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1) making sure it works with VCO without any issues
2) making sure it works with fishmen
3) the basic pieces for incorporating Piratical Encounters are all in, just gotta add the rest
Overall, the cutscenes don't work, that wasn't ever my focus.
What DB issues? What script breaks? I haven't encountered either
One possibly very relevant difference is that you can leave Nanu's mod enabled while playing non-Coast factions while that isn't necessarily recommended with PL.
To test the main feature for the most recent update of this mod, I did 1 run without either enabled, 1 w/ Pirate Life Enabled, and 3 w/. Sartosa Overhaul. I would recommend doing one campaign with each to see which you like more.
This lovely mod & Pirate Life can be run together, this and Nanu's as well, what about Nanu's x PL? I'm aware that they might have some overlapping changes, but as long as the essentials (added recruiting options) work...
I want to get as many mortal units to Aranessa as I can, incl. the Vampirates vanilla overhaul & Ogre Pirates exp for her. If you have ANY nugget of knowledge whether these mods could run together with yours (which I now MANUALLY MOVED ABOVE MIXER/IEE, as REQUIRED!) that would be <3 <3 <3, @LordOmlette. Either way, I appreciate you and your perfectly 5.0.5 compatible mod!
You are correct, if you want to use this mod with either IEE or The Old War, then load it above both. I have no intention of renaming anything and forcing anyone to resubscribe
I'll fix the link later on. In the meantime, there's nothing in Nanu's Sartosa Overhaul that would be incompatible with this mod.
1. Does this mod make the Rogue factions more active/aggressive enough to attack settlements like the WH2 mod roguier rogues? (I really loved that mod). https://steamcommunity.com/sharedfiles/filedetails/?id=2565917932
2. The pirate overhaul link you added doesn't work - any idea if this is compatible with Nanu's Saratosa overhaul?
Adding support for other pirate races will have to wait until all my other mods are updated but in theory there's nothing stopping anyone else from doing the same without anyone have to overwrite or conflict with anything. Open to suggestions which will, of course, be considered after all my other mods are updated.
roving_pirate:add_respawn (true, -1, 15);
Is 15 meaning the number of turns do you think? I'll change it and see if they turn up sooner. It didn't seem to work during the WH2 days, but maybe that only applies for an ongoing campaign and it needs to be a fresh one. I can probably make do with an inventive use of propjoe's console commands for now, spice things up. Mixu added a bunch of cool looking pirate fleet admirals in his Legendary Lords mod for instance, one subs in for Gentleman Jenkins which is neat.
And sounds good RE more random encounters, my method was very hacky, being able to kind of 'plug in' scripts without editing the main one the way I did sounds alot better. Thanks for letting me know, looking forward to seeing it potentially when Thrones of Decay turns up, take care.
I remember working with piercebuster on Pirates of the World. Adding a way for other people (read: not me) to have an easy way to add their own random encounters is still on the TODO list. You can see the start of it when any sea battle that results in a wipe causes a new shipwreck to show up. I'll take another look soon, probably when Thrones of Decay drops
Have you thought about intergrating a version of 'Pirates of the World' into the mod? There's a WH3 version called 'Piratical Encounters', but it hasn't been touched since October and hasn't added support for OvN Araby. Because they both edit the same vanilla script, I'd rather use your script because of all the fixes. But I patched it just fine for a recent Old World campaign. It's just an expansion of the vanilla army generator dice RNG with it checking if the Cothique and Araby mods are installed.
The other is to see if it's possible to reduce the respawn time for the Rogue Pirates to like 5 turns, because with fighting the AI they become rare to see indeed lol.
Many thanks, and sorry if this is a pester, no worries if you're not interested in adding them.
I don't think your friend is wrong about 3 buttons vs 1, I believe it was only the most recent shanty that you got that would provide the bonus/effect.
Your friend should've gotten a Modded Campaign Victory message since they got Amanar. Other vampirates + Lokhir should've gotten the Modded Campaign Defeat message. Since you (TK) don't fit either, you *should not* have gotten that message. That's definitely a bug.
...And Steam's shouting at me again for writing more essays! Damn you, character limitation!
For one, the "Modded Campaign Defeat" message is a tad strange. I get what it's supposed to say, but "Defeat" at a glance had me wondering if we did something wrong. Perhaps "Vortex Campaign Victory" or "Modded Campaign Completion" or something along those lines might work better. Secondly, I THINK VC used to have three separate buttons for the three Shanty verses in the second game, but according to my friend there's only one. Was that an oversight or a deliberate design choice, or is he just blind?
If the opening camera is fixable, that's gonna take more research, I'm not sure what the deal is there. Possibly because the WH2 quest battle map is so jank compared to WH3. But the final battle should be winnable now. (I'm not entirely sure how this went wrong, I really thought I fixed it last time, but it should work now.)
For Lokhir, if a vampirate gets the harpoon, he can steal it from them by defeating the faction leader, and that will prevent from gaining control of Amanar. (Vampirates can still try to steal it back from him or from each other.)
At some point I should probably improve Amanar's targetting UI, instead of 4 nearest targets I should let you pick the target like in Middenheim Grand Cannon. Maybe I'll try that after the next update.
We - or at least I - love your mod and look forward to doing something with Amanar as Lokhir once CA finally brings in Elven Colonies for the Dark and Wood Elves again. Does Lokhir get his own quest battle, by the way? ...Or any other specific effects from this mod?
...And in the mod description it says that the final battle is a non-quest mission in multiplayer, so I figured it was like one of those random missions that pop up like raid a place or kill a lord or what have you. Hence my surprise when we actually got a final battle to play.
Do you remember where the next army is supposed to pop up? 'Cause when we let the timer run out waiting for a spawn and scouring the map for invisible units, one of the Necrofexes in the middle was spazzing out and trying to re-adjust to get at something in the east-northeast part of the map. Could've also been the terrain, not sure.
* I doubt the broken camera is due to the Better Camera mod. None of the non-WH3 quest battles were updated for WH3.
* Not sure what you mean by the final battle not being a mission. The marker never popped up? If it wasn't a mission, how did you get into the battle?
* Highly doubt Amanar disappearing while he's derping around the background is something I can do anything about but it is funny.
* The enemies not showing up in the final battle is some that this mod is *supposed* to fix so I'm actually very frustrated that this happened to you.
If you have a save file from before the final battle, could you please send it to omlette@gmail.com along with your mod list?
First and foremost, the camera seems broken and starts you off staring at low-hanging section of stone ceiling as Lokhir monologues. This might be due to the "Better Camera" mod, but I'm not sure. Secondly, the final battle is not a mission in co-op, but an actual battle. However, after Lokhir's vanguard has been defeated, nothing happens. Lokhir himself also doesn't appear in the pre-battle screen, but that might be intended. We are currently stuck underwater with Amanar circling the arena and no way to finish the quest battle as intended. Oh, and Amanar occasionally pops out of existence mid-roar and while circling instead of smoothly traveling around. Either there's some units stuck in the terrain that we can't seem to spot or the next phase doesn't trigger properly. We're still on defeating the vanguard, but there are no more enemies to fight.
...And yes, my friend playing Sartosa had built the Peg Street Pawnshop there, but at some point I noticed that it wasn't providing me the trade goods it's supposed to. After demolishing and rebuilding the landmark it worked again. Might be due to a desync, might have happened after loading when we picked our session back up, I sadly don't know. Figured I'd still let you know, maybe you can do something with that information. Also, I was not using a mod manager, I was referring to the game's default launcher. I had your mod in my steamapps common folder, but it wasn't shown in the launcher. Restarting my PC fixed this, it seems.
So you captured Sartosa from Aranessa and the Peg Street Pawnshop wasn't working right? Or your friend built it and it wasn't working right? Either way is unexpected as I don't change anything for that building beyond adding leadership for sartosan units + maneaters.
What I wanted to report was the Peg Street Pawnshop that either randomly or after a reload - not sure - no longer provided the trade goods it's supposed to and as a result removed them from my collection as Tomb Kings. After rebuilding the landmark, the goods were returned.
Also, your mod shuffled around in my order just now, but that might not be the mod's fault.
I remember in game 2 you could actually see him on the campaign map, roaming around the seas in the area he just recently attacked.
Cheers!