Total War: WARHAMMER II

Total War: WARHAMMER II

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Pirates of the World (w/ OvN Araby support!)
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Tags: mod, Campaign
File Size
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354.960 KB
7 Aug, 2021 @ 12:45am
15 Aug, 2021 @ 8:24pm
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Pirates of the World (w/ OvN Araby support!)

In 1 collection by piercebuster
Pierce's resurrected mods
7 items
Description
Originally posted by IMPORTANT (OPTIONAL):
To encounter Araby pirates you must have OvN Lost Factions. To encounter Tomb Kings pirates you need both OvN Lost Factions and Chaos Robie's Tomb Barque. These are optional.

You know those sea wreckages where you battle enemy pirates so you can claim all the loot?
Why are they always zombie pirates? Outrage!
We want diversity!
End the monopoly!
Open up the piracy business!




Pirates of the World changes the sea encounters to offer combat with pirate armies from 9 factions, including Araby! Now you can find and murder hardworking corsairs just trying to making a dishonest living, or renegades from the Empire looking for fame and fortune, or resurrected slavers from the sands of Nehekara, or gits out to bash some skulls. The opportunities are endless!



Functionally this is an upgraded sequel to Anyndel's Varied Encounters at Sea.


Main differences and improvements:
  • Faction count increased from 6 to 9. Did I mention Araby yet?
  • Pirate army lords are lords of their own faction instead of Vampire Coast Admirals.
  • Themed names
  • More pirate-y army compositions! If I were to narrow it down to 4 words:
    Gunpowder 🤗
    ⠀Shields 🙅
  • Much less memory usage. Loads 170 animations vs 600, because I went through every unit by hand to only load the required animations. On high-end PCs this isn't a majorly noticeable difference but on lower PCs it can make the difference of *minutes*.
  • New faction frequencies
  • Recolored the pirate encounters faction to a pirate color scheme that works well enough on all races. The dull greys just weren't cutting it. Now your enemies will be a solid dark purple, a bloody red, and a nice gold.


The Pirate Factions

Common: Dark Elfs, Vampire Coast, Araby*
Less Common: Empire, Norsca
Uncommon: Greenskins, Skaven, Tomb Kings**
Rare: Dwarfs, Ninja-Pirates

Each army is semi-randomized to focus on units that make thematic sense: cannons... the odd sea monster... wait did I say NINJA PIRATES?
Yes-Yes. I did!

There are two rare armies that have a specific army composition every time. Visktrin the Ninja-Pirate and Morgrimsson the One-Eyed lead their legendary crews across the Great Ocean in search of plunder. They *will* beat you if you encounter them early in the game, and the Dawi have the most challenging force of them all. If you ever find and defeat one of these legendary crews, post a comment to tell of your tale!

Compatibility
Pirates of the World is highly compatible. The only conflicts it will have are with mods that either overwrite wh2_campaign_encounters_at_sea.lua or alter DeclareArmyEncounters(). I don't expect many mods do either. If it doesn't seem to work, the first thing you should do is move the load order of this mod to the top. If it then works, that means one of your other mods has a conflict.

For now, this needs to be loaded HIGHER than the Community Bugfix Mod. Vandy & sm0kin will have a fix to Community Bugfix so that the load order doesn't matter soon™. Other than load order the two mods work fine together.

Incompatible with LordOmlette's Encounters at Derp.

To encounter Tomb Kings pirates you can also use Tomb Kings Extended instead of ChaosRobie's Tomb Barque mod, as it has the Tomb Barque inside it.

Thanks

This mod took a long time to make (57 hours). But it would not have been possible without the help of the kind folk at The Modding Den[discord.gg]. If you want to get started in modding, there's no better place to be!
Thank you Vandy, Flamingo, Mixu, Zeldrake, FiftyThifty and especially LordOmlette for answering my numerous Lua questions and figuring out how to get the pirate names to work.

I mod for fun, not a tip jar. But if you're feeling charitable, look up k9sforwarriors.org. They're really cool.



Think this is cool? You might like my other stuff, too. Check out my workshop or these mods:

Pierce's Better Sieges


Reporting For Duty (with 16(!) custom faction mods supported)
Popular Discussions View All (1)
5
14 Aug, 2021 @ 3:46pm
Bug
Almatar
103 Comments
piercebuster  [author] 27 Sep, 2023 @ 10:46am 
@kinngrimm
I don't think so.
kinngrimm 25 Sep, 2023 @ 3:30am 
"For now, this needs to be loaded HIGHER than the Community Bugfix Mod. Vandy & sm0kin will have a fix to Community Bugfix so that the load order doesn't matter soon™. "
has this been resolved?
Autumnchain 4 Jan, 2023 @ 10:26pm 
Will a TWW3 port be made?
HughJanus69 18 Sep, 2022 @ 5:50pm 
will this use modded/sfo units and versions of units from vanilla?
:{BabyloN_PaladiN}: 10 Sep, 2022 @ 10:33pm 
I miss this in TW Warhammer 3 :(
krishkrush 1 Sep, 2022 @ 12:23pm 
port to WH3 pls
Dragon32 11 Aug, 2022 @ 3:22pm 
@Gleen Cross
Both worked for me in my Luthor Harkon campaign of a few months ago
Gleen Cross 11 Aug, 2022 @ 2:41pm 
Hope it still works and it's compatible with the active oceans mod
Big Sneeze 10 Feb, 2022 @ 4:56am 
Just curious, does the load order thing with the Community Bugfix mod still matter or has it been fixed?