Total War: WARHAMMER III

Total War: WARHAMMER III

Vampire Coast Expansion: Pirate Life
 This topic has been pinned, so it's probably important
999999999999  [developer] 1 Mar @ 7:28am
Mod
UI FEATURES

1.Brainstormed n Drowned

Originally posted by old sea shanty:
And your pop stars popped, get mopped and dropped
All your fake-ass East Coast props brainstormed and locked (Haha)

This mod reworks the vanilla "scrap" upgrade system into something far more dynamic, blending script-driven mechanics with an enhanced twUI interface. Unlike the vanilla one-and-done upgrades, these come with a twist: a per-turn upkeep cost tied to infamy.
Why? The vanilla Vampire Coast suffers from numerous non-functional effects—for example, the "increased" missile damage for mortars and Queen Besses only enhances projectile hit damage, not the explosion, and despite assumptions of a large projectile, the Queen Bess hitbox is smaller than a dwarf blunderbuss bullet, making the effect useless—alongside two random "dilemmas" events (one entirely unpredictable, the other every 40 turns) that each grant 20% unit range, totaling a sudden 40% boost unique to the faction, which feels like cruel teasing due to the lack of control over such essential buffs; this is compounded by the Warhammer 3 power creep problem, where most gun factions outgun the Vampire Coast—insanely, Chaos Dwarfs wield magical guns at low cost, defying the intended weakness of guns to physical resistance—necessitating a shake-up; as a result, most effect-granting locations, the dilemmas, the "politics" feature, and every tech node providing unit effects were removed, redirecting all focus to the unit upgrade mechanic, which can potentially deliver powerful effects.




How It Works
The system hinges on three modifiable variables—tweaked by campaign effects—and one static value:

  1. Static Upgrade Purchase Cost: The fixed baseline cost of each upgrade. Unchanging, it drives both unlock and upkeep math.
  2. Infamy Unlock Requirement: This mod’s script dynamically locks and unlocks all upgrades based on your current infamy level. Each time your infamy fluctuates, the system checks your total against the required threshold for each upgrade. If you meet or exceed the necessary infamy, the upgrade unlocks; if you fall below it, the upgrade locks again. The infamy requirement for each upgrade is calculated by multiplying its static purchase cost by a variable called the "infamy unlock requirement." Campaign effects can reduce this multiplier, either for a specific lord or across an entire faction, adding strategic depth and reinforcing why lords cannot exchange units in this system.
  3. Infamy Upkeep: Upgrades aren’t free to maintain. Upkeep is a percentage of the static cost. Adjustable via campaign effects.
  4. Incremental Upgrades Penalty: Stack upgrades, pay the price. For a unit with n upgrades (n > 1), total upkeep is: (combined upgrade costs) × (100 + n × penalty) / 100. It scales up fast, rewarding strategy over spam.

Some upgrades tie into tech nodes or bundles, with unlock instructions provided.
Most Vanilla unit effects were removed
All variables and costs should appear on the panel to the left side.
I've added a reset upgrade button, can be used once in 4 turns at no cost.
Panel button is located below the unit panel


2.Captain's Orders

Your lords can grant powerful effects to either the crew or themselves. Each lord subtype has six unique sets of orders available. Unlike the original feature, once an order is activated, it cannot be turned off until 10 turns have passed.
Panel button is located below the unit panel.



3.Tides of Death

This straightforward unit recruitment feature allows each faction to access unique units through a dedicated panel. When a unit is recruited, a token of that unit spawns in either the Regiment of Renown pool or the Tides of Death pool. These units can be recruited freely, even in enemy territory. Some units are also available for standard recruitment in the campaign, but these come with a cap. Recruiting a capped unit through the panel generates a token in the corresponding pool and increases the maximum cap for that unit.

Panel button is located near the diplomacy button
Each recruitment raises the cost by a percentage.
Units are unlocked through various methods, including tech nodes and campaign-specific requirements. Hovering over the recruit button in the panel displays details about these requirements.

4. Bounties

For the Vampire Coast, an undead pirate race obsessed with infamy, bounties are the heart of their existence. As your uncle might’ve told you, the best way to gain notoriety—whether in prison or the open seas—is to take down the toughest foe you can find. This is the core of the bounty system.

Every non-player-owned lord in the game carries a bounty. Defeating one grants your faction its bounty value in infamy and double that amount in gold. The bounty’s worth depends on several factors: the lord’s rank, whether your faction has defeated them before, the number of battles they’ve won, whether they’re a legendary lord, and—most importantly—if the lord is the faction leader of a stronger faction. When that’s the case, the 'prison rule' kicks in: a formula calculates how impressive your victory would be. It compares your faction’s strength to the target’s, your standing among all factions, and the target’s power relative to everyone else. The bigger the audience for your triumph, the greater the infamy—making this the largest contributor to a bounty’s value.

There’s an extra twist: if the lord is both the faction leader and commands the strongest force, defeating them triggers 'Pride of the Fleet,' adding a 25% bonus to the bounty. Bounty percentages can be further adjusted by campaign effects.

5. Infamy’s Double Edge

The Vampire Coast thrives on infamy, not regions, scaling through its lords’ deeds and enemies’ fear. Two mechanics drive this: one for your captains, one for defeated foes.
Tell the Tale
Each player lord gains "Tell the Tale," a script-driven "dummy" resource not in the database, enabling custom conditions and effects beyond vanilla limits. Starting at 0, it grows with infamous acts—separate from faction infamy—granting unique, linearly scaled effects per lord via scripts, no thresholds needed. The value and acts appear above the lord’s flag; hover to see their notorious feats.
Dread Mark
Defeating a lord from a non confederate-able faction who survives—or dies but is immortal—applies a "Dread Mark." This mark empowers your faction while stacking penalties on the enemy lords
6. Tattered Sails

A ritual UI allowing direct targeting and global rituals. Is extended for the Dreadfleet
7. Naval control

measures your control of the sea, each faction has unique effects




















VERY PARTIAL CHANGE LOG




i add things to here from my memory and my memory is pretty bad so uhhhhhhh


Vanilla Bug Fixes:
  1. Fixed AI Luthor not starting with his mind restored
  2. Improved the datacored vanilla vampire coast scripts
  3. fixed all vanilla MORTAR AND QUEEN BESS effects NOT WORKING (yeah, they dont do ♥♥♥♥ ingame)
  4. Fixed noctilus unique skill lines being unlocked at lvl 2
  5. Fixed a bug where aranessa's sea encounter skill would trigger on non battle sea
    encounters

Core Game Changes - Applies all the time
  1. Artillery capture mechanic removed
  2. Famous battles can no longer be created by the AI, cap increased to 600
  3. Transition from sea to land penalty reduced to 1500 move points
  4. Transition from land to sea penalty reduced to 1000 move points
  5. campaign move points cap increased to 600 from 150







Vcoast Core Race Changes
  1. Loyalty mechanic removed
  2. Global recruitment removed
  3. Enabled recruiting mercenaries on enemy territory
  4. Offices removed
  5. New hordes no longer spawn with a building
  6. Raise dead recruitment price doubled
  7. Income from post battle loot inreased by 70%

Lokhir Fellhart Changes
  1. Lokhir fellhart is now a unique military force
  2. Has access to Black Ark Shipbuildings
  3. New building chain on shipbuilding
  4. Can be confederated by Vampire Coast and still have all of his stuff including units

Vcoast generic changes
  1. Changes to most buildings, some buildings removed
  2. Added new buildings and shipbuildings
  3. Added 48 new pirate coves, 12 for each faction
  4. New post battle options
fire sound
Applies to all vanilla Coast units and to all modded units:
  • projectile trail vfx, projectile launch vfx changed (EACH UNIT HAS UNIQUE CUSTOM VFXES)
  • projectile launch sound changed
  • projectile camera shake added
  • group fire sound events removed*
*group fire is a sound event that triggers when a lot of x sounds are played, if a lot of guns fire together it plays a prerecorded sound of a guns firing together while silencing new sounds of guns firing, this is removed and now you will hear every gun fire and you will like it

Military Forces
Every vanilla/modded VCoast general that is a unique character has been converted into a unique military force type, Luthor's force is the Luthorforcetype, Aranessa's force is the Aranessaforcetype, Reborn Admiral is the Disclordforcetype etc.
Every vanilla/modded VCoast generic general has been converted into a unique military force type, all vampire admirals are the Vampireforcetype, all Sartosan Ogre lords are the Ogreforcetype etc
in order to do this it was required to disable the vanilla vcoast generic lords and replace them with duplicates...
This allows me to make each of those guys unique by giving them custom shipbuildings, stances and well you get the point
Changes have been made in order to make the campaign more Piratey
  • All force types are unable to exchange units
  • All force types have access to shipbuilding
  • Shipbuilding template is unique for each force type (e.g Ogres have Ogre buildings, Generic Vampires have a limited version of Coast shipbuildings, Seabound Lords have an extended version of Coast shipbuilding) - this means there are currently ~15* 35 new buildings to maintain and name
  • All Non generic forces do not increase supply lines
  • Generic forces allow recruitment from their shipbuilding - having 3 generic lords at sea means having 3 recruitment pools
  • Each force type has access to different stances
  • Each lord is bound to his ship, should the lord die in battle but his army survived it, the lord will not die in campaign post battle, the only way to kill him is to destroy the entire force
Seabound Lords
Seabound lords are forces similiar to the Black Arks, they have access to full shipbuildinging and they can't transition between L&S or S&L, they also have special cannon buildings
The Black Arks however have another feature, "spawns at sea", which allows them to spawn only from ports and only at sea, this feature for some reason is hidden in the files
Without the data it's not possible to spawn a lord from a settlement into the sea (even if its a port settlement)
Fortunately, the Vampire Coast can spawn lords from their shipbuildings, so using a script I hide the button to recruit Seabound lords whenever the lord recruit panel is opened using a settlement or using a shipbuilding lord that isnt currently at sea
To see and recruit the Seabound lords you will have to recruit them with a lord that is currently at sea


sartosa specific changes
  1. ALL vampire generic lords removed
  2. ALL vanilla buildings removed
  3. added 3 rosters, dwarfs, ogres and humans, each has custom units
  4. removed vanilla tech tree, added 3 new ones
  5. sartosa can bribe units in pre battle screen and have them stay after battle is won


Factured Mind aka Dissociative Identity Disorder
  1. Vanilla traits removed
  2. Added 21 new traits with unique effects including abilities
  3. Rotation speed increased




more
  1. added rifle handling sounds to gunnery mob animations
  2. changed most vanilla vfxes and sounds of bullets and cannons to be more immersive
  3. reworked some spells from deep magic, including costs
  4. raise dead removed from sartosa, bribery added to sartosa
  5. ANY lord available to coast faction will not die if the army he commands isnt wiped out
  6. added a legendary hero called reborn admiral to cylostra, has access to a custom fancy magic lore with fancy animations
  7. added captain drekla to luthor, mission to spawn him arrives at turn 5
  8. tech lords are now unique to luthor, the 4 tech lords got reworked, each has a unique template and animation and model and all of that, custom rosters are wip
  9. added a unit recruiting mechanic, basically a reskin of the hellforge, it is constantly being edited with scripts to make it cooler
  10. all of the lords available to coast race cant be replaced, including unique lords
  11. enabled ror recruitment outside of territory
  12. luthor fire forward,unmounted, notmoving animation changed, now shoots 3 times instead of 1
  13. luthor attack #4 animation changed to a custom animation that is more impactful



luthor "killshot" animation added
luthor casting animation now has an effect pos, similar to wh2, and its used by most of his abilities
luthor campaign animation set changed, added more animations and added firing to sky animation with fancy vfxes
noctilus attack #forgot changed, now taps halberd and deals splash damage in sphere nearby
noctilus "reborn" animation added, used for cordial intent ability
aranessa "reborn" animation added, basically one of her attack animations where she spins, used for her aoe ability
Last edited by 999999999999; 2 Apr @ 4:05pm