Roads (x2 Movement)

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Author: Skirata

Last revision: 30 Nov, 2023 at 21:24 UTC

File size: 11.51 MB

On Steam Workshop

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)Steamsteamappsworkshopcontent489630

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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