Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Doc's Scrapyard - Custom Units
Doc  [developer] 26 May, 2024 @ 2:21pm
Why do I limit build numbers so often in my units??
I have reasons!

First, I like to make distinctively powerful units which the player will really want to build. A good way to keep that from being the *only* unit built is to limit numbers. It also makes for a much more fun game, in my opinion, as you get to use the interplay between multiple units. For example, I have won recently against Impossible as the Aeldari by building only Scorpions (plus a couple of heroes). Bleh.

Second, these models tend to be relatively high-poly (only relatively, though...they are all still considered 'low poly' in the 3D world). By limiting numbers, I can make each model highly detailed without crunching your poor computer!

Third, the AI may spam units which have favorable cost/benefit profiles, and I think we'd all prefer not to have the battlefield overrun with identical copies of the same units.
Last edited by Doc; 28 Oct, 2024 @ 5:27pm
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HungryTGUY 6 Aug, 2024 @ 3:32am 
Hi Doc, great mod so far, and the models are looking real sexy (especially the cerberus), and the flavor text is great too! I just wanted to let you know a couple of things of note I noticed in my playthroughs so far, mainly a consequence of unique/build 3 limit;

-Some units' xp rewards are very small; for example, looted predator gives like 1~2 xp per kill (maybe even less). It's tied to the production cost, and although I know the balance of these units are mainly focused by making them limited if you are facing off against a lot of AI factions in the game, they can get REALLY out of hand (servo skulls, servo skulls everywhere!). Speaking of which...

-The Servo skulls are really, REALLY strong; I would even go so far as to say they are the strongest units in the mod! I know it sounds strange seeing as they have very little offensive capability, but they are 20 resources and available immediately (even though you probably want to make a couple tech priests first), incredibly cheap and thus gives very little XP upon death, 1 AI player can build 3 of them, have incredible mobility via skimmer trait AND ignores zone of control, and annoyingly difficult to kill via the 50% invuln giving it effectively 20 hp with 6 armor AND can take advantage of cover like forests. This leads to facing off a unit that is able to annoy anyone by blocking mobility of units via parking the skull next to them, which it is easy to do because of the skimmer trait and ability to shut down overwatch, is annoying to kill AND doesn't reward you with much when you DO kill it... and if you do kill it, AI immediately remakes it because the production cost is dirt cheap. This makes the servo skull very unfun to play against, as it's a unit that is hard to kill and doesn't give much rewards to killing it or makes the owner of the unit lose much when the skull is killed. I don't know how others feel about this unit, but I personally recommend a nerf to this thing... maybe a massive production cost nerf (jack it up to like 40 production cost or something so it actually gives a nice reward of XP), removing the invuln and nerfing the HP (I know it's evasive, but it's a SKULL; a single bolter round will probably smash that thing to smithereens, and probability wise that's probably not that difficult), or making the skull unique and be much more expensive resource/research wise. Alternatively make them unique instead of 3 per player- or some combination of all of above.

If you aren't sure what I'm talking about, try fighting against 2+ teamed AM AI in a medium forest (more forests/ruin/rivers and cliffs for more pain) and hopefully you'll see what I mean.
Last edited by HungryTGUY; 6 Aug, 2024 @ 3:35am
Doc  [developer] 6 Oct, 2024 @ 6:48am 
For those who don't like build limits, here's how to remove them with a tiny mod:

I use a trait called "Unique," which is the same one used for the Avatar of Khaine (I"ve made similar ones to build two or three units).

Simply take that trait out of the Unit file, create a mod which has only that single file (in the correct subfolders), and place it after my mod in the load order. Viola, unlimited Warhounds! This mod can be local to your computer, or you can upload it to the Steam Workshop as either a private mod for just you and friends, or make it public and I'll link to it.

Now, I don't vouch for game balance... :)
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