Total War: WARHAMMER III

Total War: WARHAMMER III

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Murranji's Varied Sea Enemies Mod
   
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Tags: mod
File Size
Posted
Updated
1.702 MB
22 Nov, 2024 @ 7:51am
25 Mar @ 7:30pm
4 Change Notes ( view )

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Murranji's Varied Sea Enemies Mod

Description
Description

This mod updates the sea encounter battles to include 9 vanilla factions and 3 mod supported factions (Cataph’s Southern Realms, Nanu’s Sartosa overhaul and OvN Araby), as well as some small balancing changes to scale the difficulty and spawn slightly more sea encounters. They key feature of the mod are:

Different enemy types:

Sea encounter battles can now encounter enemy armies from Vampire Coast, Dark Elves, Norsca, Tomb Kings, Empire, Ogres, Bretonnia, High Elves, Greenskins and if enabled Cataph Southern Realms, Nanu’s Pirates of Sartosa (as a distinct faction from the Vampire Coast), and OvN Araby.

All post encuonter incident messages have also been updated to refer to the relevant faction fought in the battle to maintain consistency.

Balance changes

The encounters have been updated with an additional difficulty modifier to better scale the sea encounters with the intended campaign difficulty.

Hard - +1 unit
Very hard - +2 units
Legendary - +3 units

Approximately 10% more markers will spawn at the start of the game and an additional marker will respawn when the marker respawn timer passes (this is set to every 5 turns in the vanilla script).

Additional Information

This idea originally came from Anyndel’s Varied Encounters at Sea for Total War Warhammer 2, and to support additional mod based factions from a no longer supported game 3 mod by Vacuity.

Compatibility:
Not compatible with other mods that change the sea encounters - this mod will overwrite other mods that datacore the sea encounters script.
Works for Immortal Empires/IEE, Realm of Chaos and the Old World.

Check out also my Land Encounter Mod for IE and RoC.

Translations
German

FAQ:
Can you add more races?
Yes its doable - ask in the comments if you had a preference. I kept the number of races limited to those more likely to be encountered as possible sea raiders but if you think there is another race that is suitable it could be added.

Do certain cultures have different weighting?
It is fully random with all races equally balanced (11% chance if only vanilla, 8% chance with all factions enabled).

Could you do one without balance changes?
The changes to difficulty imo are still manageable and make the sea encounters more balanced for an engaging fight, 10 units for the enemy in most encounters was too easy in most cases. The number of sea encounters available on the map was also too low in my opinion (this was found from attempting to play test the script and finding very few encounters available).

Bugs
Cataph's Southern Realm faction is titled 'Empire' and Sartosa's faction is titled 'Rogue Vampire Coast'.

Socials
🛠️ I’ve launched a Patreon! If you enjoy my mods and want to support my work, you can now help me create more by joining here:
🔗 https://www.patreon.com/murranji
Follow me at murranji[bsky.app] on bluesky to keep up to date with my modding.

Credits:
Murranji - database and scripting (with assistance from chatgpt 4o)
Cataph for Southern Realms
Nanu for Pirates of Sartosa
OvN team for Araby
Based on original script by CA
RPFM team
Dall-E for title art (I normally try to do my own dodgy art title screens but couldnt really get anything suitable for this)
50 Comments
Wendigo 20 May @ 1:50pm 
there's some new pirate units in mods thatd be awesome for encounters, GIS' Orc Guns, Warmachine expansion. Adds pirate orcs. Roar of the Jade Sea. For Cathay Pirates. Skaven clans. for clan Skurvy pirates. Maxems Empire Marines & Seamen. for empire naval forces. The Black Sun Fleet. for dark elf pirates. these should provide ample variety.
SprachZauberer 13 Apr @ 5:32am 
Hey @Murranji: I made a German translation for your mod: here
emiel123 7 Mar @ 1:48am 
Adding the new fishmen from OvN would be a nice one maybe
Murranji  [author] 25 Jan @ 10:03pm 
@sarumanthecursed - yeah I have got some thoughts about later game invasions, I want to see what CA does with their planned endgame overhaul first though.
sarumanthecursed 24 Jan @ 5:59am 
Hey Murranji, have you ever thought of introducing a random events/invasions mod?

Kinda like Dynamic Invasions
Irradiated_Haggis 23 Jan @ 12:27pm 
Great! Thanks!
Murranji  [author] 19 Jan @ 4:39pm 
@Irradiated - this would be compatible as it uses vanilla records. You will need a faction specific sub mod if you use the modded factions.

@TheHippoAtYourWindow - I have not been able to confirm as I haven’t been able to play multiplayer with my friend for a while :(
TheHippoAtYourWindow 9 Jan @ 3:55pm 
can anyone confirm if this works in multiplayer? amazing mod idea btw
Irradiated_Haggis 7 Jan @ 7:35pm 
Does this work at all with Radious?
Murranji  [author] 3 Jan @ 12:51pm 
@Yung Whizzars I am a bit hesitant to change the balance too far away from vanilla. One legendary or very hard the endgame encounter does have either 18-19 units though.

@sarumanthecurse - yes this is safe to add part way through a campaign.