Total War: WARHAMMER II

Total War: WARHAMMER II

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You are a Pirate! (Additionnal Reinforcements for Vampire Coast Factions Vanilla/SFO/Lucky/Radious)
   
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Tags: mod, Campaign
File Size
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Mar 1, 2020 @ 10:19am
Apr 26, 2021 @ 4:47am
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You are a Pirate! (Additionnal Reinforcements for Vampire Coast Factions Vanilla/SFO/Lucky/Radious)

In 1 collection by Gwenolric
Reinforcements Collection (Vanilla/Radious/SFO/Lucky)
16 items
Description
Compilation Link :

https://steamcommunity.com/sharedfiles/filedetails/?id=2015053443

Feature: Affect both Player and AI

This mod brings new abilities to all the Vampire Coast factions during battle, similar to how Menace from Below is used for Skaven. However, unlike Menace from Below or Raise Dead, the units don't degrade over time and do not loose HP for just existing. Because of this, it heavily favour the Vampire Coast with up to 7 additional units that they can bring in a battle.

#1:### ALERT! ### Currently, summoned unit can't summon something, Denizens of the Deep is disabled

Yar Har Fiddle-Dee-Dee :
After building in the Horde of your starter Legendary Lord the special building;

The Awakened Special Deck : The Black Coffin.

Pirates of Sartosa Special Deck : The Saw-Shark's Blade.

The Drowned Special Deck : Cylostra's Balcony.

The Dreadfleet Special Deck : Sylvanian Battlements.

This skill will give all the forces (factionwide) a skill that can summon a Vampire Fleet Captain (Deep) (Rotting Promethean) in battles. This skill also allow to instantly execute a siege assault, without having a need to possess a unit with the attribute "Siege Attacker".

Pre-charge:360s
Number of charges : 1


#2:
We Float on our Boat :
After building in the Horde "Harpoon Launcher (T5)", this skill will give all the forces in the region (regionwide) a skill that can summon up to 2 Deck Gunners in battles.

Pre-charge:30s
Number of charges : 2
Recharge time : 120s


#3:
Hang the Black Flag :
After building the main building in the Horde "Great Cabin (T5)", this skill will give all the forces in the region (regionwide) a skill that can summon up to 2 Depth Guard (Polearms) in battles.

Pre-charge:125s
Number of charges : 2
Recharge time : 175s


#4:
Buried Deep Away :
After building the main building in The Galleon's Graveyard "The Maelstrom (Raging T5)", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon a unit of Animated Hulks in battles. This skill is exclusively available for the currently own regions.

Pre-charge:25s
Number of charges : 1


#5:
Sail the Sea :
After building the main building in Lothern "Occupied Lothern Level 5", this skill will give all the forces (factionwide) a skill that can summon a unit of Syreens in battles.


Pre-charge:160s
Number of charges : 1


Is this compatible with Radious/SFO/Lucky/My grandmother's overhaul?
Yes ... and maybe no (for the stats). This mod doesn't create new units but instead use the original units of the game. Meaning that if it is like SFO or Radious, which modify the core stats of the units, it is compatible. However, at the same time, those units don't get a single bonuses from the faction, from technology or Lord's traits. They are the vanilla of the overhaul (or not overhaul).

So that means it works with everything? Right?
Hehe ... no. I have only made sure to be compatible with the 3 major overhauls right above. I also made sure to abuse the official landmarks that are almost never removed. BUT as you can see on the description, I use a number of technologies and buildings. If some mods were to remove those buildings/technologies, the mod would not work and most likely will crash.
So, if you download a technology/building overhaul with only this mod (and I mean it, ONLY THIS MOD, which should be the last suspect) and it crashes, that means such building/technology has been removed and you should not use this mod.

Is it save compatible?
Yes. In reality, because it doesn't add new units and just add abilities to buildings and technologies, it will not crash your game and you can delete it at any moment and keep playing without worrying about restarting a campaign.
16 Comments
willyinuyaz May 12, 2020 @ 8:19am 
@Gwenolric Sorry sir for late answer, I replay playing again until Hang the black Flag and Summon a Vampire Fleet Captain (Deep),

The point 1 is it don't work in sea :(

For point 2, it seems other mod adding another building that makes the building of Summon a Vampire Fleet Captain (Deep) appear in level 1 instead of 5, after i discard that mod, it all becomes normal

Thank You Sir for your response :)
Gwenolric  [author] Apr 9, 2020 @ 11:14am 
@willyinuyaz

The point 2 is not possible since it is the end building in hordes. So, it's impossible to have a second stage. I don't know where did you get that from.

The point 1 is weird. Since there is absolutely nothing that necessite a siege. Also, if you played with my beastmen mod, they are literraly the same mod for the regionwide abilities. So, I don't understand how it is possible to have an issue with one but not the other. Where does the issue arise exactly? Sea, neutral ground, own territory or enemy territory?
willyinuyaz Apr 9, 2020 @ 10:15am 
and sir, may I suggest for making it factionwide since the army of Vampire coast is so weak. Really having problem when fighting other faction especially elf, wood elf, dark elf, empire :(.

When I use your other mod for beastman, it is really fun to play with sir's mod, Thank You very much :)
willyinuyaz Apr 9, 2020 @ 10:09am 
Sir, there are bug sir :
1. Hang the Black Flag = after i build it, it don't appear in my army ability, only when I garrison my unit in city it only appear (it's like this ability only can use when we are beseiged)

2. Summon a Vampire Fleet Captain (Deep) = It disappear from my army ability when I contruct the Level 2 Building stage
The Wriggler Mar 7, 2020 @ 2:38am 
Typical elf-thing foolishness
Gwenolric  [author] Mar 7, 2020 @ 1:13am 
@Okrund Murthorsson
Are you serious? Like, no joke. Repeat that question in your head, think a bit, click on the collection and maybe, maybe, you will find an answer. Btw, congratulation, you are the first of your kind to comment.
Rustic Clover Mar 3, 2020 @ 7:58pm 
I'd personally be against having these crumble.
Gwenolric  [author] Mar 3, 2020 @ 3:43am 
@Rusty Shackleford
Yes, the AI will definitely use them. They have the abilities, but the way they use them are ... bad. Like, Skaven bad. Most of the time they use them on CD on their own troop like Menace from Below. So to counter that, I tried to force them to use some only when "threatened". However, because most of the time it is on the powerful abilities with long CD, it is more or less the same. So, yes they can, but badly they will.
Rusty Shackleford Mar 3, 2020 @ 2:28am 
That's what I was hoping for! I assume the same for all your reinforcement mods? Also, can the AI use them?
Gwenolric  [author] Mar 2, 2020 @ 11:03pm 
@Rusty Shackleford
No good point, I shall write it down. They are reinforcement not magical summon so no crumble for now. Maybe later I will add it but I don't think so.