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-A Pirate Pet Breeder (commander) - with a freespawn for your typical pirate pets, like monkey, but some may be unique, like some monkeys would be more versitile than others, like giving them a cutlass or flintlock pistol, their role would be of backline bodyguards, always near their owner.
-Parrot(scout) - can be used for the pirate ritual to send stupid scout around the world, or after becoming a lord using a ritual to get one as a pet on a shoulder, increasing his morale and giving him ability to sense stealthy units.
-A Pirate Tavern (site enchantment) - It's a ritual to create a pirate freespawn in the coastal settlement or port, it's pretty simple but would definitly give you some more low-tier units early game.
-Ogre Pirate (recruitable monster/ocassional recruitment option) - yeah that one is simple, similar to the normal ogre, just replacing his club with a cutlass and giving them a eyepatch at the start, maybe giving them little better stats than the normal ogres.
-Skark People (summon) - these boys are just cool, remember some sprites of similar people in Dominions Enhanced mod.
-Pirate Lycantrops (ocassional recruitment option) - Similar to the Bandit lycantrops, those could be either crabman or a weird sharkman.
I hope that those ideas are fun, I absolutely adore the ideas for this faction in this game, let alone a mod made by you.
I don't think I'll make a breeder unit but rather add some rituals to the captains to fulfill that role.
I did want to add pirates with monkeys and parrots on pirates' shoulders but adding them with how captains level up is a bit technically difficult. I'll add them somehow like on the spotter's shoulder or something. I like the idea of some piratey animals
Like Monkey guards, funny idea, in practice I think they might not be worth taking up ship space but yeah maybe monkeys.
Parrot Scout is good.
On Taverns, changing terrain and free spawns are annoying for a few reasons. You need to add terrains to a lot of groups for other rituals to work with them but more so free spawns are done with custom events and I've had people complain about there being too many of them in mods before and slowing down the game. This is why I gave the pirate lord 50% Gold and Trade bonus, so they can rally a lot of troops.
Ogre Pirates are Great, definitely adding them. They are perfect, the class doesn't have heavy infantry so they're a good alternative recruit for that. They fit on ships and thematically it feels like it works.
Thought about lycanthropes, never got around it, might do it.
They're normal speed, not slow and Pirate Ballista and Cannons can move at normal speed on them.
Maybe I could give them a Merc Chance recruit to get 2 for a reduced cost.
The summons, strong as they are meant to be like a bonus to the class but they are primarily a class that builds armies and uses siege weapons.
I'm not putting in special buff abilities, for Pirate King/Voice of the Drowned, that's not what the class is about. I also never envisioned blessings being a part of this class.
Mate, there's 1 way to make classes start the near the coast and it's this
likescoast <value>
A value from -10 to 10 indicating the willingness to start near the
coast
And I have ti set to 10. Feel free to search the code to see, if you can't find it you're somehow on an old version.
Can’t make Pirate ships not decay, not possible.
Units spawned by rituals like the Pirate fleet won’t use custom boats, only the standard one, I wanted them to use pirate ships but had to settle for normal ones.
You’re limited in what behaviour the A.I controlled units will do. I wanted pirate ships to seek out sea resource sites like perls and deep gems but I couldn’t get them to go for anything other than ports.
I’m not going to give them anymore resource producing rituals, I don’t enjoy the playstyle that the overhaul mod encourages. I’m barely on board with the Pirate King’s ability to make pirate ports.
Man, is your mod corrupted or something? You may be experiencing some mod conflicts. There are two rituals that summon ghost ships, Greater Summoning of the Damned and Summon the Ghost Ship Armada. Greater Summoning of the Damned summons a Commander Ghost Ship, Summon the Ghost Ship Armada summons 2 as units for the Damned Pirate King, there’s no ritual that gives you the Ghost Ship as a unit.
can you elaborate on what you mean by the playstyle of overhaul mod? you dont like change of terrain?
The AI is interesting im ignorant on the subject. I know theres different level to it. Simple dumb ants to crusades sacking castles. I guess another idea would be to put some sort of guard on them? that way when you capture one its protected. if pirates cant roam to them maybe there should be a specialized spell to either roam on protect them. like kobolds dragons? just an idea.
I was able to do both those summons. I think im confusing the situation. I am able to use all the summons you added I just remember a summon that gave an upgraded pirate ship that you sailed on. maybe im mixing up mods?
The only issue I was having was the tile of the port being off of the sea. I checked the code mine is indeed set to 10. Ill mess with it later and see if I can troubleshoot it. I literally played this mod by itself so idk what the issue is.