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For anyone still floating by here, just because a mod is outdated doesn't mean it doesn't work.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
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.
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.
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?
There are now some examples of the armies this mod can generate.
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"
Still, great mod!
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.
Wood Elves don't make much sense to me though. Still, excited to download this mod and have more fun at sea!
It now works with double sea encounters and other mods that edit the encounters at sea script.
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)
Can you modify the rank of the lord based on turn count as well?