Total War: WARHAMMER III

Total War: WARHAMMER III

Vampire Coast Expansion: Pirate Life
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Update: 26 May, 2024 @ 3:55am

Update: 24 May, 2024 @ 10:33pm

lords bound to the ship - if a lord with shipbuilding died in battle and his army survived, he may either be restored in post battle or take the whole army down - requires testing
bottom line you shouldnt be able to replace him at any situation


removed all environment effects because my graphics card sucks
you can either sub to mod shown in the credits list or you can buy me a new graphic card


added lesser stalking to aranessa idk why
nothing interesting i can add to a human as a ritual

added 3 more bombard abilities to shipbuildings
added a summon ship ability to luthor's shipbuilding
these things stack if it wasnt obvious
5 ships fleet means 15(+3) army ability uses
i dont like that one bit
and some more things i forgot































i write this here so i remember why i did all of this nonsense
dont need to read this
****************
added shipbuilding to vanilla generic vampire lords
= creates bugs >> removed


>

added duplicate generic vampire lords with shipbuildings
removed vanilla generic lords from playable coast factions
= creates bug with garrison lords^1 >> restored generic vampire lords , added a script to hide their recruitment
script is not fast enough and takes 0.1 seconds to work >> removed, turned script off
^1bugs: garrison lords have "shipbuilding" auras
>

added duplicate generic vampire lords with shipbuildings
removed vanilla generic lords from playable coast factions
= creates bug with garrison lords >> restored vanilla generic lords with special permissions
should not appear on recruitment and shouldnt have shipbuildings
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Update: 24 May, 2024 @ 2:32am

ghostship :
skeleton and animation reworked to the vampire coast coastship skeleton
added different riders:
2 deck gunners on each side
1 deck cannon on each side
4 cannons on each side
1 sniper or whatever on each side
1 chilling zombie on each side
hitbox reworked, increased size by a lot (requires testing)
entity stats changed, made much slower but can hit a ok speed if not changing direction
probably needs to be nerfed



added 6 army abilities to the bombard shipbuildings
added some tech nodes and things i dont remember
fixes

Update: 22 May, 2024 @ 12:02pm

removed generic garrison building for aranessa
changed contract feature to trigger every 5 turns
added traits to the sartosan male admiral
added portraits and unit cards
luthor's ritual breakneck speed changed to 50% move range
added some trait effects, bundle effects
polishes and fixes

Update: 20 May, 2024 @ 12:52pm

polishes
added unit to luthor harkon through pk rituals - salt of the depths
14 cannon riders on both sides, 1 triple gun rider on front


added sea units button for luthor and noctilus, uses dynamic script SO IT SHOULD WORK ON SAVES
report if not

Update: 19 May, 2024 @ 12:54pm

rate the mod plox
raiding now generates infamy
static infamy reward for razing removed
added dynamic reward based on the buildings in the region
reworked deathship stats
added ror artillery for luthor harkon, its pretty cool, it has biblical references and you will like it whether you want to or not
polishes fixes and changes



big ships info:
i should have done this before but i was too lazy
all of the big ships, the dread abyssal, the dreadfleet, the pride of the fleet and the rest in custom game currently use a single bone skeleton, which means every part of the ship has the same animation
the sails, the lamps the whatever all do the same thing
i am in the process of redoing all of those ships, there will be a bone for every part of the ship and an animation for each part of the ship, this takes a lot of time and effort but its pretty cool
i can add a zombie playing a piano and shit
to see an example theres a unit called harkonship_test_jericho in custom game



Update: 17 May, 2024 @ 8:07am