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I don't even have the game installed after all the crap CA's pulled with this game: there are other games I'd rather spend my time, money and effort on.
If anyone wants to update the mod, feel free. If I ever bother coming back to the game, I'll probably update it myself, as I think the game's vanilla encounters are pretty lacking.
Has this mod been abandoned?
If anyone wants to update the mod, feel free. If I ever bother coming back to the game, I'll probably update it myself, as I think the game's vanilla encounters are pretty lacking.
https://community.creative-assembly.com/total-war/total-war-warhammer/forums/13-report-a-warhammer-iii-bug/threads/353-need-info-sea-encounter-crash-bug
On the flip side, it seems to have fixed a crash that occurred when AI was picking up treasures.
"Outdated overwriting packs!
These packs overwrite CA data and should not be used when outdated:
VC_Naval_Encounters.pack overwrites:
script\campaign\wh2_campaign_encounters_at_sea.lua"
Mod manager error, unfortunately causing issues in-game. I think 4.0.3 hotfixed and hot-broke some things lol.
If it's the former, you'll need to identify the mod and remove it (or fix it). If it's the latter, you'll need to go back to a savegame prior to the script break and resume from there, avoiding whatever caused the break in the first place.
for information, i am NOT using your mod at the moment:
i am facing at the moment a lot of bugs, that i get chrashes, when find a sea encounter or the the army doesnt spawn. You mod in this specific area, do you know if this is a vanilla bug and does you mod could make it better?
I mean, yes, they're under-represented, but then, so is everyone aside from the Vampirates. And the main reasons they're so heavily weighted is that CA wanted it that way, and that they're such a small presence on the campaign map that without these encounters, you're quite possibly never going to meet them any other way. What weighting would you suggest? Remember that increasing any one faction's weight decreases the relative weight of everything else.
The descriptions are hilarious but shouldn't bretonnians be more represented than 1/95? I'm pretty certain that the lore supports the idea that they regularly engage in overseas errantry, and in-game some of their subfactions get maritime bonuses.
Jokes aside: Great mod!
Fixed, thank you!
SCRIPT ERROR, timestamp <246.1s>
ERROR - SCRIPT HAS FAILED - event callback was called after receiving event [FirstTickAfterWorldCreated] but the script failed with this error message:
[string "script\campaign\wh2_campaign_encounters_at_sea.lua"]:697: attempt to index global 'andom_army_manager' (a nil value)
The line:
andom_army_manager:add_unit("encounter_force", "wh2_dlc15_hef_cha_mage_beasts_2", 1);
It will conflict with any mod that makes changes to wh2_campaign_encounters_at_sea.lua, and maybe some other stuff, but most mods shouldn't interfere.
Mod-added units will not appear unless support is specifically built in to Piratical Encounters.
Does the Vampire Coast units and the Sartosa units mix into 1 with this one or does it require a patch?
Fixed an error in my variables that meant you were never actually going to spawn a Southern Realms force. Oops.
Added support for Cataph's High Elf Sea Patrol mod.
Possibly fixed an error that caused a Dark Elf army to not spawn in properly.
I think I'm going to take a couple of day's break from this unless until I find further errors.
Who am I kidding? I shall repeat all the old mistakes a couple more times and then discover new and inventive mistakes!
Jokes aside lovely mod, making use of the game greatest strength - it's sheer variety is a very good idea, ty Vacuity (loving the updated change logs too!),