Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Wildlife faction plus mod
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27 Feb, 2023 @ 11:08am
27 Feb, 2023 @ 3:34pm
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Wildlife faction plus mod

Description
Adds wildlife as a playable faction. This version uses Neutral Pack mod for extra units, granting a total of 23 units and 40 research possibilities for the faction.

Units

Besides the original units, some units got buffed for balancing the faction.

  • Neophyte Hybrid Veterans sports the Snazzgun from Flash Gitz
  • Catachan Devil Queen buffed to a level of a tank, can carry 2 units, and has a teleport ability to Lairs
  • Umbra Warp Fiend has buffed damage and movement
  • Cybernetica Datasmith Biohacker has infantry healing abilities, but lost its city deploy ability
  • Chaos Cultist Conquistador can deploy new cities, increased upkeep and costs

City

Modded Space Marines city with Food and Ore production instead of Requisitions. Can deploy Wire Weed for a Food buff or Imperial Ruins for an Ore buff.

Github repo [github.com]
Original Wildlife mod
5 Comments
VirgoCompany 29 May, 2023 @ 10:38am 
Of the required mods listed, I don't know which one is responsible, but when I slaughtered a webway gate with a unit of Kroot Hounds, I got an achievement.


Tau Can Play At That Game
[As Tau, kill a unit with melee.]


I don't even have any DLC.
YandereTaker 24 Mar, 2023 @ 2:14pm 
nice mods but the roster is still really weak,got a hard time fighting back necron and orks before gettin the lord of skull
Grotzel 28 Feb, 2023 @ 12:39pm 
Oh, I am certainly not the best adviser on the subject. The various neutrals working together would have to be 'enslaved' in some way ... so I thought the Enslavers as the ultimate puppet masters would make a good deal of sense (it is kind of their thing ... and I have wondered what an Enslaver faction would look like) - though a nefarious unnamed evil pulling strings in the background is always possible in Warhammer, I guess. ;)

Anyway, lore accuracy should probably not be your highest priority. Good luck with this project! :) Should be very interesting.
TheProblem:isNuku  [author] 28 Feb, 2023 @ 11:51am 
Yes, this does add a new faction, without replacing any of the old. It does work for the AI, but its (still) quite weak. The messages and other localizations are still in W.I.P. The names are just quick reminders that they not the original units. I'm quite new in the WH games, but i'm open to get a better lore for this faction. My idea was that the wildlife defeated so many cities that they ultimatelly started to use eventually a Space Marine city. The enslaver idea is not bad, but i rather imagine some extra creature who "moving the strings" behind the faction, but its possible it has a relation to the enslavers.
Grotzel 28 Feb, 2023 @ 10:53am 
Interesting ... and it simply ADDS a faction without replacing any? Does it work for the AI? Does it have meet and defeat message stuff?
I imagine it's a bit ... fuzzy ... on fluff and atmosphere, though. Cultist Conquistadors? ;) Has a nice ring to it, but Cult Preacher or something similar might be a better fit. Sorry, I know this is just a fun mod, but I just can't stop thinking about stuff like that.

It might perhaps make some degree of sense if it were centered about Enslavers ... who ... well ... enslaved all the wildlife for ... power? To be honest I know very little about Enslaver ... culture? And just tiny bits about their history.