全面战争:战锤3

全面战争:战锤3

Legendary Coast of Vampire - Vampire Coast 6.0
91 条留言
Drakuma 12 月 11 日 下午 3:31 
I didn't test the Settlements Again, but i played a whole playthrough with this mod and on all other Settlements it worked verywell.

So i want to Give Feedback to the Mod:
Its a Fun Chilling Playthrough and i see much Potential, but i think the Mechanics makes it too Easy. that even the Fleet Kaptain can make this Habour Raid, brings you to 0 Money and Infamy Problems in no Time. You can chill with one Base und Just Raid and Plunder the World easier than anyone else.

Fun Chill Mod, but makes it too Easy ;-)
Backmechuisa  [作者] 12 月 11 日 上午 4:07 
@Drakuma
I'm sorry to hear that. I tested creating coves with the Fleet Captain in all of Aislinn's faction settlements, and it worked very well.
If you happen to have a save file from before you attempted the harbor raid on settlements like Tor Elasor, please trying again from back there.
Drakuma 12 月 11 日 上午 3:57 
Loadet an Old Safegame after Updating the Mod to test it. On Tor Elasor it still don't work. Maybe my Safegame is Corrupted don't know. later in the Same Playthrough the Settlement "Castle of Splendour" worked well with the Fleet Kaptain. Maybe The Faction "United Maritime Patrol" is the Problem.

Its not that this distroys my fun with the Mod, just wanted you to know, that there is a problem ^^
Backmechuisa  [作者] 12 月 11 日 上午 3:41 
@Drakuma
Thank you for the report. It has been fixed now.
Once the mod is updated, it should work properly.
Drakuma 12 月 11 日 上午 3:05 
The Fleet Katain SPawned at the "Tower of the Sun" Aislinns Settlement. There the Habor Raid worked, before i even know that it was possible with the fleet Kaptain Hero. In the Next turn i Tryed it on the Tower of the stars. The Event popt up i klicked on "Construct a Pirate Cove secretly" it Costs the 300 Infamy but i didn't get the Cove. After that i tryed it on "Tor Elasor" same result. Both Settlements are part of the "United Maritime Patrol" it was Neither an Enemy or an Allied. it was neutral. Hope this helps :-)
Backmechuisa  [作者] 12 月 10 日 下午 11:24 
@Drakuma
If possible, could you provide information about the harbor settlement in question?
Was it owned by an enemy faction, an allied AI faction, or was it a ruined harbor settlement destroyed by Beastmen or Khorne?
And please note that, to prevent duplicate work errors, one harbor marker are restricted to only one interaction per turn.
Drakuma 12 月 10 日 下午 4:46 
There is a Bug with the Vampire Fleet Kaptain. Only the first Habour Raid worked with it, after that it only costs the Infamy, but didn't bring the results. No Pirate Cove and no teleport back to the Main Fleet
Backmechuisa  [作者] 12 月 7 日 上午 2:18 
@八意永存
It fixed now. Mod will work as intended after the mod update.
八意永存 12 月 6 日 下午 8:38 
Deck Gunners (Dead Man Singing) seems to have the same problem, they are also not able to shoot when standing still.
Backmechuisa  [作者] 12 月 6 日 上午 8:33 
minor fixed.
-corrected missing animations after the recent update.

@FlyingFlamingo
thanks for the report. it fixed now.
FlyingFlamingo 12 月 6 日 上午 7:23 
I think this mod brakes necrofex colosuss. When I only have this mod enabled they are not able to shoot when standing still. They sometimes do the animation and a chance for the projectile when moving towards the target. This is with the basic variant. Found out during noctilous first battle.
Backmechuisa  [作者] 12 月 4 日 下午 12:10 
7.0 Update

- Harbor Raid Updated
1) With the 7.0 update, naval factions such as the Vampire Coast can now attack settlements directly from the sea.
2) Therefore, army interactions with harbor markers now serve only to create Pirate Coves.
⎝👽⎠ Markus ⎝👽⎠ 11 月 29 日 上午 12:58 
Do you think it would be possible to add compatibility with the SFO mod? The two work together without any problems, but certain units have limited CAP and it is impossible to recruit them.
Backmechuisa  [作者] 11 月 27 日 下午 11:59 
@HotPizza87
Once the 7.0 update is applied on December 4th, it will be resolved automatically.
HotPizza87 11 月 27 日 下午 9:03 
Can you let AI do coastal raiding too? What is the explanation for player only?
Green Rabbit 11 月 5 日 上午 6:00 
is there a submod for IEE? specifically for coast raiding
Anu/Seth 10 月 27 日 上午 3:53 
crashes in turn 3 and back to desktop... It cant even loead vamp counts campaings... it crashes back to desktop
Haze22 10 月 26 日 上午 3:38 
Is it possible to make Infamy increase income from battle, looting cities, sea ancounters etc? Fortune favors the infamous after all.

Maybe diplomatic penalty as a drawback.
Backmechuisa  [作者] 10 月 25 日 下午 9:15 
@jimmymenNL
It’s probably a conflict with another mod’s script. When used alone, this mod works perfectly fine. (For reference, most mod creators always test their mods with the context viewer enabled.)
jimmymenNL 10 月 25 日 上午 8:38 
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.