Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Roads (x2 Movement)
   
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11.510 MB
Aug 11, 2021 @ 4:32pm
Nov 30, 2023 @ 1:24pm
5 Change Notes ( view )

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Roads (x2 Movement)

Description
Mod Features:
Allows for the construction of roads, which doubles the movement of land units travelling on the road. The ability to construct roads does not have to be researched, and can be built from each of the main construction units from each faction/race right from the start of the match:

Faction/Race
Construction Unit
Cost Per Tile
Adeptus Mechanicus
Cybernetica Datasmith
5 Ore, 5 Influence
Astra Militarum
Techpriest Enginseer
5 Ore, 5 Influence
Chaos Space Marines
Chaos Cultist
5 Ore, 5 Influence
Drukhari
Wrack
5 Ore, 5 Influence
Eldar
Vauls Wrath Support Battery
5 Ore, 5 Influence
Necrons
Canoptek Spyder
5 Ore, 5 Influence
Orks
Mek
5 Ore, 5 Influence
Sisters of Battle
Hospitaller
5 Requisitions, 5 Influence
Space Marines
Thunderfire Cannon
5 Requisitions, 5 Influence
Tau
Builder Drone
5 Ore, 5 Influence
Tyranids
Malanthrope
5 Biomass, 5 Influence

The roads can be built on a tile as long as the following conditions are met:

⬣ <land/> ⬣ <noFeatureCategory name="Resource"/> ⬣ <noFeatureCategory name="WireWeed"/> ⬣ <noFeatureCategory name="Forest"/> ⬣ <noFeatureCategory name="ImperialRuins"/> ⬣ <noFeature name="Outpost"/> ⬣ <noFeature name="GravityWaves"/> ⬣ <noFeature name="Road"/>

The roads can be removed with the "clear tile" ability, available from each faction/race.

Building a road does NOT affect the resources of the tile the road is built on.

Building a road does NOT cost an action, but does require at least 1 action point.

Known Issues:
⬥ Issuing movement orders to units that are not on the road will not always take the road as the most "efficient" route for pathfinding.
Solution:
In order for the engine to properly calculate the movement of units on the road, you must order the unit(s) to move onto the road first.

⬥ UI that visually represents how far each unit can move does not properly show the maximum range a unit can travel (see image #2).

⬥ Has a "low elevation" so other tiles may overlap it (e.g. city tiles).

⬥ Roads built atop rivers still have the reduced movement speed from the river while passing over them, so try to build around them.

Compatability:
Conflicts:
NOT compatible with other road mods (will actually cause the game to crash). Only a maximum of 1 road mod may be active at any time.
Features:
✅ Factions/races/units added in by mods will be able to travel along the roads. ❌ Factions/races/units added in by mods will not be able to build roads.
Load Order:
In the in-game mod list menu, this mod should be: ⬥ Anywhere

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: 2572529086

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!




Alternative Mod:
Roads (x3 Movement)

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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26 Comments
Skirata  [author] Apr 30, 2023 @ 4:22pm 
@Lord Kazzak Will do. Sorry for the confusion!
Lord Kazzak Apr 30, 2023 @ 1:52pm 
Ah okay, we where just confused when it said is costs one action point but then revealed itself as an free action. Maybe change the text so tis always clear.
Skirata  [author] Apr 30, 2023 @ 12:27pm 
@Lord Kazzak Thanks for the message. That's actually intentional on my end, as I didn't want it to take too many turns to get a road built. Feel free to change it if you prefer it use an action.

I was toying with the idea of having it use an action but make it a 1 tile AoE ability, but ran into another bug where you could then build a road next to some water and the road feature would be in the water as well. So I ended up going with this compromised solution.
Lord Kazzak Apr 30, 2023 @ 12:03pm 
Thanks for the mod, its pretty neat. Along with the already known issues there is one more:

It won't cost an action point to build the roads, you can build them as long as the unit hasn't spent its action point. 3 tiles in one turn makes it way too easy to build long roads and you also can clear a land tile after placing down roads or fire at an enemy unit.
Bungalow116 Jan 17, 2023 @ 12:25pm 
Thanks very much!

I've added the first couple of compatibility patches up for the Chapters of the Imperium mods and I'll move onto the Heretics Astartes and Children of Asuryan next
Skirata  [author] Jan 17, 2023 @ 11:53am 
@Bungalow116 No problem! You've got full permission to do whatever you want with the Roads mod(s). Thanks for asking :steamthumbsup:
Bungalow116 Jan 17, 2023 @ 9:39am 
Hey Skirata, I've created a submod of Roads for the Chapters of the Imperium p2 mod.

Just wanted to check that was cool with you before I published it?

I've added this as a required mod and added you to the credits, naturally.
Skirata  [author] Dec 30, 2022 @ 12:32pm 
@Orionox I appreciate your understanding, and no problem responding to ya :steamthumbsup:
Orionox Dec 30, 2022 @ 2:52am 
yeah. I wouldn't want you to steal their work. I was just hoping you maybe had some of your own ideas for it! thank you for responding
Skirata  [author] Dec 24, 2022 @ 9:33am 
@Orionox Wish I could make a verion of the trenches mod (it's so good), but unfortunately I lack the tools and expertise to create custom models for Gladius. I originally really wanted to implement some Death Korps of Krieg units into the game, but the software required to make models for this game is quite expensive.

As for taking Imp0815's mod and just changing some stats and then publishing it, just doesn't sit right with me. Really sorry I can't help you out on this one.