Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Reinforcements - Genestealer Cult - New Faction
22 条留言
RAAMPEAK 11 月 10 日 上午 8:31 
it only this faction when i play and it just the start of the turn
Malaikat  [作者] 11 月 10 日 上午 7:46 
Not to my knowledge. Is it something that occurs the entire game? Only if you play the faction, or also in the hands of the AI? Did you just built any specific unit the turn prior? Did you just build a 2nd copy of any specific unit? I had this before where everything was fine but the 2nd copy of a unit caused genuine 10sec freezes at the start of every turn.
RAAMPEAK 11 月 10 日 上午 6:58 
some reason the faction is lags before i can start the turn
Malaikat  [作者] 10 月 29 日 上午 7:55 
Fixed the tooltip issues.

As for the issues on the faction summary screen. I have no idea if those have changed. As you can see in the screenshots uploaded with the mod that is not how the game is presented to me.

There will always be missing icons and descriptions in the log. There are a lot of traits and abilities that are invisible in order to make certain mechanics work or have the AI behave in certain ways. If you're not supposed to see it, there most likely is no description for it.
Lord_Draconis 10 月 29 日 上午 5:24 
The log still shows missing descriptions. In my log Genestealer Cult and Iron Warriors.
https://prnt.sc/yD5RMUqLR5zY
Brie390 10 月 28 日 上午 9:54 
Very unfortunate but understandable, even though it would be nice, like in tabletop, to be able to have a complete army.
Malaikat  [作者] 10 月 28 日 上午 9:10 
There are no plans for a pure Genestealer faction. The problem would be the lack of vehicle models. While I have access to enough infantry models to cobble together enough for an entire faction. The same isn't true for vehicles.
Brie390 10 月 28 日 上午 7:00 
Hello Malaikat, I have a question: are you planning to add pure Genestealers as well?
greetings Brie
Lord_Draconis 10 月 24 日 上午 9:30 
I like it when everything is error-free, that's why I wrote about Influence.
Malaikat  [作者] 10 月 24 日 上午 3:51 
Added the missing tooltips.

The influenceHint part isn't a bug but just how the game is structured and something I forget frequently. Who even hovers over the resource icons on the top of the screen during the game anyway?
Lord_Draconis 10 月 23 日 下午 9:28 
You also need to add the following file to Data\Core\Languages\English\Attributes.xml with the following text:

<entry name="FarsightEnclaves/InfluenceHint" value="<style name='Title'/>Influence<br/><style name='Default'/>Used to acquire and maintain city tiles, use special abilities, as well as recruit powerful hero units and purchase their items."/>
<entry name="FarsightEnclaves/RequisitionsHint" value="<style name='Title'/>Supplies<br/><style name='Default'/>Used to sustain the population in cities as well as produce and maintain infantry units."/>

This file must be added for all mods that use Influence.
I think RequisitionsHint also needs to be added, but I don't remember exactly right now.

The thing is, the developers still haven't fixed this bug, so the text won't be displayed unless you add it.
Darkenarlol 10 月 16 日 上午 2:58 
i've been holding my breath for this since i saw fleet cerberus hero model =D
thank you sooooo much!
☞ PrimarcH ☚ 10 月 14 日 上午 9:22 
wooow great job the units are so cool!! love it i wanna test and feedback if i found something wrong good job anyway:BFG2fist:
İHSAN 10 月 14 日 上午 5:21 
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Malaikat  [作者] 10 月 13 日 上午 9:56 
Max infiltrations are 3, yes. I've updated the tooltipp for Day of Ascension to make this clearer.

The Tau have an ability that reduces loyalty of enemy cities. But it is mostly an afterthought as the time you interact with enemy cities is very limited. I want the faction specific mechanics to be the very core of your gameplay and something you interact with nearly every turn in some way. Anything interacting with enemy cities would be just too much of a niche situation, despite the aim of the game being the destruction of enemy cities. The few units that have anti-fortification weapons are enough for that.
Malaikat  [作者] 10 月 13 日 上午 9:56 
The infiltration mechanic started out as a per city mechanic, like Astra edicts, but there were technical limitations which is why I turned it into a faction wide mechanic.
Influence is very much an afterthought for the Genestealers, just something that happened while designing the faction, not an intentional design.

The long cooldown of the infiltration and shared cooldown with the Day of Ascension are intentional. These buffs are powerful, free and permanent. The choice of what city to prioritize or spreading the buffs out over multiple cities is a decision the player is meant to make.

Otherwise I'm glad to hear you like the Genestealers and am happy to receive feedback.
YunRu 10 月 13 日 上午 9:28 
Some things i noticed:
Unless i didn't see i'm still not sure what the limits are for the infiltrations? is it 3? and do the techs that allow further infiltration just increase the limit?

I thought about it a bit but what about reducing infiltration cool down (maybe even thru techs) but add a slight influence cost? since they don't use the same influence building upkeep the nids do i think it may work? also maybe separate the cool down for the rise tech in t10, i feel it should not share a cd with the normal infiltrations

I also thought the genestealers would have abilities that mess with enemy cities but honestly the mod is good
hrvws 10 月 13 日 上午 12:21 
Thank you so much!
Goblinkeeper7 10 月 12 日 上午 10:52 
Thank you so much for making the cults a playable faction! :steamhappy:
WAGANETKA 10 月 12 日 上午 9:18 
Wow! This nice faction. Thank you !