Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

FACTION: Farsight Enclaves
204 Comments
Ranger Dimitri Jun 6 @ 10:08am 
I'll say this much, the mod is great. A neat alternative take on the T'au that isn't dealing with any Utopia BS that hamper's their ability to scale relative to other races. I wish the Story Quest was actually different in plot resolution compared to what regular T'au has, as it's only a bit different at first but seems to resolve in more or less the same way towards the end and feels out of character for your commander to just go along with an Etheral's plan when the Enclave's want nothing to do with them.
Jammo Jun 3 @ 8:40pm 
hey just wondering how do I get the Orca?
colonel-mars May 25 @ 3:03am 
Does this mod requires the dlc? Just making sure
catkook May 20 @ 3:22pm 
trying to load up the mod with no other mod, and going to create a new game
i don't see the mod faction to play as

i've tried uninstalling and re-installing the mod 2 times thus far, hasn't worked
LivBFG Mar 23 @ 3:53am 
This mod crashes the game whenever a Ghostkeel specifically from the Farsight faction dies.
The Viral Divinity Mar 17 @ 10:26pm 
Does this have Gladius+ compat? I know your other faction mod does.
Shas'O'Shovah Jan 24 @ 11:17pm 
Is there any chance we could get a version of this that's updated for the Callipygian Complete Overhauls?
Lord Dominion Nov 2, 2024 @ 6:23pm 
I cannot seem to access the faction in game setup. Does it perhaps have dependency with the Tau Empire DLC, or a specific load order? Thanks
Foxassassin Oct 31, 2024 @ 11:32am 
Tenshi, that's not a bug with the mod.

The game got a random update a week ago and it's introduced severe bugs.

Outside of that, Dex seems to be missing as they've been gone for some time with no replies. I hope for their well being.
TenShi Oct 31, 2024 @ 7:56am 
Hello, I wanted to report a bug, it happens that when a tyranid with the Heroes of Legends mod attacks a crisis (with the melee damage reduction module) the game crashes and an error appears about vectors and damage > 0 .
CovertOwl Sep 29, 2024 @ 9:11pm 
This mod is really cool so far, love the Farsight models!
MladoTouan Sep 19, 2024 @ 11:45am 
Great mod, nice to have a mix of SM monocity with extractors and AdMech for identical buildings. Some feedbacks (mostly fixes):

1. The HQ needs "Field Amplifier Relays" as Tau HQ/units have "Supporting Fire"

2. Strike Teams research description needs to mention Breachers
3. Breachers and Breacher Team are missing Markerlight
4. Farsight Pathfinders have "Move Through Cover" while Pathfinders Team and Tau Pathfinders don't

5. Gue'Vesa Auxiliaries are missing weapon's name/description, basic infantry traits and Markerlight
6. Gue'Vesa Team would be a fun addition (with Assimilation granting +50% pop growth) ;p

7. Shas'vre Farstrike is missing an ability's icon/name/description
8. Ghostkeels' two Fusion Blasters aren't Twin-Linked like their Tau counterpart

9. Editor's unit list shows Farsight versions of Kroot Hounds and Vespid Stingwings, unsure if they're used anywhere
10. Editor's unit list shows a leftover "unknown unit", just needs to be deleted
TytusDeZoo Jul 9, 2024 @ 2:50pm 
Mod is truely amazing making me again want to play Tau (my favourite faction) but encountered a bug and features which I would suggest to be changed.
Bug: research for additional buildings per tyle doesnt work.
Features I suggest to change:
1. Allow player to make new cities but like Sisters of battle new one should have only one tile range (unlockable at T6 as a help in late game)
2. Manta strike could become an ability for manta unit which would work just like Da Jump of weirdboy (there are documented situations where whole stuffed with troops devilfishes were deployed this way) instead of just bonus for starting units which isn't very useful or at least I couldn't find a use for it.

This changes would allow for more tactical approach and allow faction to at least try to compete with late game giants like AdMech and Guard where lack of additional resources and unit production really is visible.
Hydallan Jun 13, 2024 @ 11:54pm 
I might be blind but I can´t find the Orca in any of the production buildings.
Ariellus Jun 3, 2024 @ 10:17am 
There is a bug with the bigger firewarriors and pathfinder teams. if you change the teamsize with the trait they disapear.
The bug triggers because you started not with a st0 in the traits of the firewarrior and pathfinder files.
Example:
<addTrait name="FarsightEnclaves/Spawn/PathfinderST1"/>

This is the start of the traits xxxST1 up to ST10 so the Pathfinder disapear after upgrade.

if you start with

<addTrait name="FarsightEnclaves/Spawn/PathfinderST0"/> up to xxxST9

it works as intended.

The breachers are fine there you started with ST0
Kether May 31, 2024 @ 5:54pm 
Same, i need the dlc to use the mood??
Ivan_TheGreaterGood May 31, 2024 @ 2:57pm 
Guys, I can't see the faction in selection menu, what's the problem?
Foxassassin May 30, 2024 @ 9:06am 
Something just occurred to me. I started a match as Farsight and the few spots I'd like to have built in with the Orbital construction drone were taken by wireweed, and it lacks Clear tile.

It's a minor suggestion, but could it be given that for just such a reason?
dexgattaca  [author] May 26, 2024 @ 9:15am 
Hi Spacious. Try it. I doubt it, because this is a new faction and Tabletop Squad Sizes appears to be for vanilla game factions only.
Lumaris May 26, 2024 @ 1:54am 
is this compatible with tabletop squad sizes?
dexgattaca  [author] May 25, 2024 @ 7:20am 
I'll be keeping my version of Breacher for Farsight because it fits their character more.
Foxassassin May 25, 2024 @ 3:22am 
Dex's Farsight Breachers are not the same as Tau breachers. Farsight breachers have the ability to make strike teams (Which I love the 'strike team' concept by the way)

The breachers from their unit pack were already removed.
Ranger Dimitri May 25, 2024 @ 3:19am 
So, Gladius dev's made a new unit pack that includes Breacher Fire Warrior teams. Still planning on having your version as a separate thing?
Foxassassin May 14, 2024 @ 9:49pm 
Checked; Yes Farsight gets the permanent shield bonus on upgrade. Sorry about that.
dexgattaca  [author] May 12, 2024 @ 2:06pm 
I appreciate it Foxassassin. I don't have much time to play test these days and even when I do I miss things. For example I just discovered that Iron Hands disabled the Broken trait; and I have no idea how long that glitch was there. Perhaps 5 years.
Foxassassin May 12, 2024 @ 12:21am 
I'll have to look again the next time I play. My apologies then.
dexgattaca  [author] May 12, 2024 @ 12:02am 
Hey Foxassassin. He should come with a Shield Generator. Not getting support slots was intentional.
Foxassassin May 11, 2024 @ 9:42pm 
Commander Farsight doesn't have any support slots. Was this intentional or an oversight?

I noticed that the Shield generator support ability gives a 33% min inv reduction to both Farsight and Cadre Commanders, but Farsight is incapable of equipping the shield generator.
Foxassassin May 6, 2024 @ 7:35pm 
Correction: It wasn't Orca's description. It was the Gue'vesa's for Farsight that say 'Hive feel Behemoth".

My apologies.
Foxassassin May 1, 2024 @ 3:22pm 
(Continued)..
Nothing feels too stand out, as of yet, as in, things just feel 'good', but again, more testing will say.

A ton of minute praise for different units, like the Drone Harbinger allowing for an 'ebb and flow' style of pushing then retreating for cooldowns that worked wonders for pushing through the neutral creep.

I said this about your unit pack but it applies here; if I didn't know any better I'd have thought all of this was in the game by default. Same with the visuals. Making them distinct from normal Tau units while not being too obstructive or over-the-top. Well done and good quality all around.

One last thing; I'm not sure how much you care for typoes, but I can't remember if it's on Unit pack Orca or Farsight Orca, but the description says "Hive feel Behemoth" On one, instead of "Hive fleet Behemoth"
Foxassassin May 1, 2024 @ 3:16pm 
Honestly? I'm very happy with this faction.

Granted; I play in esoteric manors sometimes and always on large (74x74) and drawn out matches (100-200 turns is normal) so my feedback is kind of niche.

For my first match I only built Breachers. A lot of them and that carried me long enough to get Commanders and a handful of vehicles.

I love that the early game units have a place in late game battles, unlike a lot of other factions. Producing Breachers, fire warriors, or pathfinders and knowing they'll have use outside of throwing a done or grenade before getting one shot by pretty much anything is a huge relief. The model increase to Crisis suits allow them to stand against late game stuff and survive and dish it back.

This is one of the reasons I like SoB. Their infantry doesn't really become obsolete as the game progresses because of the various bonuses you can get and mix.
dexgattaca  [author] May 1, 2024 @ 3:04pm 
I agree the Missile Pods aren't elegant in implementation. Unfortunately, research is the only means of adding a model to a unit. I really wish I could add the Missile Pods like support systems. I wanted there to be a trade off. There are supposed to be a limited number of hard points on the XV8s. So the player is choosing pure aggression over flexibility of systems and I think it works in that spirit.

Wow. There are a whole bunch of irrelevant requirments for the Missile Pod upgrade. That was probably me cut/pasting code and forgetting to clean up. Thanks!

Please sharing your thoughts about the Orca and other units from your games.
Foxassassin May 1, 2024 @ 2:15pm 
Finally a bit of a quirk I had was the unlock for the additional missile pods. Having that forced on research as opposed to a battle suit support system make working with Crisis suits a little awkward at times (I like to use Retro thrusters for ZoC ignorance). I appreciate that if you have, say, twenty units that all benefit from them, it's all retroactively applied.

But I've spent a bit wondering if that wasn't forced as opposed to becoming a new support slot upgrade and left to the player's choice. If it's thematic or elsewise Don't mind it then.

On the topic of the Missile pods, I believe that Farsight was listed as a requirement for them, despite not benefiting from them? I'd have to look again and I could be wrong, so apologies for that, too.
Foxassassin May 1, 2024 @ 2:15pm 
That's fair. My experience with it was moderate? The enemies I was fighting could kill them in less than a turn and had so many air units that trying to push by ZoC was not possible, along with the fact that everything inside the transport could be oneshot by the time they left. (Drukhari for information) and I was on a massive map, for context.

I was using them to try to bolster a frontline with replacement units, which was slow considering the limited production of the city.

I might suggest at least T9, but, I will give it several more games before I give any more opinions on that matter. My apologies if this is at all bothering you. (I found out today that there's a character limit)....
dexgattaca  [author] May 1, 2024 @ 12:10pm 
Hi Foxassasin,

Hmm. The Orca is a flying transport with a capacity of 12 and decent toughness. It's not meant as a competitor for the Stormsurge or Tigershark. It's use is in huge maps where the player needs to reposition their entire army to a new front. A single one of these packed with infantry can snipe an enemy city.
Foxassassin May 1, 2024 @ 3:02am 
I appreciate you hearing me, and others, out. I will continue playing and testing this mod. (As well as your unit packs)

The only other 'balance' suggestions I'd have is looking into when the Orca is unlocked. T10 feels a little late to have much impact, especially when it's not powerful, compared to the Stormtalon, or excessively tanky such as the Killbursta.

Someone I was talking to suggested that it be moved to '7-9' I can't say exactly what I think I'd prefer, their argument was that Tau (And Farsight) already get Stormsurge and Tigersharks at T10, getting another superheavy there, with much less firepower or armor feels outclassed.

In short, possibly consider a tier change for Orca at your discretion?
dexgattaca  [author] Apr 30, 2024 @ 7:39pm 
Which scaling mod does everyone use these days?
dexgattaca  [author] Apr 30, 2024 @ 7:38pm 
Hi Foxassassin. Thank you for the feedback.

I made some tweaks and balance changes based on what you and others have said.

I think this patch should work with existing saved games.
Foxassassin Apr 30, 2024 @ 4:51pm 
Slight correction. It seems like there -is- a cost for upgrading infantry to strike teams. Not sure why, but when I first unlocked it, there wasn't a cost shown.
Foxassassin Apr 29, 2024 @ 2:13pm 
Also, because I can't edit messages here; Breacher's firing sounds are very loud compared to other units. I don't know if this was intentional or something that's unable to be changed.
Foxassassin Apr 29, 2024 @ 2:00pm 
In regards to balance, the Breachers feel a little strong, especially the Breacher teams. They have terrible weaknesses against large group template and blast weapons, but they out damage most other units I've found.

For one I'd recommend putting a cost on making teams of any type, since they already have double upkeep. Either a matching ore/food cost or a influence cost, considering it doesn't seem like much uses influence in your custom faction.

Second, to try to gently tweak down breachers without breaking them, I wonder if taking a single model from them (And one from stiketeams) to bring the total to 4/8 would keep them in line with Fire Warriors and Pathfinders, without making them useless.

I'll be doing more testing in days to come and I'll share my thoughts then.
Firebringer4 Apr 20, 2024 @ 2:59pm 
Hey made a compat for this mod on request, some guy saw the others I made for you and asked lol here ya go:
https://steamcommunity.com/sharedfiles/filedetails/?id=3224812677
Mingos Apr 10, 2024 @ 12:24pm 
To repeat what Timpertantrum said; is there any chance we may see a Gladius+ compatibility patch or other re-scaling submod?
Otherwise, the mod is fantastic and very fun thanks a bunch for making it!
dexgattaca  [author] Apr 6, 2024 @ 8:40am 
Fast, no. You can disable additional cranes to slow down city build rate until you capture enough Pools to catch up with populatio growth.
For the Farsight Enclave!!! Apr 5, 2024 @ 11:17pm 
Oh,thanks,but i am short of population even i use Gue'Vesa Auxiliarie, do we have any other way to improve my population fast?
dexgattaca  [author] Apr 5, 2024 @ 3:25pm 
Hi Kasdark. Trading goods was removed. The flexibility of economy is supported by the ability to move Extractor Drones to needed resources.
For the Farsight Enclave!!! Apr 5, 2024 @ 6:33am 
Where can I trade goods?
RenMax_Real Apr 3, 2024 @ 10:10pm 
Makes sense! No worries in the campaign, just was curious since I noticed some of the writing was changed but not all of it so I was curious.
Main thing I spotted was the Breachers were able to chunk most things I threw them at, from the kestellan robots to Ork cities. Being short range, I don't mind them hitting hard of course. But I wondered if they were a bit too good? I never found a reason to run any other kind of infantry sans 2 pathfinders until I could make Crisis suits. They were fun, I just felt like they made things a bit easier than I expected. Also Auxillaries I believe took a Maulerfiend down (with a mining laser) in about 3 turns, which surprised me for light infantry. They are very good, I just didn't expect light infantry to hit that hard.
Also idm the city buffs, I just noticed that putting 2 of them on the city at the same time gave me a pop a turn, or just about a pop per turn for 8 turns straight and it felt a bit odd. So I was curious if that was expected or not.
dexgattaca  [author] Apr 3, 2024 @ 8:34pm 
Thank you RenMax_Real. Which units seem overpowered to you?

The quests are just a copy/paste of Tau. Campaigns are very time consuming to write, code and playtest. I won't be making a custom campaign for Farsight.

The Gue'Vesa city buff is supposed to get you by a if your starting area lacks Fermentation Pools. It is not meant as a replacement for Fermentation Pools.
RenMax_Real Apr 3, 2024 @ 8:10pm 
Hello! This mod has been fun so far! Few units seem a bit stronger than perhaps I expected but Im still enjoying myself! I hope you are enjoying the work yourself as well!

Quick question: How much of the Events are going to be unique for the story? I noticed after you get past the Imperium/Chaos battles its all the same going forward as the standard T'au missions, which is fine! Just was a bit odd for an Ethereal to tell me what to do when Im actively plotting the destruction of their efforts.

Also should the Guevesa Auxillaries buff stack? Was getting a pop a turn for a while which was kinda nuts lol

Thank you again for your work! Love me Farsight. Simple as.