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Gladius гайд по настройке

Gladius гайд по настройке

LAST UPDATED FOR: GLADIUS 1.6.4 29/9/2020

This guide will contain information that I hope will be helpful to new players, as well as casual players (like me) that have never taken the time to dive deeply into the core mechanics behind Gladius. This guide is made with a focus on Solo and Cooperative play. For additional information and discussion of the game, visit the official discord here: https://discord.gg/HSzNE6Y.

This guide also won’t include information about specific factions. For some good, faction-specific info, check out these other guides on the steam community:

This section is aimed at people who aren’t familiar with the game at all. You can probably skip this if you’ve played a game or two of Gladius and just want some general tips for the game.

Gladius is a turn based 4X game in the style of Civilization. You can kind of think of the game like a digitized board game, with units acting as your pieces and the hex grid acting as tiles. Every time you play a new game of Gladius, you’ll be playing on a randomly generated map. Your objective is to build up your faction’s strength by capturing outposts and relics, building cities, and ultimately producing units to destroy your opponent’s cities. When a player has no more cities left, they are eliminated from the game.

Most players consider Gladius to more accurately fit the moniker of «3X» rather than 4. 4X denotes a game in which players Explore, Expand, Exploit, and Exterminate enemies. There is no diplomacy or trade in Gladius, meaning you are really just Exploring, Expanding, and Exterminating. What makes Gladius so special is that it occupies the rich Warhammer 40,000 setting: «In the grim darkness of the 41st Millenium, there is only war.»

Basic Options
The first thing that you’ll see on the Game Lobby screen is the player slots and the basic options. You choose both your own and AI factions here, as well as set permanent alliances in the form of teams. Colors for each player can also be customized by selected the paintbrush in the top left corner of each faction portrait. On the far right, there is a list of general options to customize your game experience.

Difficulty ranges from Very Easy to Impossible, and modifies the AI players’ loyalty, a concept that we’ll talk about later. For now, just know that on higher difficulties the AI will get bonuses that will allow them to produce, research and expand much faster. You may also modify the difficulty of individual players by selecting the banner at the bottom of their portrait below the Team banner. Note that you can change your own difficulty modifier, thus either handicapping yourself or giving yourself an advantage.

World Size determines the size of the map. Map size also comes with a recommended amount of players, but you can add or remove them to your liking. Be aware that map size can affect balance to an extent, with a larger map meaning on average larger armies, later technology, and more turns to win the game.

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Land Mass determines the ratio of land to water for the map generator. On higher settings, expect the world to be more of a large chunk of terrain than the often snaky peninsulas and passes that are generated on lower settings. Essentially, lower settings will give more chokepoints and defensive positions but also allow more room to flank with aircraft.

Game Pace governs the amount of time it will take to produce units and buildings as well as progress along the tech tree.

Advanced Options
In the advanced options, you’ll be able to more finely tune the parameters that will govern the generation of your map. The options at the top allow you to select what DLC you wish to play with, as well as choose whether or not to play with the story quests that are unique to each faction. Simultaneous turns will determine whether or not players will be able to take their turns at the same time, and will generally result in a faster experience. In a single-player game you will take your turn alone, while enemy factions will take their turn in a single go.

Turn Timers give players a set amount of time to complete each turn. Adaptive Turn Timers increases the duration of the turn timer generally the longer the game goes, giving more time in the late game than the early game.

Wildlife Density is a very important setting because it can have a large effect on how your game plays out. Generally, the higher the wildlife density, the more difficult it is to expand early. Gladius Prime will become MUCH more dangerous at higher densities, so this can be a fun way to make your early game more interesting.

Beyond this, there are options for customizing the frequency of just about every biome and terrain feature. You can play with these options if you wish, but I recommend leaving them as default. At the bottom of the Advanced Options, you’ll find the world seed. This seed will allow you to replicate the world you generate for your game if you wish to play on it again.

Like many other 4X games, Gladius is divided into a hex-based tile system. Each tile has its own biome, along with other special terrain features. Units can only occupy one tile at a time.

Anatomy of a Tile
Every terrain tile has a set of coordinates that denote its position on the XY grid, as well as it’s height. The coordinates are as follows (x, y, z). The z coordinate shows the height of the tile. A tile connected to another tile of at least 2 height less will have an impassible cliff that prevents movement between them by land units. Terrain height also plays a large part in unit vision, as cliffs reduce line of sight for units beneath them. See the examples below.
As you can see, the unit has more tiles in its vision when it is on top of the cliff. Understanding how height interacts with vision will be very important in your time on Gladius.

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Special features also grant additional resource bonuses to adjacent tiles, making them very important when planning a city.

Below weapons are a unit’s traits and buffs/debuffs. Here is where you’ll see things like whether or not your unit is in cover. Default traits are typically white, Temporary Beneficial traits are typically in green, researched traits are typically in blue, and negative debuffs are typically in red.

Finally, a unit’s abilities are shown in the square grid at the bottom of the unit card. Here you can toggle overwatch, disband your unit, skip your units turn, or order your unit to standby until it is fully healed. Some units (heroes, for example) will have multiple unique abilities to use on this panel.

Cities are the production centers and the heart of your territory. If a player loses all of their cities, then they will lose the game. The headquarters is visible in the bottom left like any other unit, and possesses its own weapons and traits. Cities usually have high HP and armor, allowing them to be fairly safe from most neutral units and scout armies. Cities also serve as transports, allowing your infantry to take shelter inside them and recover while away from enemies.

Cities show their population, population growth, and net gains or loss of each resource on the left panel. Below that are the buildings, which can be individually turned on and off to conserve resources that may be in a shortage. Each building type produces units independently of other types, meaning that you can make infantry units at the same time as producing another building. Duplicate buildings increase the speed at which units will be built, or the amounts of resources produced each turn. Each building except the HQ requires a population to operate at maximum efficiency, so keep an eye on your population to ensure that you have an equal number of citizens and buildings. Cities acquire tiles, giving units that are stationed inside them additional damage reduction and healing bonuses. Technologies can expand city tile acquisition range. Each tile also costs 1 influence upkeep per turn, so keep that in mind when expanding your cities.

Loyalty is also important, as positive loyalty will give bonuses to city production of units and resources while negative loyalty will penalize it. Loyalty decreases for each additional city you found as well as each population growth. Loyalty is also stored locally in each city, so one city may have more than another depending on population size and buildings present. Higher difficulties give AI loyalty bonuses, increasing their overall resource output and production speed.

You can see changes like players founding new cities or capturing outposts in areas of fog that you have previously revealed but don’t currently have vision of. This usually allows you to get some early warning if enemies are advancing from that direction.

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If you can see the edge of a player-owned outpost tile while exploring but don’t know what faction that player is, look closely for the banners, decorations, and colors around its visible border. Each faction has a unique decoration feature for outposts, allowing you to tell what faction you are about to encounter.

You can set markers on the map for your allies by using . AI teammates will attempt to attack the point that you set, so this can be a good way to direct their forces.

Wildlife will often leave you alone early as long as you don’t attack them. Turning off overwatch for the first few turns can keep you out of conflict with neutrals if you are particularly worried about them, but an attack will end up drawing aggro. If enemy AI attack wildlife, it seems that it can sometimes trigger the neutrals to attack you even if you haven’t attacked them (unconfirmed).

Pay close attention to the traits of your units and their weapons. These can have massive implications for the most efficient usage of certain units. For example, Devastator Marines deal more damage if they don’t move before they attack because of their weapons’ Heavy trait. This can lead to a much higher damage output if you find a safe location for them and leave them there.

If you have find yourself having difficulty spotting sneaky cliffs that obstruct your units movement, consider toggling on the «Show Cliff Highlights» setting in the video options. This will put a yellow highlight on cliff borders that makes them much more visible.

If you find yourself having a lot of trouble with wildlife, consider advancing more slowly. Starter units will often fare poorly if they become surrounded or outnumbered by neutral units, and there will be a lot of them at the beginning of the game.

This guide contains most of the information that you’ll need to understand the systems that pull the strings behind Gladius Prime. Please comment if you notice incorrect information, have suggestions for sections that would be useful to add, or find anything confusing. I really enjoy Gladius: Relics of War and hope that this guide enhances your experience with the game.

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