Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@LiquidThicc - I am no longer modding TW:WH2 so I don't expect to revisit this mod to make it compatible.
What I'm doing is using the Console Command mod when playing as Archaon and teleporting around the map. I took out The Boyz of the Forbidden Coast first thing and was waiting for them to respawn, and teleporting AI armies into the oceon and the sightline of rogue pirates with nothing happening. I'll also check to see if Amanar is moving around too. Plenty of sea treasure out there like you'd expect with the mod as such. Do you happen to know how long it takes for the rogue pirates to respawn? Just so I play enough turns to check. Cheers!
Still, would it maybe be possible for me to patch Mixu's Unlocker for my own use so I can use both, or is it not worth trying? I extracted wh2_dlc11_roving_pirates.lua from both mods and was comparing them in Notepad++. There's stuff at line 182 related to diplomacy that I don't think is possible to move around for example. Still, if the main compromise is that the respawning pirate armies don't fight the AI at all that's something I can live with.
Sorry for asking about compatibility with other mods and such, just figured it was worth a shot before I get too busy with tinkering. Thanks for your work, your Vassals mod is super helpful and I'm going to try Roguier Rogues my next campaign for sure.
Note that the only thing that doesn't work when Pirates of the World is enabled is the double treasure feature. Rogue pirates will attack everyone, Amanar will attack anyone who isn't a high elf.
It's me, Λ Υ Σ Α Ν Δ Ρ Ο Σ, in a new disguise. I've started a Huntsmarshal campaign and I see AI rogue fleets fighting with other AI. I'm very confident now that it works as intended
I'm doing a campaign as Vlad the Dad, so I won't see pirates at all this time around, but I'll get back to you with my findings as soon as I start a HE campaign :)
The reason I only consider armies at sea is because I don't want the AI to murder a faction before it has a chance to grow.
I've bumped up the logging on my side, bumped up the visibility range, bumped up the aggression a tiny bit, and also re-arranged some of the checks for suitability. I'll play with this for a week and if I'm happy with the results I'll release a new version next weekend.
I didn't notice your typo either at first :D hehee, was late for me too:)
By 80 turns in, the rogue pirates should've discovered almost all seafaring AI factions and gone to town on them. I'll take another look and see if there's something I might've missed.
In my most recent playthrough as Eltharion the Grim in Vortex, I only recall one instance of a pirates and an NPC faction going to war (Tiranoc declared war on Sloppy Cruickshank), but that could be because I wasn't paying attention. In my next playthrough, I'll keep a closer eye to make sure pirates really are declaring war on non-player factions.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1607558503
Could it be conflicting? KMM doesn't show any conflicts at all with my mod lists now, so I'm lost at what could be the problem. My last campaign with Grom had that mod disabled though, then again I did start it before this one was updated to current patch.