-New Ships
Over 100 ships now exists in the Age of Pirates II world. Based off real world vessels, our modellers put plenty of hard work into making these ships as detailed as possible.
-Trade Adjustment
We have added more than 25 new trade-able items, and have adjusted the black market to be more period accurate. Also, goods imported and exported to and from each city reflects what each port may have, and in some cases, did trade in the 17th century.
-Selectable Pirate Nationality
The player can now choose to have their character the Jolly Roger fly all the time by selecting the Pirate Nationality at the Character selection screen.
-New Playable Characters
More than 25 new playable characters have been added, including some known from the Pirates of the Caribbean movies, such as Jack Sparrow captaining the Black Pearl and Davy Jones with the Flying Dutchman.
Readable books!
Instead of relying on Inca Idols to improve your skills, how about a set of books to do the same thing. Not only do these books add to the realism of COAS but, they are also readable!
Mod options
So in CMV3.2 we had introduced switches which you could turn on and off in _mods_on_off. This mens going into the game directory and looking for that file everytime you wanted to change one of the switches. Now you can go into options menu, and in the bottom right their is a button for the mod options, which can be changed between realistic and vanilla settings.
This makes it much easier for everyone to try out the different settings in order to find what they like and dislike. The new mods button also see's new switches added, so now you can choose between the vanilla wind speed or the realistic wind speed. This was a big problem in CMV3.2 because you only had one option and that was the realistic wind speed. Now its up to you which setting you want.
Weights for goods is another addition. Now you can choose which weights you want. Vanilla or realistic. Realistic will increase the weights of goods which means you can't carry as much as you can if playing with this setting on vanilla. The price of Goods is yet another switch, play with vanilla prices or realistic, which reduces the costs but also reduces how much profit you make from selling those goods. This, with realistic weights turned on, will leave you making less money so the game becomes more fun or harder, depends on how you look at it.
The differences is, vanilla loading times will take longer and this means longer naval battles. Turning realistic on though will mean the larger calibures will be more deadly as they reload much quicker than if this was set to vanilla.
But better textures continue into the menus, characters and places in GoF. Now all menu's look much different, even when you start the game you will be presented with a new start menu which gives the game a much more appealing look and feel. Regarding buildings, you will find some looking exactly the same, and then some will be quit a bit different. This gives the feel of a different building rather than every building looking the same all the time.
Fixes
Fixes are just as important if not more important than adding more content. No one likes a buggy game and COAS in its vanilla form was very buggy. It was unstable, which left you saving almost every few minutes just in case the game crashed. Now the game is much more stable with some people reporting playing continually for over 8 hours and still not experiencing a single crash. This is a big thing because we alway's wanted CoAS to be much more stable. Another big fix was the all to obvious ships small thumbnails in CMV3.2. Some ships had them but most did not. Now every ships thumbnail works. This fix had eluded us for a long time but no more. Item's wher another problem in CMV3.2. You would see iteam's with the wrong thumbnail image which was annoying, now all iteam's have the correct image and work fine.
I could go on for ever because so much has changed but I won't because it will just get boring for you to read. So I will leave you with this final thourght, if you had to pick between CoAS vanilla and GOF 1.1 which would you pick? Why don't you see for yourself.
Dozens of new improved textures for building interiors and character models by Officerpuppy Many new ship models by Pgargon and imported from POTBS as well as dozens of new extremely detailed, historically reworked ship skins by Craiggo New Graphical User Interface (GUI) with new look and additional control options by Craiggo, Pieter Boelen and Jonathan Aldridge New breath-taking weather and Sky/horizon effects by Luke159 and Craiggo
Just fixed it looks like i went to the wrong shore, sorry for bothering. Now the problem is in the part 2 the enchanted city, there's no crowd at caracas tavern, maybe i went to the wrong place again?
The 9th Annual Mod Appreciation Week 2024 is here, meaning it's time to let us know your current favorite mods. Participation is easy, simply share on social media details about mods you are playing and why they are awesome. For those who join in and follow the \"Win Games\" instructions below, we've got a collection of games from friends of ModDB to giveaway:
Help us promote your favorite mods by sharing positive vibes, feedback and encouragement on social media directed at the creators. The event runs all week, so if there is a mod (or many) you love on ModDB, make the effort to shout out to them, mention and link their mod in a blog, forum or X post with the hashtag #modlove2024
After you have linked to a mod in a tweet, blog, forum or facebook post, let us know by leaving a comment with a link to your post. At the end of the week we shall pick a few members at random who followed these rules, and will send them a key from one of the above games. Have fun!
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When videogames dally in the fantasy of Caribbean piracy, they lean towards the peglegs, the accordions, the cheery camaraderie, and the general feeling that every member of your burly crew is gloggled on gut-rotting moonshine at all times. Even the family-friendly Sea of Thieves has the raucous tone of a great seafaring pissup.
Beyond Sid Meier's Pirates, there aren't that many games that have attempted serious pirate simulation. A couple that did venture into these scarcely charted waters were the Sea Dogs and Age of Pirates series, both made by Russian studio Akella. In 2003, Sea Dogs 2 was rebranded to Pirates of the Caribbean just before release, when Disney licensed it as a movie tie-in. Aside from a few lines of narration from Keira Knightley and a retrofitted plot involving the fabled Black Pearl ship, the ties to the movies were tenuous, and development was rushed to sync up with the movie's release date.
It wasn't a great game on release, and yet it garnered a following that saw potential in the unfinished sea symphony. Over the next 17 years, up to this very day, modders joined forces to work on New Horizons, an unfathomably deep total overhaul mod for Pirates of the Caribbean. Today the community around the mod, known as Pirates Ahoy, totals over 8,000 members, and has turned a pokey pirate game into the deepest colonial Caribbean simulator ever made.
I call it that, because New Horizons expands beyond pure piracy and into the piracy-with-fancy-uniforms-and-bayonets known as colonialism. You can pick a starting date anywhere between 1500 and 1830, which will affect the colonial balance of power in the Caribbean, most of which has been recreated here, with dozens of islands and cities to visit.
There's an elaborate trade system, the ability to play as all major colonial powers (including the US from a certain era), several storylines let you step into the shoes of legendary pirates, reputation systems, morale systems, detailed crew management, dynamic alliances between AI, and the possibility of visiting a brothel and indulge is some nautically-themed naughty talk.
It's a ruthless simulation, and a project that's been passed down through generations of modders like an aged but steadfast Navy frigate. The compiler of the original mod Nathan Kell had just three goals when he started working on New Horizons (then known only as Build Mod) in 2003. "Fixing bugs and annoyances, improving realism and world depth, and porting over as much as I could from Pirates! Gold", he tells me. To that end, he added in nation relations, plunder division with the crew, and Letters of Marque that let you become a privateer.
As a real-life sailor, Kell was unhappy with the arcadey feel of the game's sailing mechanics, so he began reworking them for greater realism, and also introduced the roots of an inter-island commodity trade system. "It was definitely the sort of grab-bag ubermod that you often find groups of newbs making (which we were!), rather than something with any kind of solid core or vision", he recalls.
New Horizons eventually propelled Kell to full-time work in the games industry, where he worked for Squad on Kerbal Space Program before moving onto Valve. "New Horizons definitely helped set me on my path", he says. "Making things annoyingly realistic is a through-grain in my work, given I went on to make Realism Overhaul for Kerbal!".
In 2006 the project was taken over by Pieter Boelen, a maritime researcher who happened upon Pirates of the Caribbean in a bargain bin. "The original game was relatively basic," Boelen tells me. "There was one main quest; a few side ones; and some random quests like cargo deliveries and convoy quests. The game world was relatively small with perhaps eight fictional islands".
Even though Boelen took over some years into the project, there was still no ultimate goal for New Horizons other than to push the game code as far as it could go. "Effectively, the mod is a cumulative set of 'what people wanted to make', so it was quite a fluid, dynamic process", Boelen tells me. "Once people made a start going down certain paths, others would get excited and start building on their work".
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