Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Invasive Wildlife
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2 Jun, 2023 @ 4:15am
15 Jun, 2023 @ 4:19pm
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Invasive Wildlife

Description
Did you ever think, "I should exterminate those Kroot Hounds before they multiply."?
Well, now you should.

This mod adds new neutral units and gives most neutrals a way of multiplying over time.
The result is more dynamic and interesting neutral behaviour.

Some units will simply replicate themselves, others have more complex replication behaviour.

Use a very low wildlife density (!) and you'll have plenty of space to move around at the start of a game, but late in the game any areas that have not been cleared of neutrals will be filled with hordes of them.

Now you can end up waging a full war against the various species of neutrals.

Not recommended for huge maps if neutrals won't be cleared on most of the map.

New units:
. Kroot Hound Alpha (Single big hound)
. Catachan Devil Spawn (Tiny devils)
. Enslaver Overlord (Bigger more powerful Enslaver with psychic aura)
. Dark Disciple (Neutral variant)
. Betrayer Imperials (New Chaos taintet Bastion, Guardsmen and Sentinels replace the generic neutral Imperial Bastion)

Replication Behaviour:
. Ambulls, Vespids, Umbras, and Psychneuein are simple self replicating.

. Kroot Hounds will spawn a single Kroot Hound Alpha, which will then spawn up to 3 more packs of Kroot Hounds.

. Catachan Devil Lairs will spawn Catachan Devils, which spawn Catachan Devil Spawns, which will spawn more Catachan Devils. Let the bug wars begin.

. Enslaver Overlords will spawn lots of Enslavers over a long period of time, and Enslavers can after a very very long time create a new Overlord.

. Dark Disciples and Chaos Cultists will create more Chaos Cultists, which have their own surprise for you if you don't purge these heretics.

. Neophyte Hybrids will spawn Poxwalkers, which will eventually attract more Neophytes.

. Kastelan Robots (don't worry) don't replicate. They are constructed by neutral's Cybernetica Datasmiths, which also don't replicate. The Datasmiths from the start of the game will spawn a single Kastelan Robot after a few turns and then slowly construct more over time.
You may still end up facing a whole pack of Kastelans, but only late game when you can deal with it, not early on.

. Betrayer Imperial Bastions will spawn Betrayer Sentinels, which will spawn Betrayer Guardsmen.
Their numbers are limited, but they will relatively quickly build up a small force and lock down their area early in the game.

Compatibility:
Any mod that changes wildlife spawns is not compatible.
Any mod that changes neutral units is at best partially compatible (likely cutting out some of the replication behavior).

Add-ons:
For sake of compatibility I did not modify the Tau faction file to add the Kroot Hound Alpha to convert ability.
You can use this add-on for that:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2984984846

This mod is not directly compatible with Kabookie's Neutral Pack, but I've re-packaged it as an add-on:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2988658895

Note:
This is still an early version, and the spawn rate values still need fine tuning.
Please provide feedback on your experience, including what game pace you were playing on and if there were specific unit types that were too problematic.
32 Comments
Pyrodysseus 12 Aug, 2024 @ 5:04pm 
So I had this bug forever that ruined many campaigns and turns out this whole time I just didn't properly read the description. Playing on Very High density on larger maps absolutely will brick your save, game will be normal until one day you end turn you get CTD, and there's no way out of it beyond reverting to an earlier save and committing mass genocide on all neutrals in quick order
Pyrodysseus 21 Jul, 2024 @ 6:14pm 
I love playing with Very High Wildlife density, constant battle and great for leveling heroes
Koger 30 Jan, 2024 @ 3:44am 
Hey!
Some more feedback - for whatever reason KrootHoundAlpha's PackFrenzy ability doesn't work consistently:
- sometimes KrootHounds near Alpha don't get the trait
- sometimes KrootHounds get the ability at start of Neutrals phase and then "loose it" when player's phase begins.
- I have also seen couple times Catachan Devils getting this trait...

I have a save to backit up if needed.

Also because trait increases maxMorale and later loss of this modifier "takes" from base Morale first, I often see KrootHounds with 4/8 morale simply because they gained and later lost the trait :D Funny thing how those traits work
Koger 19 Jan, 2024 @ 1:26pm 
Feedback after game with very high wildlife density - well, 80 turns in and wave of neutrals seems to almost never stop. So I surrendered to see that basically whole map is already filled with them :D
https://steamhost.cn/steamcommunity_com/profiles/76561198036660548/screenshot/2301969478612664813/
livingkills 28 Nov, 2023 @ 3:34pm 
is it intentional that the enslavers of any type can mind control hero units? this wasnt something i have ever seen them do in the base game
Cato 26 Nov, 2023 @ 3:38pm 
At first I found the increased grind annoying, then realised playing without it how empty the map becomes by late game.

In my last game, I turtled as Necrons for a long time. When I eventually ventured out, an entire northern continent belonged to Cultist scum, no-one ventured there. I also clashed with Sisters in a narrow bridge of land between water, only for a dozen ANGRY stingwings to buzz up out of nowhere and strike from the water, causing both sides to fall back. It's quite something to see a Canoness stung to death by neutrals. :ftlmantis: :divine:
Grotzel 2 Sep, 2023 @ 12:01pm 
This mod sounds fun! Just a little lore concern: The connection between Poxwalkers and Neophytes sounds arbitrary to me ... Wouldn't Poxwalkers fit better to the Betrayer Bastion? Mmmh. As an alternative for hybrid spawning: ideally a Tyranid unit or simply a bigger/retextured Neophyte ... or a building - perhaps a retextured neutral building? Or a hole in the ground? ;)

Of course that would mean more modding work. Sooo ... perhaps self-replicating hybrids?
Timmeh  [author] 24 Jul, 2023 @ 1:09pm 
Thanks Kazzak.
I left the spawn abilities hidden because I think it makes the neutrals seem a little more natural as you don't know which ones are going to spawn new units soon.
It also prevents the player from using the ability when converting Kroot Hounds so I don't need to make a work-around for that which could cause some compatibility issues.
Lord Kazzak 21 Jul, 2023 @ 10:29am 
Your mod is awesome, i love plowing through the neutral creeps after fighting them off untill i stand strong against the tide. It makes the world feel more realistic and erases the thought of an limited number of creeps till i reach my enemy.

On an overwhelming number of creeps on an gigantic map im already an T9 with devastor centurions and haven't meet my AI enemy XD.

Would be a blessing if you could add tooltips and visible abilities, telling when and how every single creature replicate. Like the spawn ability from the promethian or the infest ability from the psychneuein.
Timmeh  [author] 22 Jun, 2023 @ 1:09pm 
Thanks, I appreciate the feedback.