Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Roads (x3 Movement)
   
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11.509 MB
Aug 11, 2021 @ 5:20pm
Nov 30, 2023 @ 1:27pm
5 Change Notes ( view )

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Roads (x3 Movement)

Description
Mod Features:
Allows for the construction of roads, which triples 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: 2572556935

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 (x2 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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13 Comments
Skirata  [author] Mar 21, 2023 @ 2:45pm 
@Orionox Yeah that is normal. Unfortunately the engine doesn't properly calculate the maximum movement distance a unit can travel along the road. There isn't any way to have it properly show the distance as of now, sorry.
Orionox Mar 20, 2023 @ 11:22pm 
is it normal that the movement ranges of units doesn't include the road bonus? Like I can sometimes move much further than the displayed movement of my unit when on roads.
Skirata  [author] Dec 13, 2022 @ 6:23pm 
@[Heart] Caesar Good to hear! Yeah it's kinda of weird how Gladius does the mod updates. Sorry again for the trouble. Trying to get all these mods updated so that it doesn't cause problems for anyone else.
[Heart] Caesar Dec 13, 2022 @ 5:31pm 
@Skirata: Starting a new game did the trick! It seems like Gladius remembers the old XMLs of the units at the time of the game start... weird.
Skirata  [author] Dec 13, 2022 @ 4:19pm 
@[Heart] Caesar Just double checked both of these road mods, and the Hospitallers were able to build the correct roads. Have you tried starting a new game after this mod was updated?
Skirata  [author] Dec 13, 2022 @ 4:14pm 
@[Heart] Caesar That's odd. I had it working when I was testing it. I'll take another look at it. Thanks for letting me know.
[Heart] Caesar Dec 13, 2022 @ 4:05pm 
Dear Skirata. For some reason, the Hospitallers don't have the build road ability. I don't know if it has to do with the fact that their first row of abilities is already. I checked your code and it seems identical to the other builder units you used...
Skirata  [author] Aug 27, 2021 @ 9:56am 
If anyone else has any issues with this mod (or any of my other mods), PLEASE let me know. Last thing I want is to have a bunch of mods uploaded that don't work.
Skirata  [author] Aug 27, 2021 @ 9:52am 
Much appreciated, seriously. I wish I had known about the bug earlier so I could have fixed it earlier. Hope you enjoy!
Khoran Gutsplitter Aug 27, 2021 @ 9:35am 
No need to be sorry, i'm sure it was just a simple oversight. Glad i was able to help you out.

Now time to enjoy the mod! I'll make sure to share my feedback with you if i have any.