全面战争:战锤3

全面战争:战锤3

Legendary Coast of Vampire - Vampire Coast 6.0
72 条留言
jimmymenNL 3 小时以前 
when i have context veiwuer mod enabled then is said when i turn on this mod that the LUA has failed to laod, does anyone know what that means? and if i save the game and reload then the error is for some reason gone
Backmechuisa  [作者] 10 月 20 日 下午 10:39 
@Lulfd
@Tha Bolo

There is no hero cap in cities even in vanilla. That's normal.
Lulfd 10 月 19 日 上午 5:44 
+1 to no hero increase via cities. Hardcapping heroes hardly seems intentional. Hope you will fix it!
LikeABith 10 月 4 日 下午 1:05 
Does this mod make it so you can't raise undead anymore? I don't have an option to
Tha Bolo 10 月 1 日 上午 7:53 
Is this mod suppose to remove hero capacity increases in cities? Cause with this mod you can only increase capacity with tech and horde buildings. So it get hard limiting that you can't get more than like 5 - 10 heroes of each type. It have something to say with your buildings only saying you can recruit herose, and nothing about increasing capacity
Backmechuisa  [作者] 9 月 30 日 下午 5:01 
@Fussells
I’ve updated the mod to fix the error.
However, since I don’t have a way to test multiplayer myself, there’s a chance the issue may not be fully resolved.
The mod wasn’t originally designed with multiplayer in mind, but please if you could give it a try and let me know how it goes.
Fussells 9 月 30 日 下午 4:42 
great mod that makes vampire coast feel so much better to play, but in multiplayer me and my friends experience desyncing whenever i try to do coastal raiding
GoldFox 9 月 28 日 下午 3:21 
Deck Droppers (Bloated Corpse) are the funniest thing i've ever seen. Best unit hands down
A Good Boy 9 月 28 日 下午 1:24 
also wondering if the overlaps are too much for Nanu's?
Konrad von Thierberg 9 月 27 日 上午 11:39 
any plans on making a SFO submod?
Rustic Clover 9 月 3 日 下午 7:59 
I know it technically affects the same factions, but is this compatible with Nanu's Sartosa Overhaul since that's for one LL rather than the Vampire Coast faction as a whole?
Backmechuisa  [作者] 9 月 2 日 上午 4:35 
@jimmymenNL
The data for the ship building chain has been set to exactly same with the vanilla CAI table values.
However, assuming that vanilla Vampire Coast factions might be affected by the same bug, I’ll try adjusting the table data accordingly.

The update has been completed—if the same issue occurs again during the campaign, please report it.

Thank you.
jimmymenNL 9 月 2 日 上午 3:57 
The AI almost never uses the shipbuilding or recruitment options it seems when they are at sea because they are always in full speed stance for some reason, does this mod fix that or not?, would be nice if it could maybe be added then if not.
Mistersander 8 月 30 日 上午 1:09 
Hi I'm encountering a bug where I raid Whitepeak and instead Noctilus teleports ashore and nothing happens :( Playing on Beta 6.3 btw, no further mods
Ikrani 8 月 23 日 下午 9:36 
Glad I caught the Gunfire compatability mod. I was about to make the incredibly painful decision to unsubscribe.
Cossack_Gonzales 8 月 14 日 下午 11:40 
@Backmechuisa you'r the best! Thanks!
Backmechuisa  [作者] 8 月 14 日 下午 11:23 
New update.

1) MCT setting added.
- You can now choose whether to disable the units added by the mod.
Cossack_Gonzales 8 月 13 日 下午 11:34 
Hi,
Glad to see that there are people who loves Vampire Coast! This mod is awesome!
Sorry for asking, but can you make the same mod but without additional units? Or maybe give an instruction how to disable them in the RPFM? Of course, only if you have the time and interest. If not, that’s perfectly fine — thank you anyway for your work!
Backmechuisa  [作者] 7 月 17 日 上午 4:36 
@Cypher
Apart from adding a research speed bonus to the five technologies available at the start, there are no incompatible elements in the technology tree.
If any issues occur with other mods, it is highly likely that elements not mentioned in that mod's description are conflicting with this one.
Cypher 7 月 17 日 上午 4:00 
Does this mod affect the technology-tree?
Didn't read anything about it but it is not compatible with the better technology-mod.
Backmechuisa  [作者] 7 月 16 日 上午 12:27 
Notice

The link to the submod for "Gunfire of Abyss" has been added.
Special thanks to 'Das Boots' and '梣' for creating the great mods.
Backmechuisa  [作者] 7 月 2 日 上午 8:30 
New Update

1) Bloated Corpse (Leadbelchers) added.
- They are slow and fragile, but its firepower is utterly devastating.
- Included as a starting unit for "The Dreadfleet" Count Noctilus.
Remys de Rem 6 月 18 日 上午 9:53 
Need Gunfire of Abyss submod(
Zhong Xi Na 6 月 16 日 下午 7:28 
@Red_Snuffy no it isnt, you will need to use the actual runcher launcher and use the unit size sql to increase the modded unit size.
Red_Snuffy 6 月 11 日 下午 4:31 
Is this affected by True Unit Size?
Springtrap0915 5 月 27 日 上午 9:00 
Lets go thanks
Backmechuisa  [作者] 5 月 23 日 下午 10:15 
New Updates
Vampire Coast Confederation System Added
-Defeating a faction leader allows confederation. (like nosca, greenskins, ogre kingdom)
Springtrap0915 5 月 23 日 上午 11:26 
Does this mod allow confederation between the legendary lords? Because I want that.
Bungledorf 5 月 20 日 下午 5:55 
thanks for the quick response, i ended up testing it with a friend and only seem to have a de-sync upon entering the first combat in the campaign. after that we had no issues with that campaign.
Backmechuisa  [作者] 5 月 19 日 下午 8:27 
@Bungledorf
I designed my mod to be compatible with multiplayer, but I haven’t tested it myself since I’ve never actually played multiplayer. I hope it works well, but there might be a few things that aren’t perfect.
Bungledorf 5 月 19 日 下午 1:26 
just started getting into this game with a few friends of mine doing a co-op campaign and was curious how this mod works with that if anyone has experience themselves.
Juuzaam 5 月 19 日 上午 7:51 
Apologies for the inconvenience. I can confirm that the correct unit cap becomes visible once the player is able to recruit heroes. Great Mod :)
Backmechuisa  [作者] 5 月 19 日 上午 12:52 
@Juuzaam
Thanks for your reporting. I tested it and it works fine.
The pirate cove building increases a cap, but to unlock heroes recruitment you need 3 tier infantry building or ship cabin.
Juuzaam 5 月 18 日 上午 9:14 
There might be a bug. Both buildings of the pirate cove should increase the cap of Mourngul Haunter Heros, but neither does it.
JumpOutTheWindow 5 月 14 日 上午 5:26 
Such a great mod! I really appreciate your eagerness toward the neglected factions
Backmechuisa  [作者] 5 月 13 日 上午 10:54 
New Updates

1) Bloated Corpse (Bullet Sponge) Added
- A core unit that can dramatically change the Vampire Coast’s battlefield tactics.

2) Treasure Hunt Mechanics Established
- Upon acquiring a treasure map, a random region owned by the player will spawn treasure hunt markers.
- One of the two markers is a decoy.
- However, interacting with the fake marker will restore the character’s movement points.

3) Luther Harkon’s Sail Graphics Restored
- Black color and emblem overlays have been applied.
ANIMEmus 4 月 15 日 下午 1:04 
Sad that this mod is not compatible with Building Progress Icon III
Backmechuisa  [作者] 4 月 11 日 下午 9:05 
@ProJH
mod has been updated to improve stability.
however, since I am unable to test it in a multiplayer environment, I cannot be completely certain that the issue has been fully resolved.
thank you for reporting it.
ProJH 4 月 11 日 下午 4:53 
Harbor attack causes de-sync in co-op campaign.
Backmechuisa  [作者] 4 月 1 日 上午 3:18 
New update
1) added "Follower of the Pirate Cove" event

-A Pirate Fleet Captain will now be recruited near one of the richest port settlements every 10 levels of your faction leader.
Backmechuisa  [作者] 4 月 1 日 上午 3:17 
@Jey [FR]
fixed an issue. if a similar error occurs again, please report it anytime.
Jey [FR] 3 月 31 日 下午 3:02 
There's an issue with other vamprie coast AI, sometimes they will not do their turn and the game get stuck, happened two times around turn 45. Campaign is dead after that because nothing I could do made them pass their turn.
Fibrewarrior 2 月 11 日 上午 8:11 
Would it be possible to have the coastal raid markers as a standalone mod ?
Krakenous 1 月 25 日 上午 3:31 
I'm not asking for that, or for you to make sweeping changes. I'm just letting you know this mod makes sweeping changes and what are known as "hard edits" to the games buildings and mechanics, that doesn't play nice with mods that JUST add units, on a basic level. That's all.

It's unfortunate but it just means I can't use this mod. If by chance, you decide to just make a units only mod of this mod then, I'd love to support it.
Backmechuisa  [作者] 1 月 25 日 上午 1:35 
@
Thank you for loving this mod.
However, to ensure compatibility between two different mods, several essential conditions must be met.
Most importantly, I need access to the data from other author mod.
I cannot incorporate another mod's data into my mod's database without the original mod creator's permission. Moreover, I have no intention of modifying the original data to assign units to buildings or make skill points apply their effects.

I fully allow individual users to modify and use my mod's data as needed for personal use.
However, I do not plan to create or distribute additional compatibility packs for other mods, as maintaining mod data requires ongoing updates with every game patch.

Thank you.
Otto 1 月 24 日 下午 1:03 
@krakenous
The last update was on January 22nd. I wouldn’t say the author is inactive at all.
Still, I’m also waiting to see if they can fix the compatibility issues, really looking forward to it!
Krakenous 1 月 24 日 上午 3:00 
I can't use this mod until the author fixes the issues as described. They don't seem to be very communicative or active on the mod at the moment unfortunately so, I'll have to unsubscribe until it's fixed. Best of luck.
BlindBaron 1 月 22 日 下午 6:39 
Thanks for the mod!
Krakenous 1 月 22 日 下午 2:13 
Yeah after more testing it's not a load order issue, this mod is definitely doing hard overrides as it causes a lot of the units to vanish out of buildings from other mods. Hopefully this is something that can be fixed as I love again what this mod is setting out to do!
Krakenous 1 月 22 日 上午 7:08 
Other VC units I mean*