper campaign of extermination to deal with their infestation. And a little treat for the T’au: reclaiming your wayward T’au brethren and even the grand prize of claiming a Kroothound lair to amass your own doggo army
  6. Scouts, transports, and snipers have all been reworked. Scouts now have additional base vision and their scan ability extends further, making them invaluable even in the midst of a field engagement. Flyer transports have had their capacity reduced, but to compensate ground transports have been made faster and will serve as the bedrock for any efficient logistical network. Snipers are now useful to cover off flanks and borders with their enhanced overwatch.
  7. Morale now carries greater penalties, all factions have a stronger start, and unit costs increase, scaling by tier.
  8. All capital buildings now provide core unit production in a revamp of dexgattaca’s old Core HQ Production mod, loyalty malus to building new cities has been halved, and population limits/growth have been slightly increased - all to ensure you can keep the ironclad meat flowing.

This mod accentuates many of the features of various factions, here’s a rundown:
  • Space Marines: While they may not be equipped to keep up production on par with other factions, Space Marine forces are doubtless the most mobile, rapidly repositioning to eke out every advantage they can.
  • Imperial Guard: They’ve got it all: heavy armour, scouts, transports, artillery, snipers, and an endless stream of (discouraged) men for the meat grinder.
  • Necrons: Entirely immune to climate effects, heavily armoured, and constantly regenerating - a force immune to the predations of nature.
  • Orks: The green tide enjoys the benefits of LOTSA DAKKA and 'ARD CHOPPIN as a horde faction that can keep its distance, there is no hostile environment where the Orks cannot thrive.
  • Chaos: Chaos Space Marines enjoy much the same mobility and tactical advantages that their loyalist counterparts do, all while supplemented by legions of mechanical monstrosities engineered by the unholy powers for maximum lethality.
  • Tyranids: Innumerable hordes, running, leaping, flying straight into the fray. They can irreversibly devour the land itself, erasing the very climate of the planet. (cities, heroes, malanthropes, and the doom give wider synapse range, and morale is less crippling to Tyranid infantry)
  • T’au: With superior overwatch, the ability to turn any T’au infantry formation into a crack squad of snipers, and an abundance of allies to reclaim from the wilderness, in cooperation and harmony (as well as drone spam) the T’au are peers to any of the elder races.
  • Eldar: Able to move after firing, the Eldar are fleet and perfectly adapted to luring their foes into ambushes while closely following enemy movements with their countless scouts.
  • Mechanicus: Unparalleled in industrial efficiency, the Mechanicus is an ironclad engine of war with irrepressible momentum.
  • Sisters of Battle: Unshakeable, the Sororitas are a carefully oiled xenocide machine, each unit doing its crucial part to keep the gears of war grinding ahead. Nuance, scouting, and fighting from a distance are paltry in the face of raw, unfettered faith.

NOTE: many figures in a unit means LOTS of weapons firing at the same time, and LOTS of sounds! Please lower your sound FX volume in the options if you find weapons' sounds uncomfortably loud.

200% or 300% research costs makes for the snazziest experience in my humble opinion!

That’s a wrap, folks! Any and all feedback is encouraged! Thanks for stopping by!
Mod should be first in load order to avoid overrides (this is necessary for the collection to work)!

Major balance revisions are being put together by Just.Don't.Do.It in CCOO, which should help raise viability of neglected units and rework janky mechanics like blast damage. I very much encourage you to try it out: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3142081392

I'm still looking into compatibility, but suffice it to say any mods that make major changes, especially to faction rules or units (incl rescales & music!) will cause clashes. Aesthetic mods should be fine, as well as ones which change buildings/construction/city mechanics.

Wonderful third party compatability patch for Chapters of the Imperium, Heretics Astartes & Children of Asuryan: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2990619032

A huge thank you to SHINZ0U, Kabookie, dexgattaca, and Reece for their work in improving Gladius, which I relied on!
Popular Discussions View All (2)
13
2 Dec, 2023 @ 7:21am
Faction Strategy
Callipygian Apribot
1
2
18 Jan, 2024 @ 7:02am
PINNED: Future plans
just.dont.do.it
465 Comments
Okay, well I just watched two razorbacks and the six units of marines they carried get obliterated by two neutral ironstriders because of overwatch, and there's just very little else that I could I have done about it as Astartes. By the time my forces got close enough to engage they were too weak to do any substantial damage, and the more I play the more common that sort of thing is. On paper, in lore, and in any other version of warhammer, there's no way I should be losing those kinds of fights.
Callipygian Apribot  [author] 27 Jul @ 4:45am 
Actually, to the idea of units using armoured transports to reach enemy frontlines more safely - the overwatch damage of units falls off dramatically after the first volley, so if you push up with an armoured vehicle it will still absorb the largest volume of overwatch damage, with only limited snap-fire after the units within disembark. Noting, however, that certain units - like snipers and fortifications - will continue doing significant damage.
Callipygian Apribot  [author] 27 Jul @ 4:43am 
@<3??? This mod is no longer in active development. I'm not entirely sure the 'fix' you describe is actually possible, but the main purpose of transports as I see it (given their increased movement) is to more quickly ferry troops from your cities to your frontlines, or to establish new/flanking fronts - not to unload directly into the enemy (when, of course, you would logically expect your enemies to still shoot at you if you stepped out of a trukk directly in front of them). So I'd be curious to know why you see this as a problem.

As regards new unit mods - they are not incompatible in the sense that they'll cause a CTD, but the stats of CCO units are almost an order of magnitude greater than vanilla-balanced units, so any new units added by such mods would be obsolete. There are a large number of CCO-compatible unit/faction mods, and CCO patches, so if you wanna play with more units those are your best bets.
Is there any plans for a fix to the overwatch changes so it doesn't shoot any soldiers that dismount from a transport? Because it kind of defeats the point of the transports.

Also, will any new unit mods work with mass unit size changes?
goodODST unit 16 Jul @ 9:38am 
thanks for the answer, I tried out ZEPHON a bit when it came out and it never really held my interest. I'm not a huge 40k nerd, but I always enjoyed the diversity that Gladius has over ZEPHON, with its more unique roster and aesthetic. Also couldn't find a mod that solved my problems with the game like CCO did, so perhaps a big overhaul mod could revitalize the game like it did Empire at War? Just my two cents. Regardless of if you put yourself through the pain of making another massive mod, I deeply appreciate what you've done with Gladius and look forward to seeing your future work, if any
Callipygian Apribot  [author] 15 Jul @ 7:17am 
Ultimately the question for me is "what".

WHAT does it mean for ZEPHON to have a CCO? Is it immensity? Is it terrain mechanics? Is it vibes? Is CCO about scale, or is it about theme?
Because people have asked about ZEPHON before but I'm not sure what they're really asking about.
As far as I'm concerned, any CCO for ZEPHON would not look like CCO for Gladius - these games live in different worlds, the Gladius experience cannot be ported to ZEPHON in a way I consider coherent.

Without time and passion, there simply is no modding. As it stands I have no plans whatsoever of modding ZEPHON, but it's not an idea I'm opposed to. Perhaps if it's something other people are interested in and want to work on as well, I could certainly see it happen - but people only have 24 hours in a day and, I expect, have better things to do :P

Cheers! And thanks for keeping the fires of passion alive!
Callipygian Apribot  [author] 15 Jul @ 6:57am 
It is very easy to dream big, the human imagination can only bear fruits if, like any garden, its sprouts are trimmed, weeds are removed, and infestations stamped out.

The only reason I even got my foot in the door with Gladius was 40K, which was instrumental in shaping my vision for how CCO and the game's dynamics should feel. ZEPHON is ungrounded, I dunno the lore and progression so maybe the thematic core is pretty robust, but from the outside ZEPHON doesn't readily captivate - both in terms of the stimulus to create, but also player engagement. ZEPHON was less popular on release than Gladius is right now, and it's only fallen off since, with the modding scene equally destitute.

I'm not active on the Discord, so idk what its community culture is like, but I'm not convinced there's much interest in ZEPHON - CCO or not. Modding is a matter of passion, so exposure isn't important, but it's not inspiring to make a mod like CCO or bigger with minimal support and community engagement.
Callipygian Apribot  [author] 15 Jul @ 6:35am 
@goodODST unit asked elsewhere what and whether we have any plans for Proxy's latest title, ZEPHON. I can only speak for myself here, and purely in the interests of transparency and to hear what people think.

Basically, I haven't played it (outside the betas) but from what I recall and have seen people say (esp just.dont.do.it whose judgement in these things is superlative), it does seem to be a complete technical upgrade across all axes. The inclusion of diplomacy and unplayable factions is something that get me personally especially interested. Unlike CCO (which was a cosmetic mod that rapidly got out of hand), I'd plan a ZEPHON overhaul from the bottom up and seek to change much more than combat mechanics (during the betas I even put together an 11-page document of ideas for how to approach an overhaul, it even has a badass codename). So, in theory, ZEPHON is a platform for a hella bigger, better, thiccer CCO than Gladius.

That's the GOOD half of the story.
Callipygian Apribot  [author] 14 Jul @ 8:12am 
@fireblade848 Cheers, me and Just Don't Do It aren't working on keeping the mod up to date as you can see from the update schedule. But, Cake (awesome guy?!) seems to have gone out of his way to make a patch for the last two DLCs that aren't up to date which I've now added to the 'necessary mods' list for convenience. I haven't tested it so idk if the alignment is perfect, but since he's rebalanced it himself I expect it's got vision and refinement.

So I assume you can play the full up-to-date CCO experience with Cake's patch.
fireblade848 14 Jul @ 7:48am 
the canoptek reanimator is just the base game version is the mod not being updated anymore?