Vampire Coast Ships, Artillery and Infantry

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Author: 999999999999

Last revision: 22 Feb at 14:59 UTC

File size: 1.71 MB

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Description:

Mod Breakdown

A compilation of all the unit mods I’ve released, using updated versions from the main mod and linked to the asset mod.
Most units were balanced around campaign mechanics that don’t exist in this mod, so some are still being adjusted.
Because of that, not every unit available in custom battles is currently enabled in campaign.

All coast non overhaul mods i posted are now deleted. This is because its very likely running these unit mods togehter will result a crash and updating each mod individually is annoying
Quick summary:

How Ships Work – by AI, thanks AI, very cool!

Ships use riders (attached weapon entries like cannons or archers or invisible entries). Ships have no main weapon — everything is riders.

  • Each rider has its own range, projectile and cooldown. Obviously a ship can have same stats riders
  • Riders act independently.
  • Up to 32 riders per ship.
  • Riders have realistic firing arcs, cannons cant fire to the sides and require positioning the ship properly – ive linked a video called "getting all 3 shots out"

Ammo: Primary (visible) and Secondary (hidden, infinite).
Most ships have main riders and secondary riders, main riders will use primary ammo while secondary riders will use secondary ammo. basically, if the rider is too strong to have infinite ammo, it will be a main rider
The unit card projectile is a dummy representing the main rider and may not be exact.
If a ship runs out of ammo and NO RIDER is firing, let me know.
Targeting: Ships don’t rotate for missile orders. Riders fire at your manual target if they can — otherwise they fire at something in range. Ships deal basically no melee damage.
Broadsides: Riders are split evenly per side (~75% of unit cost per side). If both sides fire, you get ~150% total output.
Models & Balance: Mostly vanilla models (textures may look rough). Balanced for the main mod, so here they’re added as Regiments of Renown.

units pushed into campaign:
  1. Deathship – tier 1 ports
  2. DeadEye Squad
    • #1 in unit pics
    • Projectile Switch between blunderbuss and default shot
    • Active execution ability
    • Passive ramping buff
    • has a cringe reload animation i made with blender
    • Pushed into all Infantry Gunnery Mob unit sets – benefits from all effects applying to them
    • Available in the last Gunnery building/shipbuilding
  3. Ghostship – tier 2 ports
  4. Boardin Crew
    • Frenzy
    • Precursor missile weapon
    • Passive momentum ability
    • pushed into all gunnery mob (pistols) and deckhands (swords) unit sets
    • available from tier 2 ports
  5. Fallen Quartermasters
    • #3 in unit pics
    • Precursor missile weapon, several passive abilities
    • Strong in every way
    • pushed into all gunnery mob (pistols), depth guard (axes) and deckhands (swords) unit sets
    • ror
  6. Steelwhip Corsairs- tier 3 ports
  7. Spectral Cannons – tier 3 Ports
  8. Reina Del Mar
    • Cursed ship
    • ROR
    • triple cannon riders
    • pushed into necrofex ror unit sets
  9. Wavemaker (Cannons) – wherever deck gunners can be recruited
  10. Wavemaker (Howitzer) – wherever carronades can be recruited
  11. Firewalker – Ror
  12. Deathwalker – Ror
  13. Queen Bess (Wide Barrel), Queen Bess (Transformed Barrel) – available with the original queen bess ritual which now has no cap
  14. Congreve Rockets Launcher – wherever deck gunners can be recruited
  15. Woodpecker of The Seas (Ribauldequin) – wherever carronades can be recruited
  16. Ribauldequin – wherever mortars can be recruited




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