Total War: WARHAMMER II

Total War: WARHAMMER II

Varied Encounters at Sea (Outdated, see description)
44 Comments
Anyndel  [author] 7 Aug, 2021 @ 8:21am 
Thats great, its been a while but I remember I had had some issues making the captains be the appropiate races and stuff, so glad to see that worked. Adding it to the description like on the other mod.
piercebuster 7 Aug, 2021 @ 1:06am 
Hi Anyndel. Thanks so much for this mod. It was one of the first mods I ever installed and I remember it well, so I was inspired and released an expanded sequel to this. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2568219326

For anyone still floating by here, just because a mod is outdated doesn't mean it doesn't work. This one never stopped working. That said I hope you'll consider taking a look at my version. The lords are now specific to their race, it loads faster, and it even has OvN Araby support. :)

Cheers
Dizzy Ioeuy 23 Jan, 2021 @ 7:46pm 
Too bad, this mod was a lot of fun!
cybvep 20 Dec, 2020 @ 3:20am 
The mod author is no longer active.
sirmicou85 20 Dec, 2020 @ 12:50am 
Hello ! Could we get an update please ? :D
Anyndel  [author] 21 Sep, 2020 @ 8:29am 
-THIS MOD IS DISCONTINUED-

It might still function but you are better off not trying it, as I cant test to make sure its working as intended. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them and make their own versions, anyone is allowed to do anything with any part of any mod I made.
occamsrazorwit 30 Aug, 2020 @ 5:43pm 
I'm in the same boat. This seems to just disable Encounter at Sea battles now. On the bright side, it doesn't seem to break anything else.
sirmicou85 27 May, 2020 @ 3:33am 
Hi ! Could we get an update please ? :)
Vaelore Onari 22 May, 2020 @ 4:34pm 
Time for an update, if you please
ambroise 23 Mar, 2020 @ 8:00am 
Hello plz restore instant lvl 40
Rustic Clover 4 Mar, 2020 @ 1:31pm 
Also, is this Save Game compatible?
Rustic Clover 4 Mar, 2020 @ 1:45am 
I'll also add that this mod makes it where Repanse de Lyonesse's three Banner Quests don't show up.
SpacenoidZeon 25 Feb, 2020 @ 8:19pm 
Now that the patch is officially released, I can corrobrate nop277's report that this mod in particular prevents Isabella von Carstein from becoming available for recruitment. She is perpetually in a state of 'unlocking in 1 turn.'
nop277 12 Feb, 2020 @ 12:56am 
Just wanted to mention I've found a bug with this mod that causes Isabella Von Carstein to be unable to be recruited. I've removed all other mods and narrowed to this mod, although I'm not sure what this mod could do to cause this behavior. I am using the most recent beta patch so maybe it has to do with that, you can pretty easily recreate it by just starting a new Vlad Von Carstein campaign and you'll find her to be constantly in a state of being available in one turn.
jmcnamar 23 Jan, 2020 @ 2:30pm 
Thanks for the reply!

Tried what you said and worked a treat. Turns out that a Beastlord in the HE Rebel colors looks like Lion-o from the Thundercats, who knew!

Will check out the discord. My aim was to have different army compositions for different regions on Ulthuan, but realised that wasn't possible with just editing tables. You seem to achieving something kinda similar with your script. I'm happy enough with it as is but will try to experiment with your implementation at some stage.
Anyndel  [author] 22 Jan, 2020 @ 4:00pm 
That depends specifically on the "faction_agent_permitted_subtypes_tables" table. When creating a rebel army it will choose randomly one of the generals allowed to the "wh2_main_hef_high_elves_rebels" faction for the leader of the rebels. Only way to secure a specific general to always spawn for high elf rebels in case of a rebellion is to delete all other entries for generals for that faction and add your own, and requires datacoring (ie using the data__ table and replacing the vanilla one entirely rather than you making an addition to it). For more info I reccomend joining the modding discord since Im sure this will have only generated more questions. https://discord.gg/ugGHrR
jmcnamar 22 Jan, 2020 @ 3:51pm 
Hi, nice mod, welcome addition, looking forward to trying it out.

I'm working on a mod to change High Elf Rebels to an army of monsters.

I'm having trouble figuring out how to change the general from a Prince to something else.

You said that you have to edit the main script to customise the generals. I just have to edit a table to change the default general of the High Elf Rebel faction. Can you tell me what table controls this, or if I should be using scripts instead?
Anyndel  [author] 20 Jan, 2020 @ 10:03am 
Yep, working on that, but its a bit trickier. The main problem is that I would likely have to go back to editing the main script therefore making this incompatible with any other mod modifying the sea encounter script, which Im not sure I want to do for something that is mostly superficial.
cybvep 20 Jan, 2020 @ 9:09am 
All fine and good, BUT these vampire pirate captains look so weird here. Isn't it possible to introduce proper race-specific lords without creating several new factions?
Anyndel  [author] 20 Jan, 2020 @ 8:57am 
@Guv
There are now some examples of the armies this mod can generate.
Anyndel  [author] 19 Jan, 2020 @ 8:49pm 
@cowardly
Yes, they are supposed to still be pirate captains mostly due to the fact that it is indeed the same faction. The reason the faction is the same and not several different ones is because the faction is tied to other scripts/quests and such that deal with the encounters at sea, so if I made a faction for each race, its little gain and a lot of incompatibility.

@xplosive
Its called "Encounters at Derp"
Xplosive 19 Jan, 2020 @ 8:34pm 
cool mod. anyone got a link to double sea encounters? cant find it on the workshop
Anyndel  [author] 19 Jan, 2020 @ 5:11am 
Not planning to combine them, you can use the merge function on Kaedrins Mod Manager to temporarily merge mods if having problems with the mod limit, merging makes updating way more of a chore, each time I have to change something in either or more mods I would have to update the changes in all of them and so on, and I really dont want to do that.
Anyndel  [author] 19 Jan, 2020 @ 5:10am 
Updated with different percentages, making it so Vampire Coast is most prevalent, then Norsca and Dark Elves, and then Greenskins/Empire/Skaven, wood elves are out.
Arekasune 18 Jan, 2020 @ 10:12pm 
Maybe just keep Wood Elves at a very low percentage chance? I hadn't considered the Vortex application as I hardly ever play that campaign, to be fair.
cybvep 18 Jan, 2020 @ 3:51pm 
Wood Elves may still appear in the Land Encounters mod.
GunKing 18 Jan, 2020 @ 11:55am 
I think Wood Elves could possibly be justified with a proper lore hand wave, say if a kinband tried to use/bring back to life a forgotten World Roots entrance and ended up stranded on a chunk of land that was broken off during the Sundering (or some other Warhammer world catastrophe)

Still, great mod!
Vacuity 18 Jan, 2020 @ 10:08am 
You're not wrong about the opportunities for fighting Wood Elves being pretty limited in campaigns though. Maybe they don't fit here very well, but I don't think you're wrong for trying to fit them in somewhere.
Anyndel  [author] 18 Jan, 2020 @ 10:06am 
Wood elfs are included because 1. Ported the army lists from my land encounters mod 2. figured you dont get to fight wood elves much on vortex so maybe it'd be nice for variety's sake, which is why I originally left them in, But yeah, will probably take them out and modify the scales, and considering what other races could possibly deal in piracy.
Vollhov 18 Jan, 2020 @ 1:21am 
I'm waiting for the combined pack of all these mods. :steammocking:
Rusty Shackleford 17 Jan, 2020 @ 11:41pm 
I'm confused why Wood Elves are included- is there some lore behind it I don't know?

Anyway, Tomb Kings would make a good addition! Tombfleets do go out and raid to gather slaves and such. Ghouls, Slayers, and other undead could fit too.
Arekasune 17 Jan, 2020 @ 5:43pm 
I agree with cybvep. Vampirates at 40, Delf and norscans at 20, etc.

Wood Elves don't make much sense to me though. Still, excited to download this mod and have more fun at sea!
Guvenoren 17 Jan, 2020 @ 3:09pm 
Got any images of the encounters?
Redfog 17 Jan, 2020 @ 12:34pm 
wow that was some quick work, amazing job.
Anyndel  [author] 17 Jan, 2020 @ 12:32pm 
Should now be compatible with the Totally Random generator mod, for some reason it was conflicting so I had to change the way this mod was called for.
Anyndel  [author] 17 Jan, 2020 @ 12:16pm 
Odd, let me see what might be conflicting.
Redfog 17 Jan, 2020 @ 11:19am 
so just for anyone who uses total random war generator, this mod seems to stop it randomizing if you wonder why that starts happening.
Voracious Beast 17 Jan, 2020 @ 7:25am 
I think dark elves should have a slightly higher chance than the other non VC armies
riki_cappelletti 16 Jan, 2020 @ 4:36pm 
you always create nice mods :) Well done !
Anyndel  [author] 16 Jan, 2020 @ 2:02pm 
@Eric
It now works with double sea encounters and other mods that edit the encounters at sea script.
cybvep 16 Jan, 2020 @ 9:04am 
My suggestion for % chances of encountering pirates of various races:
Vampirates - 40%
Norscans - 20%
Dark Elfs - 20%
Humies - 8%
Greenskin Pirate Kaptins - 8%
Rats - 4%
Wood Elves - 0% (keep them in land encounters, not sea ones)
Eric-1375 16 Jan, 2020 @ 6:41am 
So this would not work with double sea encounters or land encounter mods?

Anyndel  [author] 16 Jan, 2020 @ 5:10am 
I can rig the odds to make dark elves and norscans a bit more common which means making the others a bit more uncommon but still possible to meet. Regarding the ranks, yes it woudl be possible but it comes with another issue, while you can rank up lords when they spawn, they dont actually spend their skill points until its their turn, so its useless. I would have to spend their skill points one by one manually by the script, which I might do eventually.
cybvep 15 Jan, 2020 @ 10:14pm 
That's a great idea, but Wood Elves at sea shouldn't be common. Same for Skaven, it shouldn't be a common occurence to meet them there. Besides Vampire Pirates, by far the most common encounters at sea should be Norscans and Dark Elfs - the traditional raiders.

Can you modify the rank of the lord based on turn count as well?