Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

View Stats:
Lampros Jan 1, 2019 @ 9:05pm
The effect of the "game pace" parameter on the AI?
And what pace do folks generally play at? I almost always play at the slowest setting in most games, and I am wondering if that may have any unbalanced consequences v. AI.
< >
Showing 1-10 of 10 comments
zhukodim Jan 1, 2019 @ 10:00pm 
Standard game pace so far works better than anything. At least all people in multiplayer use it.

Higher speed settings are generaly bad in all turn based games because speed of the units are the same for example. Also Space marines in Gladius can have 1 city max and very soon factions with 2+ citys will outproduce SM in term of units. And nothing you can do about it.

My recommendation is standard game pace even vs ai. When you will try multiplayer it would be easy for you to adapt.
Last edited by zhukodim; Jan 1, 2019 @ 10:07pm
Lampros Jan 1, 2019 @ 10:20pm 
Originally posted by zhukodim:
Standard game pace so far works better than anything. At least all people in multiplayer use it.

Higher speed settings are generaly bad in all turn based games because speed of the units are the same for example. Also Space marines in Gladius can have 1 city max and very soon factions with 2+ citys will outproduce SM in term of units. And nothing you can do about it.

My recommendation is standard game pace even vs ai. When you will try multiplayer it would be easy for you to adapt.

Hmm, I just started a Space Marine game, as I am an avid fan. This sucks. Is there anything I can do to make up?
zhukodim Jan 1, 2019 @ 11:08pm 
If you playing with standard game pace setting or slower, you will be fine.
BLACKcOPstRIPPa Jan 2, 2019 @ 9:08am 
Originally posted by zhukodim:
If you playing with standard game pace setting or slower, you will be fine.
I would agree standard or slower is way to.

I personally like slower game pace because it makes buildings and units more important on what to build when I feel.
It is simple if a research takes let's say 15 turns to get compared to 5 turns that's 10 turns you have to go without. So if an enemy got armor let's say and you didn't, they now have a 15 turn advantage instead of 5.
Also units taking longer to build means you either build multiple production buildings for same unit truely specializing a city or you build 1 of each but unit creation times take quiet sometime.

It's all preference at that point but standard and slower are fine just don't go faster.
Lampros Jan 2, 2019 @ 9:51am 
Originally posted by BLACKcOPstRIPPa:

I personally like slower game pace because it makes buildings and units more important on what to build when I feel.
It is simple if a research takes let's say 15 turns to get compared to 5 turns that's 10 turns you have to go without. So if an enemy got armor let's say and you didn't, they now have a 15 turn advantage instead of 5.
Also units taking longer to build means you either build multiple production buildings for same unit truely specializing a city or you build 1 of each but unit creation times take quiet sometime.

It's all preference at that point but standard and slower are fine just don't go faster.

Yup; I agree with all of the above, and that's why I always prefer to play on the slowest setting in most games of this nature.
sixthugger Jan 2, 2019 @ 9:53am 
I might suggest a slower speed. I currently playing as SM and at turn 206, on a huge map, on Very Hard, on normal speed. I have almost all techs, and half of the AI are dead. This is a pretty nice pace.
But what isn't nice is that I found HALF (43+) of the missing BANEBLADES from Soulstorm. They are currently crushing my skull, and I am not counting the Leman Russ, I understand that the Guard are a slow start steamroller, but it is comical how outmatched I am.
Lampros Jan 2, 2019 @ 1:59pm 
Originally posted by sixthugger:
I might suggest a slower speed. I currently playing as SM and at turn 206, on a huge map, on Very Hard, on normal speed. I have almost all techs, and half of the AI are dead. This is a pretty nice pace.
But what isn't nice is that I found HALF (43+) of the missing BANEBLADES from Soulstorm. They are currently crushing my skull, and I am not counting the Leman Russ, I understand that the Guard are a slow start steamroller, but it is comical how outmatched I am.

Hmm, what are you playing? I looked through the stats of Baneblade, and it isn't as scary as I expected. It has a crap ton of HPs, but the armament seems to be mediocre - especially in comparison to something like a Gorkanaut - which is actually a lower tier unit.

And yes, it's precisely the end-tier unit rush that I detest in games of this nature.

Huge maps also seem problematic, if you want to reduce the end-tier unit spam, because there will always be that one corner AI who will be unmoested, tech to infinity, and kick your ass later ;)

Edit: Oops; you mentioned you play as SM; I missed that. And yes, in that case I can see why you'd struggle against Baneblades ;) Really, the devs should make the end-game units take far longer to produce and put even more onerous maintenance requirements!
Last edited by Lampros; Jan 2, 2019 @ 2:00pm
BLACKcOPstRIPPa Jan 2, 2019 @ 3:04pm 
They should add some sort of cap to the end game units.
They should make it so you can only build x amount based on your progress, maybe in pop or something but obvs balance so each faction is equal, like Less pop would mean more units for SM but militia would need tons more pop for same amount since they should have multiple cities
Ail Jan 3, 2019 @ 7:25am 
I tested the AI almost exclusively on standard-speed as I think there's quite a few things that really get out of balance on other speeds.

For example the cooldown for placing a fortress of redemption is always 10 turns. So if other speeds change but this one doesn't means that the relative strenght of SM will change with game-speed.

I would assume that in general the AI might feel a bit tougher on faster speeds and weaker on slower ones. The reason is that it's deficiencies are mostly on the tactical-department, so an increase in production-speed will compensate for units they might lose to neutrals early on. If they can add more new units before they have the chance to lose their existing ones, they'll come out stronger as a result.
Lampros Jan 3, 2019 @ 7:30am 
Originally posted by Ail:
I would assume that in general the AI might feel a bit tougher on faster speeds and weaker on slower ones. The reason is that it's deficiencies are mostly on the tactical-department, so an increase in production-speed will compensate for units they might lose to neutrals early on. If they can add more new units before they have the chance to lose their existing ones, they'll come out stronger as a result.

This is correct. I tried both the regular speed and the slowest speed; and the latter seems infinitely easier.
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Jan 1, 2019 @ 9:05pm
Posts: 10