Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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More Map Sizes, Options, & Difficulties
   
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File Size
Posted
Updated
770.531 KB
10 Aug, 2021 @ 12:10pm
30 Nov, 2023 @ 9:04am
8 Change Notes ( view )

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More Map Sizes, Options, & Difficulties

Description
Mod Features:
Adds in multiple new map sizes (including non-square maps), game pace options, world generation options, and player difficulty settings to the game. Additionally, all the settings now show their numerical value in game, for those that are interested. Below are the details.

Map Sizes:
⬣ 14x14
Micro
⬣ 10x35
Micro ↕
⬣ 35x10
Micro ↔
⬣ 18x18
Mini
⬣ 13x48
Mini ↕
⬣ 48x13
Mini ↔
⬣ 22x22
Tight
⬣ 27x27
Tiny
⬣ 33x33
Small
⬣ 38x38
Medium
⬣ 46x46
Large
⬣ 53x53
Huge
⬣ 60x60
Enormous
⬣ 69x69
Colossal
⬣ 75x75
Gigantic
⬣ 86x86
Gargantuan
⬣ 100x100
M A S S I V E
⬣ 10x100
M A S S I V E ↕
⬣ 100x10
M A S S I V E ↔

(↕ indicates a vertical map, ↔ indicates a horizontal map)

Map Options:
For just about every map option, adds in:
⬥ (~0.0%) Almost None OR (0.0) None (except land mass)
⬥ (values vary) Extremely High
⬥ (values vary) Abundance

Game Pace Options:
Extremely Fast
0.25x production, resource, research costs, & fastest population growth
Very Fast
0.50x production, resource, research costs, & faster population growth
Fast
0.75x production, resource, research costs, & fast population growth
Standard
1.00x production, resource, research costs, & normal population growth
Slow
1.50x production, resource, research costs, & slow population growth
Very Slow
2.00x production, resource, research costs, & slower population growth
Extremely Slow
3.00x production, resource, research costs, & slowest population growth

Difficulties:
Very Easy
AI: -15 Starting Loyalty
Easy
AI: -5 Starting Loyalty
Medium
No advantages/disadvantages
Hard
AI: +10 Starting Loyalty, +1 Unit Starting Level
Hard
AI: +20 Starting Loyalty
Hard
AI: +3 Unit Starting Levels
Very Hard
AI: +30 Starting Loyalty, +2 Unit Starting Levels
Very Hard
AI: +50 Starting Loyalty
Very Hard
AI: +5 Unit Starting Levels
Ultra Hard
AI: +60 Starting Loyalty, +3 Unit Starting Levels
Ultra Hard
AI: +80 Starting Loyalty
Ultra Hard
AI: +7 Unit Starting Levels
Impossible
AI: +100 Starting Loyalty, +4 Unit Starting Levels
Impossible
AI: +140 Starting Loyalty
Impossible
AI: +9 Unit Starting Levels

Automatic Turn Timer:
⬥ Added in a "(1 second) Auto End Turn" game timer, for easier spectating of AI battles.

Known Issues:
⬥ May cause the game to crash when playing on the smaller map sizes with lots of players. This is because the game engine isn't able to properly place player starting units. Use caution when playing with lots of players on the smaller map sizes.

⬥ May cause performance issues on the larger map sizes. This ultimately ends up being a hardware issue, so if you plan on playing on these larger maps, make sure your PC can handle it.

⬥ Non-square maps will have a stretched minimap unfortunately.

⬥ The game may not properly register the vanilla game map sizes and/or difficulty options due to their names being changed (e.g. (53x53) Huge, Impossible (AI: +100 Loyalty, +4 Unit Levels)). This will only affect you if you are trying to go for a steam achievement that requires doing something on a specific size map and/or difficulty (e.g. Who Guards the Guard? Win a solo game on impossible difficulty against Astra Militarum on a huge map). Just disable this mod if attempting an achievement like this.

⬥ Works with modded in factions/races, but the difficulty level name for each of these factions/races will not display correctly in the new game menu. The modifiers will still apply as intended.

⬥ Setting world parameters to "(~0) Almost None" will still spawn in said world parameters. These values are technically 0, although the engine will still spawn a few of these anyways. A minimum of 3 Ruins of Vaul, 1 Jokaero Trader Encampment, 0-2 Relics, and 0-2 Enslavers will spawn.

Compatability:
Conflicts:
❌ This mod is NOT compatible with any mod that changes/modifies/replaces: ...\Data\Core\Languages\English\WorldParameters.xml ...\Data\World\Blueprints\WorldParameters.xml ❌ This mod is NOT compatible with the alternative mods listed below.
Features:
✅ The features of this mod will work with any mod that adds in new factions/races.
Load Order:
In the in-game mod list menu, this mod should be: ⬥ Near the top

Mod Location:
All Gladius mods you subscribe to from Steam are located in:
C:\Program Files (x86)\Steam\steamapps\workshop\content\489630

This mod's SteamID: 2571507843

Issues, Problems, & Feedback:
Please let me know as soon as possible if you have ANY issues or problems with this mod (or any of my other mods). If the problem is on my end, I will do my best to fix it. I have tried to thoroughly test these mods before publishing them, but some bugs will inevitably slip through. Thanks in advance, and enjoy!




Alternative Mods:
At the time I made this I was new to Gladius and didn't realise that mods similar to this already existed:

More Options For World Building Settings
Locknot's Expanded Setup

Unfortunately by the time I found out, I was already done this mod. I feel that there are enough differences between those mods and this one to justify them all existing, but still included the links to the other mods in the interest of fairness.

Other Mods:
Below is a link to an organized list of some other mods you may want to try out. Have fun!

Sᴋɪʀᴀᴛᴀ's​​​​​
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▒█▒█▒█ █░░█ █░░█   ▒█░ █░░█ █░░█ █▀▀ ▄▀▄
▒█░░▒█ ▀▀▀▀ ▀▀▀░   ▄█▄ ▀░░▀ ▀▀▀░ ▀▀▀ ▀░▀
Popular Discussions View All (1)
0
24 May @ 6:17am
can you port this mod to
|STE|HuntertheWolf
90 Comments
veryuhi 5 Jun @ 4:57am 
where i can download this mod? senq :)
Devian 16 Apr @ 1:08pm 
You can count on me.
Skirata  [author] 16 Apr @ 1:01pm 
@Devian Thanks for the update. Glad you were able to figure out the issue with the Doomsday Monolith. As for the "GenericUnitAbility:getHealingScore", I'm still at a loss too. Let me know if you find out anything else about it.
Devian 16 Apr @ 3:04am 
Hi Skirata, as for the Doomsday Monolith it was a script that AI cannot use (idk why), it's fixed now.

As for the "GenericUnitAbility:getHealingScore" it's still a mystery for me. One of my feedbacker thought it was related to this mod but i'm not totally sure of this.
All i know, that is only affect Necrons played by AI.
Cursed Hawkins 15 Apr @ 8:30pm 
Ok, I think I might have narrowed it down to what might be causing the crashing because I know Devian made some custom units for the Necrons that aren't heroes per say in a separate add-on because at turn 35 when the Necrons deployed their Doomsday Monolith (one of the custom units) after their turn ended the game crashed.
Skirata  [author] 15 Apr @ 6:56pm 
@Cursed Hawkins Thanks for sharing the settings. I believe that special resource tiles are some of the outpost tiles like Fermentation Pools, Grox Pastures, Ore Fields, etc. But don't quote me on that.
Cursed Hawkins 15 Apr @ 6:20pm 
In fact, if it matters these are the full settings I'm currently using because prior outposts would be right next to each other times.
Medium world size, region density and size
High landmass
Very low value
every biome region.
Low value
every possible outpost along with Tombs and Webways (also what the heck does the special resource mean?)
None value
Wireweed (I just hate Wireweed)
Cursed Hawkins 15 Apr @ 5:51pm 
Yeah, I'm not like the types that go "mod broke fix plz" and even I would find that very annoying from a consumer's perspective, I can't imagine how many times you probably get that from a developer's perspective, but if something breaks I do try to troubleshoot as much as I can on my side along with bring the problem to the attention of the modder's who might be able to troubleshoot from their side.
I gave a modder over in the MW5 modding scene (and believe me, it's can't be any easier than the modding tools for Gladius) that one of their custom mechs didn't have any loadouts when they would spawn into the world for the A.I, the next time I see the same mech days maybe a week later that was fixed.
Skirata  [author] 15 Apr @ 5:11pm 
@Cursed Hawkins I respect and appreciate how much work you're doing in trying to get to the bottom of the issue. It's way more helpful than "mod broke fix plz". As always, let me know if there is anything I can do, and good luck.
Cursed Hawkins 15 Apr @ 4:57pm 
I anticipated as much, I even asked Devian to do a playtest with the Necrons because I thought there was something going on with his heroes but he's done numerous playtests simply just getting them working and from his end there's nothing wrong either, but that might mean there's one other avenue I can test on my side which are mods related to increasing squad sizes, see if that somehow plays a part.