Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

35 ratings
Game Mode (Hold the Line)
   
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File Size
Posted
Updated
2.954 MB
22 Nov, 2021 @ 12:32pm
25 May @ 9:43am
13 Change Notes ( view )

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Game Mode (Hold the Line)

Description
Mod Features:
Required:
⬥ Quests turned ON
Recommended:
⬥ (46x46) Large map size or larger ((53x53) Huge or larger for coop matches)
⬥ (95%) Very high land mass or higher
⬥ (15%) Low forest density or lower
⬥ (7.5%) Low Imperial ruins density or lower

Replaces all the quests for each faction/race in the game with 25 challenging waves of enemies to defend against. The waves will consist of enemy units from all factions/races you own EXCEPT the one you are playing as (just for variety). The goal is to "Hold the Line" for as long as you can against increasingly difficult unit strengths/combinations/levels.

During the breaks in between wave sets, challenging custom targets of opportunity will spawn on the map that reward some powerful custom items for those brave enough to defeat them.

The initial preparation timer will not start until you build your first city, so make sure you pick a good spot. During this preparation phase (and other break phases) no enemies will spawn to attack you, however enemies already on the map could still patrol into you.

Below are the wave settings for this mod (spoilers if you want to be surprised):

Wave Settings
Wave Numbers
Strength
Relative Strength
Unit Levels
Unit Tiers
20 turn prep
1-5
10-18
1
1-2
0-2
10 turn break & 1st target
6-10
20-40
2
3-4
1-4
10 turn break & 2nd target
11-15
40-60
3
5-6
3-6
10 turn break & 3rd target
16-20
60-80
4
7-8
5-8
10 turn break & 4th target
21-25
80-100
5
9-10
7-10


Difficulty Modifiers:
Recommended:
⬥ No AI opponents (solo match)
⬥ Standard game pace
⬥ (4%) Medium wildlife density
Increased Normal Unit Levels (+40) mod
Increased Hero Unit Levels (+40) mod

The most direct way to adjust the difficulty is to change the game pace. Faster game paces will make this easier, and slower game paces makes this harder.

This mod is balanced for a playthrough with no gameplay modifier mods. These include any mods that increase production rates, increase resources income, or change unit stats. You can absolutely use those mods with this mod if you want to, but it may make this mod really really easy, so be warned.

Known Issues:
⬥ Crashes have been reported for players in a coop match with this mod. Rejoining seems to fix this.

⬥ The initial preparation phase and breaks between waves will show "Survive the Invasion for x turns", even though nothing will spawn. This is a compromise, as there isn't a quest objective that allows the player to do nothing for x amount of turns.

⬥ Sometimes the attacking AI will retreat wounded enemies, possibly resulting in having to either wait for the unit to heal then attack again, or hunt it down. I recommend taking advantage of this time to prepare for future waves.

⬥ Unfortunately the targets of opportunity will remain on the map until defeated. Initially there was a 10 turn time limit for taking them out, making the decision to go after them or not a pretty tough choice, but unfortunately if the player did not defeat them within the 10 turns, the player would lose the game automatically.

⬥ Due to them having inherently limited lifespans, all Tau Drones will not spawn in the waves. Additionally, Tau Grav Inhibiter Drones didn't seem to attack properly anyways when spawned.

Compatability:
Conflicts:
❌ Fully replaces all the "...\Data\World\Factions\(faction/race).xml" files so this mod is NOT compatible with any mods that modifies/replaces: ⬥ Faction/race starting resource amounts ⬥ Faction/race available resource types (e.g. food, influence, etc.) ⬥ Faction/race music ⬥ Faction/race quests ⬥ Faction/race starting units ✅ This mod is compatible with mods that add new faction/race music via "...\Data\World\Factions\(faction/race).xml.ext"
Features:
✅ The Lord of Skulls quest still functions for each faction/race (if you own it & enable it). ✅ The units spawned in each wave of this mod will be affected by any mod that modifies/replaces existing units stats. ❌ Any mods that add in additional factions/races/units will NOT be added to the units spawned in each wave of this mod. ❌ The features of this mod will NOT 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: 2661706947

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!

Thank you to everyone that took a chance on this mod, and helped test it, I really appreciate it!

Very special thanks to Killix, MrTutorial, and Verkava who provided valuable feedback.





Alternative Mod:
I make my mods in a vacuum (which is pretty dumb), so I didn't realise a mod similar to this already existed: The Last Stand by NoobsTheseDays. Luckily there are plenty of differences between the two, like his mod focuses on the Space Marines, where this mod is for all factions/races in the game. Sorry about that NoobsTheseDays!

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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77 Comments
Skirata  [author] 14 Apr, 2023 @ 1:01pm 
@MiniLeagueGamer No problem! Hope you have fun :steamthumbsup:
MiniLeagueGamer 14 Apr, 2023 @ 12:11pm 
thanks a ton man, i am excited to try this out!
Skirata  [author] 14 Apr, 2023 @ 7:01am 
@MiniLeagueGamer

1) Make sure to subscribe to the mod
2) Start new game as whatever faction/race you'd like, and make sure to turn QUESTS ON.
3) Once the game is started, found a city somewhere, and the "Hold the Line" quest line will start.
4) Have fun!
MiniLeagueGamer 13 Apr, 2023 @ 9:22pm 
how do you use this mod? ive been combing the page but i havent seen anything. (probably just me though)
Skirata  [author] 27 Jan, 2023 @ 7:32am 
@LuciferMorningStar Thanks for the feedback, I read through it from the bottom up lol.

I could look into changing the items, but I didn't want them to be too powerful. I tried to balance them to fit the flow of the mod, that being that you would get them relatively early on and were meant to help you before you got any really powerful units/abilities.

It all boils down to where the waves spawn, and how aggressive/reckless they are, which again we unfortunately can't control. The only thing left that I can recommend is to perhaps play on a slower game pace and play on a smaller map perhaps? The smaller map would at least limit how far the spawned in waves could retreat, which might help.

Again thank you for the feedback. I appreciate you taking the time to play through this niche mod and relaying your experience in an effort to improve it :steamthumbsup:
LuciferMorningStar 25 Jan, 2023 @ 7:04pm 
read the bottom one first and then up, sorry this got way too long
LuciferMorningStar 25 Jan, 2023 @ 7:03pm 
mechanics of the mod itself, sadly i think this campaign is over since i have over 10 waves left but im maxed on tech and my city is full of high tier transports who are in turn full of devastator centurians so the last waves have mostly been a formality, how hard are the later waves though since i might continue on if you believe they could pose a threat to my setup, one last thing is you might wanna put a turn limiter on how long waves can last and either let the units stack up or despawn at the end of the wave (if possible) both to avoid what has happend with my campaign and to stop people from just sitting on one unit and build up. Sorry if this is too much but all over this mod is amazing and the first few waves had me by the balls and were alot of fun.
LuciferMorningStar 25 Jan, 2023 @ 7:03pm 
dmg return but the numbers are well not really high enough to make a difference so i for one sold them and the influence has served me very well, the relics are also useless to factions that dont really use their heroes for dmg or tanking but the factions that use heroes for tanking have heroes with stats and dmg resist so high that the relics again dont really serve a purpose there another thing is that all over a single big strong unit just isint going to cut it when there are several saints cel and avatars against you so i think the relics could do with some additional effects like the 8 influence item and the scrolls of magnus. To be positive i had no bug or problems with the
LuciferMorningStar 25 Jan, 2023 @ 7:03pm 
opinion on the bonus obv, they are for me even the first one very easy but then again im very far ahead tech wise so my actual problem with them is that they spawn pretty close wich for someone in my position is very nice but for a struggeling player might fuck him over (they spawned right next to my city maybe 2 or 3 tiles away the second one that is, the first one was in a good spot, i also wanted to bring attention to the relic items and they are very cool and both times i got very excited to get them but they are way too weak the 2 i got gave some dmg resist, dmg buff and
LuciferMorningStar 25 Jan, 2023 @ 7:03pm 
@Skirata , Its fine but the gamemode has changed a bit, its gone from holding the line to holding the planet, also i made sure i was playing on the recommended map settings, i did find the unit that was hiding and im now kind of seeing the problem with the spawning (since i have taken so much i pretty much see everything when it spawns) they spawn too far apart truth be told and way too far away from the player, for instance i had a force on the other side of the map with a huge lake between my base and where the troops spawned, i dont really know how this would be fixed since this is getting into actual dev terratory rather than a modders, i also wanted to voice my