Piratical Encounters

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Author: Vacuity

Last revision: 9 Jul, 2023 at 14:48 UTC

File size: 158.72 KB

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Description:
In the beginning… there was Anyndel’s Varied Encounters at Sea for game 2.

Then… there was piercebuster’s Pirates of the World for game 2.

Now… I bring you Piratical Encounters: a reimagining and rewrite of these excellent mods.

Piratical Encounters brings you much more varied challenges when exploring those mysterious islands and wrecked merchant vessels dotting the world’s oceans.

How it works

All vanilla factions can be encountered at differing frequencies, as follows.

On a 96-sided dice:
40 chances bring you into contact with one of four different Vampire Coast armies.

13 chances assail you with Dark Elf slavers intent on filling their slave holds with your crew.

13 chances pit you against Norscan raiders (presumably from their longships).

3 chances each for the following factions:
Hungry ogres looking for a little meat to go with their seafood diet.
Skaven looking to search your holds for hidden warpstone.
Greenskins who just want a scrap.
High Elves who don’t appreciate your interference with their affairs.
Empire freebooters looking to take your ships and weapons.

1 chance each for the following factions:
Cathayan pirates looking to acquire a little extra funds for jade.
Chaos warriors sailing to the dark gods know where.
Dwarfs who are sure you must be responsible for at least one nautical grudge.
Khornate warriors looking for salty blood.
Kislevite rebels who will shoot first and ask questions later.
Lizardmen who are quite sure that you shouldn’t be sailing here.
Nurglish warriors who are looking for sea beasts to infect (but you’ll do just as well).
Slaaneshi warriors tired of trying to torment torpid turtles.
Tzeenthian warriors with their own mysterious agenda.
Vampire Counts who didn’t get the message about arming their zombies with guns before sailing the high seas.
Wood Elves protecting the kelp forests.
Beastmen taking a beach holiday between slaughtering villages.
Chaos Dwarfs making arms shipments.
Tomb Kings angry no one will serve them rum. Why is the rum always gone?
Bretonnians who made a vow to win a battle at sea… and here you are!

Some armies are themed, while others are quite general, but they are very varied, and at some point, one of them is likely to cause you trouble, unlike the very repetitive vanilla army encounters, which if you can beat once, you can beat a thousand times.

At present this mod does not have the animation optimisations that were present in Pirates of the World, partly because I have a pretty good machine and don’t need them, and also because this mod makes use of far, far more units than that mod did.

Compatibility

Piratical Encounters should be very compatible. It will conflict with any mod that makes changes to wh2_campaign_encounters_at_sea.lua, and maybe some other stuff, but most mods shouldn’t interfere.

Fair warning

This is my first attempt at a script-based mod, ever. It works, but occasionally armies don’t spawn properly. I personally always make a quicksave before an encounter and I’ve never had an army fail to spawn twice in a row, but it does occasionally fail to spawn on a first try. If anyone with scripting expertise would care to offer advice, I’d be most appreciative. It’s also possible I broke other things in my ignorance, but hopefully not.

Future plans

I’d like to add support for some mods, at least to have some Estalian privateers, but for now I’m just happy to have this mod working as is.