Total War: WARHAMMER III

Total War: WARHAMMER III

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Marco Colombos Charted Sealanes - IEE Sealanes & No Trade Networks
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29 okt, 2023 @ 15:45
24 jun @ 8:19
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Marco Colombos Charted Sealanes - IEE Sealanes & No Trade Networks

I 1 samling av RagnaroK
RagnaroKs Collective Mod Compendium
57 artiklar
Beskrivning
Greetings fellow mod enjoyers!

I grant to thee - A sea lane mod for your collection.

I have currently made 5 different versions of sea lane/node mods, at which you should only ever have one of them active when playing.

Ingame screenshot show some of the new icons for the new sea lanes, as well as a map of all the sea lanes.
Travel times between each sea node ranges from 2 to 4 turns depending on distance. A single really long node is 5 turns.

The point of the mod is to make some immersive connections between factions, as well as open up the enormous map for the player, promoting new styles of play and encountering factions and biomes you normally would not in said playthrough.

Considerations
  • Will the sea nodes work for AI? No only the player, CA never made it possible for the AI to use. Maybe some modder will crack the code some day, to advanced for me.
  • Does the vanilla nodes still work? Yes they do.

Nodes Vicinity

A list of sea nodes.
  • Tyrion <-> Teclis.
  • Teclis <-> Amon.
  • Amon <-> Rhodar.
  • Throgg <-> Borkill.
  • Red Duke <-> Ghorst.
  • Wulfric <-> Losteriksson.
  • Morathi <-> Rakarth.
  • Franz <-> Volkmar.
  • Emil <-> Wulfhart.
  • Louen <-> Leofric.
  • Fay <-> Alberic.
  • Leonardo <-> Philipp.
  • Byrrnoth <-> Thorgard.
  • Byrrnoth <-> Vikram.
  • Cylastra <-> Noctilus.
  • Cekhullil <-> Arathar.
  • Harkon <-> Zheng Shih.
  • Adalhard <-> Repanse.
  • Kadon <-> Ewald.
  • Lokhir <-> Duriath.
  • Ming Fan <-> Yoshimune.

Collection of Mods I Created
Thank you for spending some of your time, considering using some of my mods.
37 kommentarer
hugoleomarinho 23 dec, 2024 @ 8:20 
Thanks mate
RagnaroK  [skapare] 23 dec, 2024 @ 6:19 
:steamthis:Update:steamthis:

:sealdeal: Finally got around to adjusting the sea node locations back to their original spots.

3 nodes seem invisible and a few seemed a bit floaty. I am guessing its because of elevation underneath the custom parts of the IEE map, but I do not know for sure. :ratcoon:
RagnaroK  [skapare] 22 dec, 2024 @ 4:16 
@BluebirdSialis - Thanks for the feedback, I am hoping to have time for fixing and updating this mod today, it really needs it, as 50% of the locations is also out of place due to the map being extended a bit from when I made these.

Its just been extremely time consuming fixing up all my other mods etc. But this is on the list to be fixed soon, rest assured. :WHII_Dominate:
BluebirdSialis 21 dec, 2024 @ 20:13 
in sea_lane.lua line 55
you seem to misstype rakart for rak
BluebirdSialis 21 dec, 2024 @ 20:01 
Sealane missing in Thousand Maw.
RagnaroK  [skapare] 20 apr, 2024 @ 15:28 
:steamthis:Update:steamthis:

Finally got around to make the remaining flavour texts for the sea nodes.
RagnaroK  [skapare] 17 feb, 2024 @ 7:28 
I don't think so, as its physical nodes on the map with a teleport function, I never tested it though, so if you wish to put it to the test, make sure you have backup of your save file first. :steamthumbsup:
[Dolt] Ewokz 17 feb, 2024 @ 5:20 
Can you add this mod mid campaign?
RagnaroK  [skapare] 5 jan, 2024 @ 16:39 
Don't know, I haven't heard of the mod you mention, but if it is made for IEE and not using the same coordinates as mine, they might work, but I simply don't know.

My best advice would be to make a new game or backup your save file before trying. :steamthumbsup:
专业路痴 5 jan, 2024 @ 15:57 
Is it compatible with this MOD "Naval Networks - Global Sea Lanes!"