Total War: WARHAMMER III

Total War: WARHAMMER III

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Pirate's Unlife for Me - Vampire Coast Overhaul Mod (Beta(ish))
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28 Oct, 2023 @ 1:35pm
4 May @ 7:09am
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Pirate's Unlife for Me - Vampire Coast Overhaul Mod (Beta(ish))

Description
UNDEAD PIRATES!
- Pirate King, Luthor Harkon
I absolutely love Vampire Coast for their aesthetic and units, but unfortunately their campaign gameplay is not so great. Currently they seem all over the place and more often than not you'll just end up building an empire like every other generic faction. Well no more! This mod aims to change the Vampire Coast in a big way, from changing empire building, updating out-of-date elements, and overall aiming to make them the fun pirating faction they deserve to be!

Build a Reputation, Not an Empire
Infamy matters a lot more with this mod. For one, the amount of Infamy you have can affect relations, your admirals' loyalty, and how much your foes fear you! Secondly, expanding now costs infamy, which when combined with the completely new array of buildings which favour faction-wide bonuses to pillaging, characters, and the like leads to a bigger focus on sacking and razing enemies rather than having a bunch of settlements to defend.

These reworked settlements provide very easy global recruitment and movement range bonuses, encouraging you to build a force quickly and get out there to maim some landlubbers!

Passive income has pretty been removed from regular Settlements, which means you have to get creative to get by. Resource Buildings provide bigger yields and also grant faction-wide bonuses, and Pirate Coves have had their existing buildings improved. Furthermore, these Coves have also had entirely new structures which range anywhere from hiding your armies to planting devastating bombs ready to detonate mid-battle!

Command Powerful Admirals
The four Legendary Admirals have gotten new skills in their Skill Tree which encourages unique armies and gameplay styles for each of them.

The Legendary Lords have also gotten improvements to their Skill Trees, making some otherwise quite mediocre skills much better.

Luthor Harkon's Personalities now affect your entire faction, and when you finally piece his mind together he's an actually good spell caster (Unlike before where he was worse than even a hero spell caster)!

The blue line present for all Coast lords have also gotten a huge number of improvements.

Lead a Diverse Crew
Cylostra can now recruit her Damned Knights from ports, and Aranessa can recruit all of the Maneater variants. These units (as well as Sartosa units) now get affected from Red Skills and Technologies.

All lords have gotten a new skill which lets you buff up foreign units, making alliances surprisingly useful for these scallywags!


Beta(ish)?
This mod is perfectly playable with minimal issues, but that doesn't mean I won't be adding to it! Any feedback about bugs, balancing, or even potential additions are all welcome!

There are tonnes of changes which are also not highlighted here, but I feel these are the most important ones. If people really want a full list of the changes, I can create one. :)
33 Comments
ondrej.stonis 8 Jul @ 12:07pm 
grizzla i would like to ask would it be posible to make seperate mod that would include the legendary admirarls cause i have tried the mod without any other like it is the only mod i had active and the colonisation is not working and its sad cause the idea IS VERY GOOD but being unable to have second province is just painfull i tried other lords cause i only played harkon but it didnt work with any of them i am just letting you know this isue the sugestion on admirals you can ignore if you think i am just someone who doesnt apriciate your mod thats your thing
Smooth 7 Jun @ 8:26am 
What is the cost for colonizing a settlement? I don't see it on the UI and trying to figure out if I just don't have enough or if the mod isn't working right.

Also, are there any known mods that might cause issues? I'm imagining all diplomatic options (subjugate, etc.) might conflict with the changes to occupying a settlement
Boalition 18 May @ 3:49am 
@lechkingofdead But you cant occupy the first sttlement (Pox Marsh), your only options are: "Establish Pirate Cove", "Sack" and "Raze". 2 of the options leaves it still in control of the AI, faction and the third "Raze" has a high chance of being resettled automatically by the AI over the end turn.
lechkingofdead 15 May @ 12:01am 
i always try to own my home settlement over anything eltse then move to others. boalition try just going for owning ya first then razing the rest
Boalition 8 May @ 3:16pm 
There also seems to be something weird going on with the Seaweed Saloon building. It lets you convert it to the old Vampire Coast plunder building.
Boalition 8 May @ 3:13pm 
Playing as luthor harkon can be a bit frustratinng, since the first settlement you raze (Pox Marsh) in your province gets automatically resettled by the minor Vampire coast faction you start at war with. Making it very difficult to secure the province.
Grizzla™  [author] 5 May @ 9:34am 
Well maybe those mods are causing the issue but until I encounter the issue myself I can't really pin it down I'm afraid, apologies!
ondrej.stonis 5 May @ 9:05am 
yeah i have some other mods like singe skills and other that ad uniqe skills to faction leader and no i started fresh new campaing
Grizzla™  [author] 5 May @ 4:32am 
Hey ondrej.stonis, have you got any other mods installed or did you enable the mod mid-way through a campaign? It seems to work okay on my end. I did also recently update it so maybe the update during a campaign caused issues?
ondrej.stonis 5 May @ 3:27am 
you said in mod description that colonizing stlements cost infamy. right ? well then what is the cost because i have playing for 150+ turn with max infamy AND I CANT OCUPY MINOR SETLEMENT ?!?!?!?!?!?!?