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] 19 Mar @ 1:46pm
FAQ and logic behind decisions
Q. Does this work with multiplayer?
A. no, too many scripts


Q. Feature Bloat?
A. once you take away land expansion, its hard to scale a faction
and its not that there are a lot of feature stuff, its just that the features are extremely specific and each serves a very unique and small purpose
every purpose is thematic to the bone
a pirate captain should have a "personal infamy" counter (Tell The Tale), he should be able to do fancy stuff with his crew (Captain's Commands) and a faction/pirate captain should have unique units based on his shtick (Tides of Death)
a pirate faction should be measured by how much of the seas it controls (Naval Control) and it should be measured by how known they are (Infamy expansion)


Q. Unit Bloat?
A. nope, read next question

Q. is the custom games roster safe to use?
A. No, it has a lot of units that wont make it into the campaign, some units are still waiting to get in, some units that are removed but i forgot to remove their entry (which will make the game -crash if you enter a battle with them)




Q. unit only standalone?
A. the units in the mod are "balanced" through the other mod features. for example: some units are weak unless they get a lot of unit upgrades (which is intended), some units are very strong but require tech researched AND ritual uses
if i do extract the units as they are in custom game, it will be without the caps, without any limits and without the unit upgrades (i wont push the upgrades into the unit's stats because its a lot of work)
this will just create more complaints and requests and i care for that

Q. sfo or other mods integration?
A. no

Q. some unit upgrades are busted
A. need examples, but ill just say that most of the upgrades i added for vanilla units are "available" as effects in vanilla, and like the upgrade feature description says, most of these vanilla effects are now removed by the mod. so yes, for example, zombie pirate handguns can have very high range with lots of upgrades but that is because its not *hard* to get 240+ range on zombie pirate handguns in vanilla
(2 random dilemmas granting 40% range, item and tech granting 25%)


Q. Can i play other races with this mod on?
A. no, will create some ui problems (purely visual but not worth it)

Q. Spectral cannons death animation is ♥♥♥♥
A. thats not a question but i am aware of that, animation system was made in the time of attila (not the game, the guy) and i have no idea why it does that spin instead of doing the animation i gave it

Q. vfxes dont appear fix pls?
A. set vfx quality to ultra in options

Q. can i use other big overhauls with this mod?
A. This is an extensive overhaul to Coast
I'll just point out just 2 changes I made as examples: I replaced all of Sartosa's buildings with custom ones and Replaced all of the generic Admiral Lords with different ones
These 2 Changes Alone already shut down a lot of mods
so.. anything Coast related will be a problem
which means no coast mods, no big overhauls that affect each race individually

Q. do i have to sub to the required mod?
A. some sounds wont work if you dont

Q, Why are the ships lacking in texture?
A. The models are vanilla, i dont want to change it since i assume these models are loreful and it does look like CA put a lot of effort into them

Q. programs used?
A. RPFM, GIMP, ASSET EDITOR 45, ASSET EDITOR 46, ASSET EDITOR 47, ASSET EDITOR 48, ASSET EDITOR 61, WWISE, BLENDER, RMEditorVMD_CONV_097a_DEV_B317_Unstable_MAY_NOT_WORK_WIN64, QtRME_0.4.9-unstable.alpha.1, paint dot net, hextedit

Q. Why lords cant exchange units
1.Dosent make sense for pirates to switch captains and ships
2.it will break the unit upgrade mechanic since some lords can upgrade units more easily
3.some lords have exclusive access to certain units and i want to keep it that way (e,g aranessa having access to undead units but the rest of her faction dosent)

Q. Why unit recruitment is so restricted with caps and rituals
1. Coast shouldnt be as good as VCounts when it comes to raising dead
2+3.
Originally posted by Vanilla Gunnery Wight description:
As most Necromancers know, it is notoriously difficult to get a reanimated minion to use a firearm with any level of effectiveness due to their limited dexterity. Some men are so adept in the use of their weaponry during their lifetimes, however, that the Winds of Magic imprint those skills upon them so they may also manifest after death. The rifle-wielding Gunnery Wights are examples of this phenomenon, carefully animated from the corpses of high-ranking marksmen and artillerymen to be as obsessed with gunpowder in death as they were in life. Most were skilled mercenaries, part of the constant stream of brigands from the Empire, Kislev, and lawless places such the lands of the Border Princes, taking to the oceans in search of riches and adventure.
tldr: raising a coherent undead is hard enough, raising a coherent undead that can snipe a 150 speed flying azazel is very hard
Last edited by 999999999999; 27 Apr @ 2:15pm