Total War: WARHAMMER II

Total War: WARHAMMER II

Nanu's Pirates of Sartosa Overhaul
 Este tema se ha marcado como fijo, por lo que probablemente sea importante
Nanu  [desarrollador] 25 FEB 2019 a las 10:35 a. m.
Suggestions
This thread is for any suggestions about where this mod should go or concerns about where it's heading.
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Mostrando 1-15 de 70 comentarios
SavetheBees 26 FEB 2019 a las 2:57 a. m. 
Please add the anti-large of Aranessa in her Leviathan mount. Also, some of her skills disappear when her Leviathan mount is picked.
Nanu  [desarrollador] 26 FEB 2019 a las 7:37 a. m. 
@SavetheBees post a screenshot in the bugs section, I'll see if I can replicate it.
Fenris 26 FEB 2019 a las 4:43 p. m. 
Do tech tree buffs for undead still work for their living counterparts? (ex, rotting promethean vs living promethean)

Suggestions:

-Ogre pirate crew as a monstrous humanoid assault unit, if not quite as a direct living unit counterpart to animated hulks, then at least as an explanation why all the other Vampire Coast factions can have so many hulks. The bodies have to come from someone's navy using ogres, after all.

-Long Drong's Slayer Pirates hero/mercenary ROR. He is based out of Sartossa.

-Limited access to exiled elf or dark elf corsairs, maybe as an ROR. Possibly less well equipped as exiles. Spears and shields or repeating crossbows would be a little different compared to baseline Sartossa mod units.

-Access to some Southern Realms mercenaries, such as Tilean pikemen, Estalian swordsmen, or some of the pirate friendly mercenary companies would be in keeping with the lore. Maybe a patch with Cataph's Southern Realms, allowing limited access to some of the units and appropriate mercenary ROR's?

Última edición por Fenris; 26 FEB 2019 a las 4:47 p. m.
Nanu  [desarrollador] 26 FEB 2019 a las 7:12 p. m. 
@Fenris I will eventually overhaul the entire Pirates of Sartosa tech tree, but for right now yes there are temporary effects piggybacking off of vanilla techs so your units will get buffed with the vanilla technologies.

As far as Ogres go, modders simply don't have the assets to make it happen, at least not to the quality I'm willing to accept.

Not sure about Dark Elves tbh, probably won't just because I want to keep that Old World aesthetic.

Buccaneers are already a thing, maybe the slayer pirates could be a RoR.

And I have purposefully avoided integrating any mod requirements so this could be compatible with everything. I already have my hands full porting this over to SFO, and Cataph's Southern Realms support is another huge endeavor. Perhaps after I rework the tech trees and create some new LLs.
Fenris 26 FEB 2019 a las 10:14 p. m. 
Fair enough on all points, thanks for responding.
World-Jumper 26 FEB 2019 a las 11:25 p. m. 
One unit idea I have been thinking about was some disgraced knights. They would probably be the Sons of Manann, though the Knights Mariner could work. This unit would act as a stand-in for Depth Guard, highly armored with a low unit count. The idea would be that these individuals were once proud knights of the Empire, but have lost favor with their order for one reason or another. As reverent to their patron god as ever, they now hire themselves out as sellswords for vessels, even sailing with the pirates they once fended off. They could have somewhat larger numbers than Depth Guard but would be less damage dealing. Probably tanker, though with no access to the Hunger would have a lack of access to healing. If you can use the assets from Willemsen's Knights of the Empire mod, that would be even better, though no guarantee of that. Obviously, they would not be mounted knights, but as they are "disgraced," that could be easily explained as having lost access to their horses. They would likely be recruited from either a tier four/five building in the privateer tree or from the temple of Manann building. Of course, there is the question of how useful a low unit count tank unit is in the game. It is rather difficult to hold the line when there aren't enough men to form an effective line with, you know? Still, just a thought to consider.
Nanu  [desarrollador] 27 FEB 2019 a las 8:15 a. m. 
@World-Jumper the Norscan Reavers already fill the heavily armored damage dealing alternative to Depth Guard. I might add a RoR unit of former knights at some point, but rn there are 9 new RoRs plus the 8 already in the base dlc.
Rachel L 27 FEB 2019 a las 12:04 p. m. 
Hey, i think we need some RoRs of other "races". Bretonnians disgraced kinghts (unmounted ofcourse), Dark Elves Raiders (crossbows) and soo on.
I also think that a few Non RoR units could be added: Canons (worked by humans), Mortars, Archers/Crossbows (If i renember well, archers and crosbbows were used in ship battles before the gunpowders, so it would make sense).
Nanu  [desarrollador] 27 FEB 2019 a las 12:12 p. m. 
@Rachel L I'm guessing you haven't actually used this mod yet. It already has cannons, mortars, as well as other races like dwarfs and norscans.
Última edición por Nanu; 27 FEB 2019 a las 12:12 p. m.
Rachel L 27 FEB 2019 a las 12:17 p. m. 
I havent used it yet, but i have seen the pictures. And yes, it has, but i am talking about RoRs of other races.
Nanu  [desarrollador] 27 FEB 2019 a las 12:52 p. m. 
@Rachel L again, it has 2 Norscan RoRs and a dwarf one. Plus a Promethean one. There's plenty of variety and there's no need to expand the roster. Every role besides flying units has been filled.
Rachel L 28 FEB 2019 a las 7:40 a. m. 
Ah right. I still think some archers or crossbowman would be a nice addition. Lower damage than guns but higher range and mobility.
Nanu  [desarrollador] 1 MAR 2019 a las 2:53 p. m. 
@Rachel L range and mobility are the weak points of the faction. This mod already buffs Sartosa considerably by adding shielded infantry, adding more range and mobility would make it very overpowered.
Salty 10 MAR 2019 a las 9:08 a. m. 
will the faction be changes to an untainted faction rather than vampire or is that not possible?
Nanu  [desarrollador] 10 MAR 2019 a las 9:11 a. m. 
@Salty it is possible but only if i mess with the startpos, which I'm avoiding in order to make this mod compatible with everything. As a temporary fix all of my buildings give untainted and the Temple of Manann change counteracts he public order penalties from corruption.
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