You are a Pirate! (Additionnal Reinforcements for Vampire Coast Factions Vanilla/SFO/Lucky/Radious)

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Author: Gwenolric

Last revision: 26 Apr, 2021 at 11:47 UTC

File size: 775.17 KB

On Steam Workshop

Description:
Compilation Link :

https://steamcommunity.com/sharedfiles/filedetails/?id=2015053443

Feature: Affect both Player and AI

This mod brings new abilities to all the Vampire Coast factions during battle, similar to how Menace from Below is used for Skaven. However, unlike Menace from Below or Raise Dead, the units don’t degrade over time and do not loose HP for just existing. Because of this, it heavily favour the Vampire Coast with up to 7 additional units that they can bring in a battle.

#1:### ALERT! ### Currently, summoned unit can’t summon something, Denizens of the Deep is disabled

Yar Har Fiddle-Dee-Dee :
After building in the Horde of your starter Legendary Lord the special building;

The Awakened Special Deck : The Black Coffin.

Pirates of Sartosa Special Deck : The Saw-Shark’s Blade.

The Drowned Special Deck : Cylostra’s Balcony.

The Dreadfleet Special Deck : Sylvanian Battlements.

This skill will give all the forces (factionwide) a skill that can summon a Vampire Fleet Captain (Deep) (Rotting Promethean) in battles. This skill also allow to instantly execute a siege assault, without having a need to possess a unit with the attribute "Siege Attacker".

Pre-charge:360s
Number of charges : 1

#2:
We Float on our Boat :
After building in the Horde "Harpoon Launcher (T5)", this skill will give all the forces in the region (regionwide) a skill that can summon up to 2 Deck Gunners in battles.

Pre-charge:30s
Number of charges : 2
Recharge time : 120s

#3:
Hang the Black Flag :
After building the main building in the Horde "Great Cabin (T5)", this skill will give all the forces in the region (regionwide) a skill that can summon up to 2 Depth Guard (Polearms) in battles.

Pre-charge:125s
Number of charges : 2
Recharge time : 175s

#4:
Buried Deep Away :
After building the main building in The Galleon’s Graveyard "The Maelstrom (Raging T5)", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon a unit of Animated Hulks in battles. This skill is exclusively available for the currently own regions.

Pre-charge:25s
Number of charges : 1

#5:
Sail the Sea :
After building the main building in Lothern "Occupied Lothern Level 5", this skill will give all the forces (factionwide) a skill that can summon a unit of Syreens in battles.

Pre-charge:160s
Number of charges : 1

Is this compatible with Radious/SFO/Lucky/My grandmother’s overhaul?
Yes … and maybe no (for the stats). This mod doesn’t create new units but instead use the original units of the game. Meaning that if it is like SFO or Radious, which modify the core stats of the units, it is compatible. However, at the same time, those units don’t get a single bonuses from the faction, from technology or Lord’s traits. They are the vanilla of the overhaul (or not overhaul).

So that means it works with everything? Right?
Hehe … no. I have only made sure to be compatible with the 3 major overhauls right above. I also made sure to abuse the official landmarks that are almost never removed. BUT as you can see on the description, I use a number of technologies and buildings. If some mods were to remove those buildings/technologies, the mod would not work and most likely will crash.
So, if you download a technology/building overhaul with only this mod (and I mean it, ONLY THIS MOD, which should be the last suspect) and it crashes, that means such building/technology has been removed and you should not use this mod.

Is it save compatible?
Yes. In reality, because it doesn’t add new units and just add abilities to buildings and technologies, it will not crash your game and you can delete it at any moment and keep playing without worrying about restarting a campaign.

Download
Required DLC:

These DLC should be installed in order to use this item.


Total War: WARHAMMER II - Curse of the Vampire Coast