Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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EBF Super Heavy Wrecks
   
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File Size
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106.132 MB
11 Jun, 2022 @ 1:14pm
11 Jun @ 9:29pm
27 Change Notes ( view )

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EBF Super Heavy Wrecks

In 2 collections by Kurziel
Evolving Battlefields
11 items
Mods that work well with EBF
68 items
Description
Newest Update
  • The Clear Ruin ability has been renamed to Salvage to be consistent with EBF mods.
  • Salvage has been reworked with scout as the underlying base ability, so the AI should use Salvage now.
  • Salvage has been reworked between all mods so that the one skill will clear both ruins and wrecks.
  • Wrecks will continue to result in an item when salvaged.
  • Obtaining the City Tier 2 upgrade will allow Salvage to generate an extra item from ruins as well.
  • New model for Salvaged Supplies
  • To improve compatibility and lore Tyranid Malanthropes can no longer consume wrecks with Consume Tile.
  • For the sake of lore the salvage skill has been given to all Ork infantry.
  • Support for Trenches mod has been built into Super Heavy Wrecks now. There is no need for an additional patch. If you want to use this mod with Trenches make sure Trenches is loaded above this mod.

Evolving Battlefields

Evolving Battlefields (EBF) is a series of mods that bring more fluidity to the game's combat situations. These mods are intended to improve the immersion and lore aspects of the game while making as little impact on vanilla balance as possible. The AI may not be able to take full advantage of some mods, but shouldn't shift the balance significantly.

Wrecks
Super heavy units will leave a wreck behind when they are destroyed, which includes Baneblade, Gauss Pylon, Knight Crusader, Marauder Bomber, Obelisk, Scorpion, Tesseract Vault, Cerastus Knight Lancer and Tiger Shark. The wrecks all have the following stats:

  • Blocks line of sight.
  • Smoke screen in the tile of the wreck.
  • Fire in the tile that damages units each round they stay in the tile.
  • Units can move onto the tile to loot the wreck.
  • Does not disappear when looted.
  • Can be cleared by units using the Salvage ability.

Searching/Exploring Wrecks
Any unit can move onto a Wreck to search and pick it up.

Looting will grant consumable war gear, resources in the case of Necron wrecks. If a unit searches a Wreck of their own faction they have a chance of rescuing the destroyed unit's crew instead of resources or war gear.

Salvage Skill
Units in each faction have been given the Salvage skill. It costs the same as Clear Tile, can not target tiles with enemy units or cities, and will clear any wreck or ruin in the target tile.

After the Wreck is cleared a Salvage Supplies feature will appear for two turns. Moving onto the Salvage grants another search and loot chance. The crew can not be rescued from Salvage, rewards are limited to common items.

Following units have been given Salvage:
  • Adeptus Mechanicus Cybernetica Datasmith, Tech Priest Dominus, Tech Priest Manipulus
  • Astra Militarum Tech Priest Enginseer
  • Chaos Space Marines Chaos Cultist
  • Eldar Guardians, Vaul Support Battery
  • Necrons Canoptek Spyder
  • Orks All Infantry
  • Space Marines Scouts, Tactical Marines, Thunderfire Canon
  • Tau Builder Drone
  • Sisters of Battle Hospitaller
  • Drukhari Wracks

Compatibility

This mod will not affect Super Heavy units added by other mods. I will look at compatibility patches by request.

This mod will interact with the Trenches from Imp0815's Trenches mod if you have it installed.

Highly recommend using Skirata's Inventory For All Units.

Items's from Devian's More Item's and Artefacts mod is added with this patch.

Functionality from this mod is added to Devian's Heroes of Legend series with this patch.

Load Order

EBF More Items and Arefacts Compatibility Patch
More Items and Arefacts
EBF Heroes of Legends Compatibility Patch
Heroes of Legends Mods
Trenches
EBF Super Heavy Wrecks
EBF City Ruins
45 Comments
sirmichaelcoughlan 12 Jun @ 7:39am 
No apology necessary, thanks for the help! I had last played on Sunday, 6/9/24.
Kurziel  [author] 11 Jun @ 9:38pm 
@sirmichaelcoughlan I apologize for the inconvenience. I just realized some of the version options for the mod are not visible to other people. If you can provide me with the last date you last played I should be able to provide the correct version for you.
sirmichaelcoughlan 11 Jun @ 9:07pm 
I might be incorrect, but a save file I have just started crashing today and says "faction/eldar/guardians/salvage" does not exist, which leads me to believe it is this mod. I have no other ebf mods, though I might add in the future. You obviously have no obligation to help, but I thought you might be curious. Let me know if you want the full text of the error window. I tried launching the file w/o the mod enabled, but it did not help. Is there a way to download the old version of the mod? I am on turn 234, so am somewhat keen on finishing the game.
Kurziel  [author] 11 Jun @ 7:54pm 
@Khaine #1 and #2 have been addressed. I'll think on #3 and give the current iteration some play testing. Thank you for the constructive feedback, I do appreciate feedback and experiences from other players.
Khaine 11 Jun @ 2:54pm 
No need to apologize, it's totally understandable given how many units you've changed this time.

About #2: haven't playtested this enough to see what effect it would do on AI - if any at all.
That was main concern, we all know that in Gladius AI's aren't very smart. Could've led to some very dumb decisions.. or not. Don't know for sure.
From player's perspective - I could restrain myself from clicking everything everywhere, so no big deal here. As for those who can not: universe of "40000 ways to die" is harsh at it's heart, your mistake = your doom :)

About #3: leave it be for now, I guess? More feedback needed.
I'm just a single voice in the warp, shouldn't listen to me too much or else.. :psi:
Reasoning for choosing any option over another is too big for comments, anyway.
Besides, I can do it myself, no big deal again.
Kurziel  [author] 11 Jun @ 7:34am 
@Khaine Thank you for the detailed feedback. I will correct #1 this evening after work. I apologize for the oversight.

#2 was an intentional change, but you raise some good points. I will put the targeting conditions back in.

#3 It is intended that normal Imperial ruins can be cleared, but not receive extra item/salvage from them. Are you suggesting I should remove Imperial Ruins from the list of features to be cleared, or they should get salvage rewards too? Salvage was removed from the normal ruins because it was overpowering in the early game. I could add it back in now with Salvaing Ruins locked behind CityTier2.
Khaine 11 Jun @ 6:53am 
I can (and will do) modify needed things myself, but that's for myself )
Any SM/SoB player with no coding/modding skills and understanding would suffer 'till you fix point 1 :steammocking:
Point 2 may lead to some suffering, too... a little missclick here or there, some units spending AP with zero gains, frustration builds up.. and I'm totally unaware how it would affect AI, or even if it would affect AI since your last change.
Point 3 is personal preferences mostly, something to think over again maybe. Any way suits you - you do it. If it doesn't suit me - I'll change it for what I want personally.

And again: great work overall. I really enjoy immersion and minor (or not so minor) gameplay variation EBF mods bring to surface of Gladius :steamthumbsup:
Khaine 11 Jun @ 6:36am 
Too long for comments >_<
Continued from previous..

3. Again, all Salvage abilities on all units still can clear base-game Imperial Ruins. No rewards, just clears ruins and spends AP. "ImperialRuin" instead of "ImperialEBFRuin" in conditions is the culprit here, I think.
Not sure if it's intended behaviour or something you've missed in this update. Lore-wise, it shouldn't be like that (at least if you're not an Ork). Game-wise, I loved gameplay variability in previous versions: clear a ruin and gain some resources, don't clear and maybe gain a tactical advantage but lose on resources, or even get a disadvantage because ruins block LoS to the enemy horde two steps away from your capital. Either way, decision is up to you.
Khaine 11 Jun @ 6:34am 
First of all - great work with this mod and EBF series overall.
Now, some quick feedback:
1. SoB and SM Salvage abilities again use Ore instead of Requisitions . Both abilities, on each unit, as far as I've looked. Maybe have something to do with all that orky boyz horde now plundering planet as true orkz do, probably too much ctrl-c/ctrl-v in latest update, eh?
2. All Salvage abilities (every unit, every faction) can now target any tile, no matter what in contains. Empty (base tile with no features at all, etc.), terrain features (rivers/rocks/etc.), special resources, you got the idea.
Spends AP and gives nothing, of course. Probably missing some conditions, as previous version of Salvage (or ClearRuin or what is was named) ability was not usable with "no targets in range" (or something like that), if there were nothing salvageable in adjacent tiles.
Lord_Draconis 10 Jun @ 8:49pm 
Super.