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Age of Pirates and Pirates of the Caribbean (W/ Mods)

Dashui

Landlubber
I hope this hasn't been asked too many times, but I'm curious which game, with the mods (Super Mod and Build Mod), might be considered... a more complete experience. And what the differences between the two are. I only have enough time to focus on one, and I'd like to pick the one that has more content, feels better, plays better. If someone could outline the differences between the two games and mods, along with their opinion on each, I'd really appreciate it. Of course, I'm expecting most people to say the PotC and the Build Mod are more complete and better, since it is this sub-forum, but it also appears that way to me as the community for this particular game seems a lot more active and busy still improving the game to this day. I'm definitely leaning towards PotC and the Build Mod right now.

Thanks for your time.
 
<!--quoteo(post=226814:date=Dec 19 2007, 10:44 PM:name=Dashui)--><div class='quotetop'>QUOTE(Dashui @ Dec 19 2007, 10:44 PM) [snapback]226814[/snapback]</div><div class='quotemain'><!--quotec-->I hope this hasn't been asked too many times, but I'm curious which game, with the mods (Super Mod and Build Mod), might be considered... a more complete experience. And what the differences between the two are. I only have enough time to focus on one, and I'd like to pick the one that has more content, feels better, plays better. If someone could outline the differences between the two games and mods, along with their opinion on each, I'd really appreciate it. Of course, I'm expecting most people to say the PotC and the Build Mod are more complete and better, since it is this sub-forum, but it also appears that way to me as the community for this particular game seems a lot more active and busy still improving the game to this day. I'm definitely leaning towards PotC and the Build Mod right now.

Thanks for your time.<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Dashui,

I suggest POTC + Build13 it's much more stable and with less bug than AOP and has ton of option, admosfere and stuff than AOP + SuperMod.

Personally I played with POTC for 4 year and just for few week with AOP.

But be warned if you have not enought patient don't try Build14 there are much more option but also much more bug.

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye, bye,
giuliootto
 
Build 14 is still in Alpha stage, so it's only really meant for playtesting, not for actual playing.

As for AoP: I personally never played it, but from what I've heard the Supermod doesn't actually add THAT much new stuff. Sure it's better than AoP without Supermod, but active modding for AoP lasted only a couple of months. On the other hand, PotC modding has been worked on for the past four years and has, as such, reached a much higher level of goodness. I would definitly recommend PotC. It's cheaper anyway. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Sorry, Pieter, hate to disagree here <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Build 14.6 <i>is</i> stable, has no gamebreaking bugs and a ton of new features (especially with update2), so I´d certainly recommend it for playing.
 
Alpha 6 is pretty good as far as I know, yes. But that doesn't stop it from being an Alpha nonetheless. It's not MEANT for playing, even though it apparently ended up being so good that it <i>can</i> be used for that. The difference is that Build 13 <i>is</i> supposed to be stable, while Alpha 6 isn't. Of course if you find it playable, that's all the better. But I cannot recommend it as best playable version simply because it is still called Alpha.
 
I think you should stick with build 13 final, as it is mostly stable and good to play, by the time you are bored (if ever) of it build 14 final will be out
 
Thanks for the replies. I've actually been going back and forth between the two, as well, with the mods installed, to see which one I may or may not devote my time to. Honestly, due to the interface (better all around, from trade to sailing and combat to the interactive paper map), graphics (immersion factor), and other features (cities and towns being able to evolve), I find it easier to play Age of Pirates with the Super Mod. I don't want to say it's necessarily better, as the Build Mod adds an incredible amount of new features and content that Age of Pirates doesn't have, but the game is honestly more accessible and easier to play.

There was a thread recently about features they'd like to see in B14 Alpha 8, and someone said multiplayer. Peter there said that it is probably impossible or too much work <i>unless the mod was ported over to Age of Pirates</i>. This is why I made this post, because of that possibility. I was originally going to say that that could ultimately lead to a better pirate/sailing experience, but then I remembered one other fact.

Akella is working on the fourth game in their series, and I know there have been some communication between the team working on City of Abandoned Ships and the mod. I'm probably going to assume that could be the general plan. Move the Build Mod over to the next game due sometime in 2008? The site has it listed for Q1, 2008, and that's not that far away if they stick to the date. I guess that might be a better plan than moving over to Age of Pirates, as it would be a newer engine with expanded features AND communication with their development team. Although, City of Abandoned Ships does not include multiplayer, where as Age of Pirates does. So if that guy wanted to get his multiplayer on with the Build Mod, I guess that would be the one to port it to.

The quest system seems different, as they're making it more open-ended with different choices and consequences, similar to say a Bioware of Elder Scrolls game.

I pasted some screenshots below.

<img src="http://en.akella.com/Files/Games/32/LSC3_03.jpg" border="0" class="linked-image" />

<img src="http://en.akella.com/Files/Games/32/DA_1.jpg" border="0" class="linked-image" />

<img src="http://vaultmedia.ign.com/rpgvault/image/cityabanships07121705_1197869612.jpg" border="0" class="linked-image" />
 
Porting the Build mod to AoP or any other game engine is going to be extremely difficult. We have literally two coders at the moment. They can't do it on their own.
 
Well, I hope you understand I'm not putting down your mod. I love your mod, I just think Age of Pirates is a little more accessible to new players. I'm having a harder time in this one in comparison, but dammit, I guess I'll just focus on playing both games and mods, as I love the features and depth of your mod, and I love the accessibility and interface (the graphics don't hurt, either) of the other.

I suppose I'll just ask for some tips. Is there any way to know the reload status of your cannons? How do I board? I don't seem to get any icon when I approach a ship. It's a small complaint, I think, but the icons describing my speed, fire range and arc, reload status, and crew, hull, and sail status above my ship were a big help in combat with the newer game. It would be great if someone could make an interface mod, but those are all visual things. Keep plugging away at the great gameplay features and content.

I'm sorry if I've sounded so critical in my recent posts. I don't mean to be. I enjoy the mod, and as a new player, I'm just trying to get into it and enjoy it like everyone else. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=227558:date=Dec 24 2007, 12:48 PM:name=Dashui)--><div class='quotetop'>QUOTE(Dashui @ Dec 24 2007, 12:48 PM) [snapback]227558[/snapback]</div><div class='quotemain'><!--quotec-->I suppose I'll just ask for some tips. Is there any way to know the reload status of your cannons? How do I board? I don't seem to get any icon when I approach a ship. It's a small complaint, I think, but the icons describing my speed, fire range and arc, reload status, and crew, hull, and sail status above my ship were a big help in combat with the newer game. It would be great if someone could make an interface mod, but those are all visual things. Keep plugging away at the great gameplay features and content.<!--QuoteEnd--></div><!--QuoteEEnd-->Are you referring to the PotC Build mod here? It would help if you'd tell us what game version you're playing. By the sounds of it, you might be using Build 14 Alpha 6. You can set DISPLAY_BATTLEINTERFACE to 1 in BuildSettings.h. That will re-enable your ordinary on-sea interface. The idea with removing it is that you now need a compass equipped to get the information provided by that interface. But that's a mod still in... ehm... alpha stage. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
If you just want to play, you might want to stick to Build 13. Although Alpha 6 is really quite playable, especially with <a href="http://www.s31clan.com/privateftps/pietersmods/potc_downloads/build14/b14_alpha6_update2.zip" target="_blank">Update 2</a> installed on top, it's not called "Alpha" for nothing.
 
I agree that it isn't accessible as it could be as there aren't any tutorials and my game didn't come with a manual. I've pretty much learned by experience.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Is there any way to know the reload status of your cannons?<!--QuoteEnd--></div><!--QuoteEEnd-->

You can select "old" interface in the menu of the build mod. If you use the new interface I think you need the compass to get reloading info.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->How do I board?<!--QuoteEnd--></div><!--QuoteEEnd-->

Get close to the enemy and wait for a grappling icon to display at the top left corner of the screen. When it appears, press enter twice (enter brings up an action menu and boarding will be the default option).

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->It would be great if someone could make an interface mod, but those are all visual things.<!--QuoteEnd--></div><!--QuoteEEnd-->

Like Pieter said all of this is available if you select the "old" interface. Personally I use this as default as it's not realistic to need a compass for the info (I assume it is just to make the game tougher).

I was actually surprised at the decent graphics of POTC, particularly with the build mod but then I haven't played AOP for the newer graphics to spoil it for me.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->a more complete experience<!--QuoteEnd--></div><!--QuoteEEnd-->

Well that's simple: AOP doesn't have direct sail <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
<!--quoteo(post=228669:date=Dec 30 2007, 10:23 AM:name=zaro)--><div class='quotetop'>QUOTE(zaro @ Dec 30 2007, 10:23 AM) [snapback]228669[/snapback]</div><div class='quotemain'><!--quotec-->You can select "old" interface in the menu of the build mod. If you use the new interface I think you need the compass to get reloading info.<!--QuoteEnd--></div><!--QuoteEEnd-->That doesn't depend on the interface. The "old" interface is the blue one and the "new" interface is the brown one. It would be better if they were simply called "brown interface" and "blue interface", because basically that's what it means.

In Build 14 Alpha 6, you need to have a compass equipped for the on-sea interfaces to appear. If you want your normal interface back, just open PROGRAM\BuildSettings.h and set DISPLAY_BATTLEINTERFACE 1. In Build 14 Alpha 7 you get part of your interface back even without having a compass so that you can see the reload state of your cannons again. This is an improvement over the Alpha 6 version and should make it much more playable.

<!--quoteo(post=228669:date=Dec 30 2007, 10:23 AM:name=zaro)--><div class='quotetop'>QUOTE(zaro @ Dec 30 2007, 10:23 AM) [snapback]228669[/snapback]</div><div class='quotemain'><!--quotec-->Get close to the enemy and wait for a grappling icon to display at the top left corner of the screen. When it appears, press enter twice (enter brings up an action menu and boarding will be the default option).<!--QuoteEnd--></div><!--QuoteEEnd-->I just use F3 instead. Saves me one press of a button. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=228669:date=Dec 30 2007, 10:23 AM:name=zaro)--><div class='quotetop'>QUOTE(zaro @ Dec 30 2007, 10:23 AM) [snapback]228669[/snapback]</div><div class='quotemain'><!--quotec-->Like Pieter said all of this is available if you select the "old" interface. Personally I use this as default as it's not realistic to need a compass for the info (I assume it is just to make the game tougher).<!--QuoteEnd--></div><!--QuoteEEnd-->Somebody made compass items and I figured I'd give them some use in the game. The idea is that it makes the beginning of the game tougher because you'll need to rely more on your own navigatory skills rather than on the help of the game's interfaces. Of course there's bound to be plenty of people who dislike this, so the mod can be turned off with the <i>#define DISPLAY_BATTLEINTERFACE</i> line in BuildSettings.h.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->That doesn't depend on the interface<!--QuoteEnd--></div><!--QuoteEEnd-->

I was thinking of an option in the sailing settings (which I would have changed after going into buildsettings).

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->because you'll need to rely more on your own navigatory skills rather than on the help of the game's interfaces<!--QuoteEnd--></div><!--QuoteEEnd-->

My problem with it is that we have methods in real life we can use that we can't in the game. Example, we can use a flag to determine the wind direction (now I think about it, is this in the game?), use stars and sun for navigation etc. It may not be as accurate as represented in the interface but it is a game. Hmm, maybe we can add stars the skyboxes for navigating?
 
AH! Ok, sorry about that. There IS an interface option for switching between the two types of on-screen compasses. However, this interface option only works when DISPLAY_BATTLEINTERFACE is set to 1. Otherwise the on-screen compass depends on the compass item you have equipped instead.

Navigating on the stars is not easy and definitly not something that any player of the game could do. I'm studying to become a maritime officer, so I know how to do it. It takes quite a while and you need pen and paper to be able to do it. I don't think it's realistic to put that into the game.

The sun CAN be used for navigation, only in reverse. The worldmap in the game is actually upside-down so that the sun rises in the West and sets in the East. We have been unable to figure out how to fix that. We should rotate the worldmap 180 degrees for that, but I don't think we actually CAN do that with our current tools.

I think you can indeed determine wind direction either from the flags or from your ship's sails.
 
i thought the sun was always in the east in the game. i checked. the moon's always in the west. you can of course just look at your flag, as there's usually more than one on your ship. it's pretty doable.
 
In that case, listen to Morgan. I trust his word more than mine on this, because I never did check myself. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
No need. I trust you. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
the thing is i'm not fully sure myself. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
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