Total War: WARHAMMER II

Total War: WARHAMMER II

Nanu's Active Oceans
151 Comments
General Brooks 15 Jun, 2024 @ 2:01pm 
I appreciate your efforts and I'm sorry that you're feeling burned out. I hope the situation changes and we can experience your great mod again in 3, but I understand how unlikely that is.
Thanks for all your great work!
Nanu  [author] 15 Jun, 2024 @ 1:42pm 
@General Brooks I know. I tried, I really did. I had a prototype two years ago but the system I used for creating and programming the spawned armies is broken in WH3 and hasn't been fixed since. CA doesn't care. Every patch they introduce new bugs and remove things that break mods. I'm tired of it. Even if I were try to port this again it would take months and the game is already dying. I'm just burnt out and don't trust CA to not kill off this community like they did with Three Kingdoms.
General Brooks 15 Jun, 2024 @ 11:42am 
A warhammer 3 port would be great if possible
Dardysing 4 May, 2023 @ 5:38pm 
will this be ported to wh3
Rayor 18 Mar, 2023 @ 9:34am 
sex
krishkrush 1 Sep, 2022 @ 12:24pm 
port to WH3 pls
GlaDi 6 Jun, 2022 @ 7:15am 
Next step would be Merchant Caravans. Caravanes would travel between capitals of trading nations. Destroying said caravan would give a chance for money and item drop. Caravans could be at war with factions that "Mother factions" are.

Also. Gib Dwarf fleets. pls/. Ironclads go BRRRRR
Nanu  [author] 23 May, 2022 @ 7:51pm 
Dark elf fleets should not be hostile to Lokhir, I'll have to adjust that.

They are however different than merchant fleets. The dark elf and norsca "merchants" are slavers and raiders. They have higher quality troops and greater numbers, and they accumulate their payload over time rather than randomly generating one each time they make port. It is intended for them to spawn with higher numbers and better quality troops
Nara 23 May, 2022 @ 4:28am 
My experience with this.
Start as Lokhir, my main port spawns a transport ship
Said transport ship turns hostile when coming close to my black arc
Then it hangs around and tries to attack
Then a second transport ship with elite units spawn from citadel of dusk faction
And it's immediately hostile.

So, obviously, ships from YOUR faction should not be hostile to you. And transport ships should not attack you, they should run away, nor should they have 15 units initially. Transport ships are, if we are going by the pirate settings, supposed to be the easy pickings for pirates, they are supposed to run away, otherwise they would not need patrols and escorts. I suggest lowering the enemies on transport ships, while making the fleet awareness status go up faster. A risk to reward game, like piracy was. Or maybe this is not intended for use at all beyond the vampire coast.
unless specifically stated 16 Apr, 2022 @ 6:26pm 
Unforunately, the mod is no longer working properly since the last several updates. Mechant fleets provide no rewards (there is no event pop-up after defeating it) and hunter fleets travel through the land all the time. I use many script-heavy mods (like OvN, no SFO though) so this might be a conflict.

Edit: I just figured out that rewards are only granted to the Vampire Coast factions XD

This is understandable, however giving those to everyone would probably be better, especially for Dark Elves, Norsca and Skaven. Anyway, thanks for the mod.
Arker 3 Apr, 2022 @ 5:22am 
can you tell me why he and bret fleets travel through lands often?
these behaves usually just make ai know them, hate them and will attack them even both are order faction or same race
i think you should really make them ally with the trade faction or at least there kin, it's been a trouble since when the era of peace comes almost all my order alliances have huge interest on attack any new and strange faction
and also, i can not recieve anything or gold from defeating the fleets, i already put the mod on top
though it's work with sfo, so maybe your mod has some issue with it
Rhys 5 Mar, 2022 @ 10:40am 
Hey great mod! just one question do the hunter fleets only attack/go for the army that destroyed the Merchants? can they take settlements if they attack it?
Dozer 23 Feb, 2022 @ 7:04pm 
brilliant addition to the game that brings life to what was otherwise a lifeless ocean. cheers my dude and many thanks!
Big Sneeze 10 Feb, 2022 @ 2:23pm 
Oh that's very good, then this might be compatible with Pierce's pirate encounters, thanks for answering!
Nanu  [author] 10 Feb, 2022 @ 6:36am 
@Big Sneeze No
Big Sneeze 10 Feb, 2022 @ 5:01am 
So does this override the vampire coast sea encounters?
A.Pot 7 Feb, 2022 @ 6:18pm 
Gave this mod a try. Its also really great for other factions like Bretonnia, Dark Elves, Eltharion in giving them extra enemies to fight.
Dragon32 6 Feb, 2022 @ 4:07am 
@Nanu
Ah, thanks. I should've checked there first but that's great to hear! Thanks again for the mod.
Nanu  [author] 5 Feb, 2022 @ 5:38pm 
@Dragon32 Yes, Vortex was added in mid January, I thought I made an announcement about it but I guess I hadn't. I do always keep a record of my mods in the change notes too so if you ever need information on recent updates check there and I'll have listed any changes I made.
Dragon32 5 Feb, 2022 @ 5:04pm 
Hey Nanu, have the Vortex map port locations been added? You mentioned it around Christmas time or so but I don't recall seeing anything since.
Nanu  [author] 5 Feb, 2022 @ 4:29pm 
Please report any bugs in the Report any Bugs discussion, I have tested a campaign up to 70 turns but there may be problems I haven't seen, any feedback is helpful for improving the mod. Thank you all so much for your patience with this fix!
Nanu  [author] 5 Feb, 2022 @ 4:27pm 
Idle fleets bug has been fixed!
General Brooks 3 Feb, 2022 @ 2:36pm 
Just want to chime in and say your mod is already great and I think fleets are hard enough, but if you do review them it would be good to make them as thematic and loreful as possible, eg an emphasis on sea guard for the high elves
f.c.sauer 3 Feb, 2022 @ 1:32pm 
Well, don't put too much effort in it, it is already great!
Nanu  [author] 3 Feb, 2022 @ 12:41pm 
That actually is something I hadn’t anticipated, yes the ai lords will definitely gain experience from fighting merchant and patrol fleets, so it makes sense that the patrol and hunter fleets should get stronger. Maybe I’ll go back and start adjusting the experience of the units and lords for active oceans fleets as the game progresses, that would help balance things a bit. I can also adjust troop qualities based on difficulty, it’s entirely possible just tedious
f.c.sauer 3 Feb, 2022 @ 9:34am 
Thank you for the answer. I understand that the different difficulties make it hard to balance. Changing the power of the army depending on the campaign/battle difficulty is an interesting concept... No idea if that is possible though.
My question was mainly related to if the AI factions will spawn decent hunter fleets against them. I just noticed that while the pirate factions are not the strongest in my campaign, there Lord levels are significantly higher than any other's. (eg: 25-27, compared to 15-17 of the other factions). It seemed like they are solely getting stronger by attacking these merchants.
Nanu  [author] 2 Feb, 2022 @ 9:05am 
@f.c.sauer the Patrol fleets will attack all pirate factions they come near, including vampire coast factions, the Blessed Dread, and the roving pirate factions. They will also attack if you have declared war on their respective factions. For instance, if you're playing Lothern and attack a Bretonnian Merchant Fleet, Bretonnian Patrols will start to attack you when they come near. You may also trigger a hunter fleet to attack as well.

I have considered making the fleets stronger, but people play at many different difficulties and honestly its so easy to cheese the AI that it hardly makes a difference
f.c.sauer 2 Feb, 2022 @ 8:11am 
Hi Nanu,
Thanks for making this mod, it is cool. Just wandering though, will the Patrol and Hunter fleets also go after the AI? And how is the strength of these fleets calculated?
I mean, it wouldn't make sense if you gain gold by plundering, and then some extra bonus XP from the fleets that are hunting you down, if they are too weak compared to your army. I haven't tested that enough yet, but it does kind of seduces me to become a High Elf Pirate.
Nanu  [author] 2 Feb, 2022 @ 4:35am 
@Gleen Cross thats just CAs diplomacy system, they'll still declare war if you get too close
Gleen Cross 1 Feb, 2022 @ 6:45am 
The concept looks cool as hell, but I tested a Luthor campaign and it was weird how the other non playable pirates (those factions that you have to beat to unlock the RoR units) they all become friendly because they share a war with these modded fleets. It's possible to revert that in some way, maybe give a negative diplomatic penalty between them? idk, it just felt weird to me
=[NK]= Col. Jack O'Neil 31 Jan, 2022 @ 5:31am 
Thanks :)
Nanu  [author] 31 Jan, 2022 @ 5:23am 
Thank you all for the bug reports. I am working on a fix for the inactive fleets
unless specifically stated 30 Jan, 2022 @ 9:23pm 
Same issue for me. Spawned fleets are just not active at all. I activated this mod mid-campaign though.
General Brooks 27 Jan, 2022 @ 5:49am 
Great mod, but had a similar issue where the spawned fleets were a little passive and they later stopped spawning at all. Also running pirates of the world but not sure how that would effect things.
cybvep 23 Jan, 2022 @ 1:49pm 
Great concept, but unfortunately all the armies spawned by he mod became passive after several turns, making the whole thing a bit pointless. Not sure what's the cause of this. Is the mod compatible with Pirates of the World?
Rustic Clover 22 Jan, 2022 @ 11:08am 
Does it work in multiplayer?
Dante 19 Jan, 2022 @ 12:25am 
Idea:

If you could mod a 'stance' for the factions such as High Elves which allows us to put armies on patrol close to our ports so that if a friendly merchant fleet is attacked nearby we are given the option to defend it (same with how the Empire can send units to defend elector counts).
nopasties 13 Jan, 2022 @ 7:04am 
Really like the mod. It makes oceans alive when before it was just something to cross to conquer something. My only thing is why if I am playing the High Elves and I sink a fleet of Dark Elf slavers is my trade hurt when it is off my coast? Like I get sinking Empire or Bretonnia traders.
nab 13 Jan, 2022 @ 5:55am 
Does this mod only apply when I play as a Vampire Coast faction?
Big McLargeHuge 11 Jan, 2022 @ 11:41am 
This is awesome
Nanu  [author] 6 Jan, 2022 @ 1:07pm 
@Anax I could, but I won't. It's a lot of work to create a mod like that and it would just fill the void Rogue Armies would if CA actually supported their game and fleshed out outdated and nonfunctional mechanics.
Trepen0004 6 Jan, 2022 @ 8:59am 
Do you know if this will work with piercebusters pirates of the world?
Anax 6 Jan, 2022 @ 8:11am 
can you make similar mod like bandit armies at land ?
Caracalla 4 Jan, 2022 @ 4:08pm 
I love this mod, just adds an added sense of realism to the whole thing. brilliant addition.
Anax 4 Jan, 2022 @ 4:53am 
if youplay with good factions empire bretonnia etc can you attack fleets from bad factions like skaven greenskins etc?
Anax 4 Jan, 2022 @ 4:52am 
i just found this mod now and i can say this is just amazing
Half Chub Hero 2 Jan, 2022 @ 7:51pm 
That thumbnail tho :steamthumbsup:
Nanu  [author] 2 Jan, 2022 @ 10:31am 
Doubt it, Each fleet has a high chance of spawning lower tier units, with 5 guaranteed lower tier. The only fleets that should give you trouble are Hunter fleets, and they’re meant specifically to cause trouble, you’ll probably need a second army to reinforce for them
Vaxar Kun 2 Jan, 2022 @ 5:53am 
in general, how strong one ship's crew is? There are some mods that can make an army overall weaker (e.g. tabletop caps) - i wonder if the fleets would be too strong in case such mod is used?