Total War: WARHAMMER III

Total War: WARHAMMER III

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Piratical Encounters (with Southern Realms & High Elf Sea Patrol support)
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7 Jul, 2023 @ 6:57pm
1 Oct, 2023 @ 5:22am
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Piratical Encounters (with Southern Realms & High Elf Sea Patrol support)

Description
Should work for patch 4.0

In the beginning... there was Anyndel's Varied Encounters at Sea for game 2.

Then... there was piercebuster's Pirates of the World for game 2.

Now... I bring you Piratical Encounters: a reimagining and rewrite of these excellent mods.

Piratical Encounters brings you much more varied challenges when exploring those mysterious islands and wrecked merchant vessels dotting the world's oceans.

Originally posted by Optional:
To encounter Estalian, Tilean and Border Prince pirates, you must have Cataph's Southern Realms. This is optional.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2927296206

To encounter a renegade High Elf Sea Patrol, you must have Cataph's High Elf Sea Patrol. This is optional.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2968330247

You can have one, the other, or both, and Piratical Encounters will dynamically deal with whatever you're using. Making it work this way was hell. I came close to tears several times. Enjoy.


How it works
All vanilla factions can be encountered at differing frequencies, as follows.

On a 96-sided dice:
40 chances bring you into contact with one of four different Vampire Coast armies.

13 chances assail you with Dark Elf slavers intent on filling their slave holds with your crew.

13 chances pit you against Norscan raiders (presumably from their longships).

3 chances each for the following factions:
Hungry ogres looking for a little meat to go with their seafood diet.
Skaven looking to search your holds for hidden warpstone.
Greenskins who just want a scrap.
High Elves who don't appreciate your interference with their affairs.
Empire freebooters looking to take your ships and weapons.

1 chance each for the following factions:
Cathayan pirates looking to acquire a little extra funds for jade.
Chaos warriors sailing to the dark gods know where.
Dwarfs who are sure you must be responsible for at least one nautical grudge.
Khornate warriors looking for salty blood.
Kislevite rebels who will shoot first and ask questions later.
Lizardmen who are quite sure that you shouldn't be sailing here.
Nurglish warriors who are looking for sea beasts to infect (but you'll do just as well).
Slaaneshi warriors tired of trying to torment torpid turtles.
Tzeenthian warriors with their own mysterious agenda.
Vampire Counts who didn't get the message about arming their zombies with guns before sailing the high seas.
Wood Elves protecting the kelp forests.
Beastmen taking a beach holiday between slaughtering villages.
Chaos Dwarfs making arms shipments.
Tomb Kings angry no one will serve them rum. Why is the rum always gone?
Bretonnians who made a vow to win a battle at sea... and here you are!

If you have Cataph's Southern Realms installed, the dice roll range is expanded by +15 with the following results:

13 chances of Estalian privateers looking to make money off your corpses.
1 chance of Tilean mercenaries hired to take your heads.
1 chance of a Border Prince patrol that drank too much last night, and now you're being too noisy.

If you have Cataph's High Elf Sea Patrol installed, the dice roll range is expanded by +3 with the following results:

3 chances of a renegade sea patrol who spotted you sailing in a protected Merwyrm sanctuary.


Some armies are themed, while others are quite general, but they are very varied, and at some point, one of them is likely to cause you trouble, unlike the very repetitive vanilla army encounters, which if you can beat once, you can beat a thousand times.

At present this mod does not have the animation optimisations that were present in Pirates of the World, partly because I have a pretty good machine and don't need them, and also because this mod makes use of far, far more units than that mod did.

Compatibility
Piratical Encounters should be very compatible. It will conflict with any mod that makes changes to wh2_campaign_encounters_at_sea.lua, and maybe some other stuff, but most mods shouldn't interfere.

Mod-added units will not appear unless support is specifically built in to Piratical Encounters.

Fair warning
This is my first attempt at a script-based mod, ever. It works, but occasionally armies don't spawn properly. I personally always make a quicksave before an encounter and I've never had an army fail to spawn twice in a row, but it does occasionally fail to spawn on a first try. If anyone with scripting expertise would care to offer advice, I'd be most appreciative. It's also possible I broke other things in my ignorance, but hopefully not.

Future plans
I might add support for more mods I personally use, but honestly, this one's about done unless and until I find problems or until a game update breaks it.
87 Comments
Dragon32 28 Jun @ 3:47pm 
Vacuity  [author] 30 Mar, 2024 @ 9:08am 
I don't even have the game installed after all the crap CA's pulled with this game: there are other games I'd rather spend my time, money and effort on.

If anyone wants to update the mod, feel free. If I ever bother coming back to the game, I'll probably update it myself, as I think the game's vanilla encounters are pretty lacking.
opuntia 28 Jun @ 2:40pm 
The last update was 10/01/2023
Has this mod been abandoned?
Baligdur 8 Jun @ 7:06am 
MOD BROKEN
Mumm-Ra 28 Apr @ 9:40pm 
update please
Pfleger Von Yggdrasill 19 Mar @ 11:39am 
Not compatible with OVN fishman, it will straight up erasing every starting hero or land encounters.
Enae 16 Mar @ 5:26pm 
Not working on 6.0
Lycia Pintella 27 Feb @ 4:19pm 
Is this compatible with Immortal Empires Expanded?
flupo42 16 Dec, 2024 @ 1:21pm 
anyone has this one working?
stevens2222 12 Aug, 2024 @ 11:55pm 
i love this mod, up pls
Kragg 21 Jul, 2024 @ 6:31am 
love this idea, will test in current version and report any useful feedback, if any