Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

The Imperial Guard
12 Comments
Eravel 3 Apr, 2023 @ 6:28pm 
How balanced is this mod against the other factions? My friends and I have generally agreed that vanilla IG are in a bad spot when it comes to damage output and durability for their cost (especially the infantry), so I'm hoping this mod might bring them up to par. Thanks for your work :D
Max Dickings 21 Jan, 2023 @ 8:36pm 
Does this mod prevent from making a Devil Dog? I got the research but I don't see it in the manufactorum
Baka Racker 13 Oct, 2021 @ 10:57am 
Hey, I'll look forward to any more of your work!
AddamsFactory  [author] 12 Oct, 2021 @ 9:42pm 
Atm I was looking at getting Necrons looking a bit more 9th ed, though I was pondering pushing Chaos up to their new 2 wound status (As GW still haven't done it yet!)

Baka Racker 12 Oct, 2021 @ 1:12pm 
Gotcha. Um, all of them? :D Probably the Tau, I tend to play them the most with my friends. That or Chaos, so we have another "antagonist" faction. Any of them would be kewl, though!
AddamsFactory  [author] 11 Oct, 2021 @ 7:56pm 
Devastator Centurions are untouched atm they should be working as normal D: I don't have the new Expac yet. But their weapons should have been buffed by my mod.

Is there a particular faction that you're interested in playing in line with my mods?
Baka Racker 11 Oct, 2021 @ 10:56am 
Oh, kewl! You might also want to look at doing the same for the Devastator Centurions in your Rubicon Astartes mod, as they also have the same functionality. Great mods, by the way! Would love to see the same treatment to all the factions, but I understand that would be quite time consuming.
AddamsFactory  [author] 11 Oct, 2021 @ 12:31am 
Updated the Heavy Weapons Squad to use the new code, allowing two missile types Krak/Frag - Enjoy, sorry for huge delay on that one
Baka Racker 21 Jul, 2021 @ 12:00pm 
Unless I am imagining things, I am pretty sure one of the more recent updates added dual fire modes for the HWS, switchable like the Tau ion weapons, only in this case switching between an armor-piercing projectile and an anti-personnel one, thus giving the HWS a bit more flexibility. If it was from an update after you last touched the mod then your HWS xml might just need to updated with the relevant code.

It isn't breaking anything, no, mod seems to work just fine for me. It might be something that I can try to re-implement myself, though my knowledge is fairly limited, the only real mod I've made is a color palette one. :D Well, and some basic texture editing but that's easy.
AddamsFactory  [author] 21 Jul, 2021 @ 7:54am 
@Baka Racker - hey there, I haven't touched the game in a few months, has my mod broken something? Or are you talking about adding a feature?
Baka Racker 20 Jul, 2021 @ 5:54pm 
Pretty kewl so far. Have you considered returning the Heavy Weapon Squad's ability to switch between antipersonnel and krak rockets that was added recently?
AddamsFactory  [author] 25 May, 2021 @ 12:20am 
Reverted weapon files to xml from xml.ext as this was causing stats to stack for unintended OPness!