Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Reinforcements - Chaos Knights - New Faction
28 条留言
Malaikat  [作者] 11 月 10 日 上午 7:39 
Because item slots can't be changed through level up as such I copied the Taus support system and created copies of every item.

The original idea was to use items the usual way, but it's not the first time I have to search for a work around.
YunRu 11 月 10 日 上午 3:38 
Curious on one thing, why make it so the hq gives the items instead of having item slots to buy in shops? is it just for balance?
fish 11 月 8 日 上午 7:03 
Can you make Blood angel? and if you can... please add Sanguinary guard,
Malaikat  [作者] 11 月 7 日 下午 12:41 
The cultist sacrifice should be fixed.

Any city beyond your first only benefiting from 1 radius increase is intentional.
TARDE O TEMPRANO CAERAS 11 月 7 日 下午 12:31 
Sorry, I have some doubts. Sacrificing the cultists doesn't increase growth; only consuming population increases growth. Also, the first city is the only one that receives the 2-space technology upgrades, while the other cities only receive 1 space of expansion. My English isn't good, sorry for the inconvenience.
Sea monster hunter 11 月 2 日 下午 6:57 
When are the regular knight house?
Malaikat  [作者] 11 月 2 日 上午 7:17 
The issue should be fixed, finding the issue was easy and the solution much easier to figure out than I first feared.
Malaikat  [作者] 11 月 2 日 上午 6:54 
I've started looking into the issue and saw some of the issues. But some more clarifications would be helpful.

Do the issues only apply to Knight Abominant, War Dog Karnivore and War Dog Brigand. Or Are Knight Desecrator, Knight Tyrant and War Dog Stalker also affected?
Nerath The Never- Dying 11 月 2 日 上午 6:25 
Ok, so I kept playing and seems to be two different issues.

The changing stats I saw only on war dogs, any unit of war dogs. Levels were all over the place, once on lvl 2 war dog, once on lvl 5 and i think i didn't see it after they unlocked their elite ability. Will monitor it for more info.

Second one is that knights seem to be eager to die. This was observed with all the knights, but 9 health seems to be lethal. Enemy shoots my knights, I drop to 9, start my turn at 9 HP and die.

Other than those, I LOVE the mod! Please keep up the good work
Malaikat  [作者] 11 月 2 日 上午 2:31 
Is it any Wardog or only those that have unlocked their elite ability?
Nerath The Never- Dying 11 月 1 日 下午 6:50 
Ok, first of all, thank you for the awesome mod!! I have waited so long (in vain) to play pure knight army on gladius. Now there is a way to do it, and it's Chaos knights! Awesome!!

Small possible bug: unless I am missing something, War dogs seem to spontaneously lose the extra stats they gain from levels. This happened to me 3 times when I was playing Khorne knights. It seems to fix itself in a turn, but can lead to deaths if unit is low enough HP when stats drop.
Gentleman Crow 11 月 1 日 下午 3:21 
Hey Mal, I just wanted to say that I really love your faction mods!
YunRu 10 月 31 日 上午 7:49 
ah i see, i thought that would make it become 125% XD
Malaikat  [作者] 10 月 31 日 上午 7:43 
The duplicate cost is 25%. The cost of the hero trait is disabled for this faction. But the trait itself is needed so the AI picks abilities on level up.
YunRu 10 月 31 日 上午 7:40 
are the duplicate costs meant to stack for the knights? cause for at least the abominant it has both hero and the noble trait which i think makes it 125% for each copy?
Malaikat  [作者] 10 月 31 日 上午 4:33 
I'll be keeping this in mind for russian speaking players going forward. But I'm not going back through all mods for this.
Lord_Draconis 10 月 31 日 上午 1:51 
Here's another example of a faction description where the characters aren't displaying correctly. I've corrected two lines and now it displays correctly. You don't need to use spaces; more specifically, use a Tab before the description. The line will wrap anyway because <br/> is used. If possible, please fix this in all your mods.

https://prnt.sc/h3gDlL5c7DA8


No description:
https://prnt.sc/jO-MNbgNo9h2
Malaikat  [作者] 10 月 30 日 下午 3:33 
There may always be fringe cases that no one could anticipate when it comes to mod compatibility.

But in general the factions I add are as compatible with other mods as possible. Mod incompatibility should in general only occur if the other mod changes fundamental files of the game.

This mod may be about Chaos Knights that are lore-wise linked with the Chaos Space Marines, but from a game and mod perspective they have only a tiny bit in common. The basegames Tyranids and Space Marines share nearly the same amount of files with this mod than Chaos Space Marines or Astra Militarum.
Deadpoolzy 10 月 30 日 下午 3:26 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3095580832 This 1 in specific?>
And are there plans to make a Tau mod for Reinforcements?
Deadpoolzy 10 月 30 日 下午 3:26 
Are the Heroes of legend stuff compatable with these mods? like the Tau one since there is no Tau reinforcements?
Darkenarlol 10 月 30 日 下午 2:19 
Well...fair enough. You have a clear vision about the concept of your faction.
And the faction plays pretty cool. No need to touch anything while it works as intended.

Maybe i'll just add for myself something like House leader that will swap walkers and take care of loot or something like that. Maybe. And most likely not before i'll finish my Darktide inquisition faction port to Gladius =D

Thanks for this new faction, for your answers and updates. Have a great day =)
Malaikat  [作者] 10 月 30 日 下午 1:08 
One of my very first ideas for the Chaos Knights was to make a faction without heroes. Not being able to use items found on the map was something I knew from the start.

Instead I planned on making items the main pillar of Slaanesh. But you can't manipulate item slots in a way that would make this feasible. So now they rot in the top left corner.
Malaikat  [作者] 10 月 30 日 下午 1:08 
I'm not going to add an item muncher unit to dispose of items. Such a unit would feel to clunky. It would either need to be a unit that does exactly nothing and never will be able to do anything, or I'd need to change every existing item to have special rules for this faction. Touching existing files is never a good idea. This would be minor changes and nothing should go wrong, but who knows what other mods touch the same file and mess cause sompatibility issues? So a good first rule of modding is to touch existing files as little as possible.

The only solutions I could see would be to disable the unclaimed item list or the finding of items for this factions. Neither are things I'm optimistic about.
Malaikat  [作者] 10 月 30 日 下午 1:01 
Deferred Absolution grants invulnerable reduction to adjacent infantry. Tooltip should be fixed next update.

In the beginning infantry sacrificed 10% hp for a 1 round duration buff, it felt very underwhelming and annoying to reapply the buffs so frequent. So I increased cost and duration of the buffs. I might change those numbers. The strength of the buffs will not be increased as the walker units already have enough buffs of their own. And while some of those buffs may seem underwhelming stacked on top of everything else they are much more than that.

The entire sacrifice infantry thing is mainly to give a thematic reason for infantry to be included in this faction. It's not meant to be a main pillar of power. Even so sacrificing 50% health of a simple cheap guardsmen to give your Knight Tyrant +1 accuracy for multiple terms is a powerful boon. The lives of infantry are meant to be cheap, disposable, worthless and meaningless.
Darkenarlol 10 月 30 日 下午 12:50 
oh and Dark Disciples have no description on their base skill
(whatever it is with 33 invuln DR)
Darkenarlol 10 月 30 日 下午 12:31 
abcence of heroes in current state means that you can't trade items
and the ones you have looted are stuck forever in your HUD
(not a big issue but still)

I know that nothing can stop me from rewriting a couple of units and turning them into heroic ones, but...i'm so much used to the fact that your mods comes in 2 parts where the second is starting hero =D Maybe add one? Something like the head of that Knight House? Maybe even with some kind of ability to change his/her walker class into heavier one onece they are researched.
Darkenarlol 10 月 30 日 下午 12:10 
Great job on this one, thank you.
i was like "ow...it is actually 4 factions in 1". Allegiance significantly changes your units and feels great.

The thing i'm concerned about is synergy between infantry and knights. Don't get me wrong - i like the idea very much (it is actually one of the most synergy-filled factions) but 50% hp cost looks too much for a unit that can not heal/be healed. 10% that used on Dark Disciples looks much more reasonable than other infantry that actually removes itself from combat for too many turns. Maybe something like 20-30% if the idea was to make them...suffer =D. Anyway still doubting that such minor buffs like +1acc worth the sacrifice at all
Darkenarlol 10 月 30 日 上午 7:06 
heeell yeah!!
ready to rock =D