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Kinda like Dynamic Invasions
@TheHippoAtYourWindow - I have not been able to confirm as I haven’t been able to play multiplayer with my friend for a while :(
@sarumanthecurse - yes this is safe to add part way through a campaign.
@Jolc3r thanks for that info I added the script into that file path by default in the packfile.
Tested a bit with Luthor and I am seeing ork and delf sea encounters.
@uruk it will be fine without a separate sfo submod. If you use modder factions you just use the existing submod for those factions.
@Gooberking - thanks, I hope you enjoy it.
@reu, @ADHDDoug @henryVI - thanks for the suggestions I will look at these factions.
agree with Yin yin! how about the unique tribes of the north mod? and maybe Marienburg?
Thanks for even considering it
@TdizzleGod
It's sea encounters, not new rogue armies or pirates
@Dragon32 and General Brooks - thanks, I will consider looking at weighting.
I agree weighting would be good. You might even be able to weight based on location if you wanted to be ambitious.
Can i also suggest perhaps a small chance of Cathayan pirates? They had a mighty fleet so it seems reasonable enough that a few might have slipped away to a life of crime.
Also, is this save game compatible? Would like to add it to an existing campaign, and i'm sure that'll become an FAQ down the line.
Thanks for bringing this mod back. Would it be possible to add some kind of weighting? To me pirate factions should be the most common pirates.
Maybe a High, Medium, Low rating for each faction where High is 5 points, Medium 3 and Low 1. Then total up the points, divide faction points by total to get % used in the roll. Would cope with people having mod-added factions or not and rating could be exposed in MCT
Realise that is in no way trivial.
Thanks for the mod regardless.
Thank you very much for bringing this mod to life!
@God of Warhammer - I will update with greenskins and high elves added
@opuntia and @rustic citrus - the mods will run together since my mod doesn't datacore the lua script that that mod does. However my mod will overwrite the changes for spawn rate and army spawning. The spawn rate of encounters in this mod is about halfway between vanilla and that. the other functions of that mod should work fine.
@Rip and tear - thanks, my wish is to be able to get a job at CA one day so I am trying to learn as much as a I can about lua script architecture and development.
Sorry to nitpick @RagnaroK I'm a big fan :)
Sounds super.
Question:
Is this compatible with:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2853661885
Thanks
OvN factions could probably work nice, atleast Araby and Albion, Fimir might be a tall ask, don't quite know their lore.