Greetings Captains,
The time has finally come to start plundering yer way through the Caribbean again.
The work on this mod, or it's ancestor, started many years ago with Cyberops in 2007 and the mod was highly praised for bringing an extra dimension to the game. Cyberops's mod had a few problems, had issues in terms of conforming or trying to follow historical accuracy and some content issues in the brothels. Cyberops's mod was merely just an enhancement to the original game and game-play was very similar to the original since the patches and a no-cd allowed to bypass starforce in order to get the original experience without installing Cyberops's mod. However, the glaring issues with the english translation and a many bugs present in the original game were, by a vast majority, fixed by the Cyberops team which made Cyberops's mod popular because it was fixing what the original developers got wrong. Cyberops's Supermod Repack had a long reign of being the go-to mod, besides AOP:CT's english translated version of the Russian mod "Secrets of the Far Seas" which wasn't as popular by comparison.
Back when I was in middle school, I discovered this game and Cyberops's mod. The mod was excellent and I was able to play through the story-line with no difficulty at all. I started studying history in various areas including the age of sail (i.e the golden age of piracy) and noticed some inaccuracies, in various places, in the mod. I also was eager to modify the game past Cyberops's accomplishments and as such I once lurked on these forums as a guest in order to receive help from searching and browsing the forums to mod the game. After my shared computer crashed, I started to pick up the pieces on my new system (now independent of my parent's system). By junior year in high school I joined these forums in order to mod the game to my standards using Cyberops's creation as the basis. Many versions of the mod came out and each improvement, in the updates released, made the game better until the time came to release v4.0. Version v4.0 was the elephant in the room when I was getting too busy to mod the game. I was a bit lax on my restrictions for that mod as the quest I released had a terrible exploit bug that allowed you to complete the quest before the Dutchman could be fought. In that sense I never got it right and the quest seemed empty compared to my previous feats in modifying the game. I also unbalanced the ships by adding new ones, and other game-play problems cropped up, one by one. I left the forums for a few years as I attended personal matters that needed my attention.
Initially, after releasing v4.0, I had thought I had done my best to provide an improvement over Cyberops's Mod, however I felt that the mod wasn't complete by a long shot. Since I was dealing with personal matters at the time I felt nothing of it. I gradually forgot these forums until Chezjfrey sent me a private message in August of 2017; suggesting that there was a way to fix what went wrong in v4.0 and also make the game a lot better. I got hooked again and kept the conversation going. Over time and on the Supermod's original topic we worked on a new version v5.0 which promises to do away with the philosophies of the old and add some new content and fix the places in which I fouled up the last time. As of this moment v5.0 is entering it's Beta testing stage.
About the Beta Test:
Beta testing will be spread over two months and will be play-tested by the community. There will be two iterations of the public test before general release. Each iteration will stop at the end of a month. We who are developing the mod, will have 1 month (or more time if we get bogged down) to fix what we can and then we can release the next public test at the beginning of the following month. After finalizing the changes from the second public test, we will release version 5.0.
How can I become a tester:
You must download the client linked at the end of this post. Also you must post on this topic in order to get credit for the credit roll video I am making for the mod.
Beta Test Client Download Link:
Beta Test Has Concluded and the Mod is Now Released on ModDB:
AoP: Historical Immersion Mod v5.0 (Standalone) for Age of Pirates: Caribbean Tales
Notes:
- This version is standalone, It is not meant to be installed on top of version 4.0 or on top of the original game disk.
- In order for the game to run smoothly on your machine please, find the "README-INSTALL-FEATURES.docx" in the zip folder's directories and read before playing.
- Post all your issues/bugs/etc with the game in this thread so that I can track the problems for fixing... Use descriptive words to assist other testers so that they do not post the same issue.
Current known issues (Beta Iteration 2):
- In game options menu changes not applying in game (changed options from main menu, After Starting a new Game the changes aren't applied. You can force it if you return to the options menu after starting a new game.)
The time has finally come to start plundering yer way through the Caribbean again.
The work on this mod, or it's ancestor, started many years ago with Cyberops in 2007 and the mod was highly praised for bringing an extra dimension to the game. Cyberops's mod had a few problems, had issues in terms of conforming or trying to follow historical accuracy and some content issues in the brothels. Cyberops's mod was merely just an enhancement to the original game and game-play was very similar to the original since the patches and a no-cd allowed to bypass starforce in order to get the original experience without installing Cyberops's mod. However, the glaring issues with the english translation and a many bugs present in the original game were, by a vast majority, fixed by the Cyberops team which made Cyberops's mod popular because it was fixing what the original developers got wrong. Cyberops's Supermod Repack had a long reign of being the go-to mod, besides AOP:CT's english translated version of the Russian mod "Secrets of the Far Seas" which wasn't as popular by comparison.
Back when I was in middle school, I discovered this game and Cyberops's mod. The mod was excellent and I was able to play through the story-line with no difficulty at all. I started studying history in various areas including the age of sail (i.e the golden age of piracy) and noticed some inaccuracies, in various places, in the mod. I also was eager to modify the game past Cyberops's accomplishments and as such I once lurked on these forums as a guest in order to receive help from searching and browsing the forums to mod the game. After my shared computer crashed, I started to pick up the pieces on my new system (now independent of my parent's system). By junior year in high school I joined these forums in order to mod the game to my standards using Cyberops's creation as the basis. Many versions of the mod came out and each improvement, in the updates released, made the game better until the time came to release v4.0. Version v4.0 was the elephant in the room when I was getting too busy to mod the game. I was a bit lax on my restrictions for that mod as the quest I released had a terrible exploit bug that allowed you to complete the quest before the Dutchman could be fought. In that sense I never got it right and the quest seemed empty compared to my previous feats in modifying the game. I also unbalanced the ships by adding new ones, and other game-play problems cropped up, one by one. I left the forums for a few years as I attended personal matters that needed my attention.
Initially, after releasing v4.0, I had thought I had done my best to provide an improvement over Cyberops's Mod, however I felt that the mod wasn't complete by a long shot. Since I was dealing with personal matters at the time I felt nothing of it. I gradually forgot these forums until Chezjfrey sent me a private message in August of 2017; suggesting that there was a way to fix what went wrong in v4.0 and also make the game a lot better. I got hooked again and kept the conversation going. Over time and on the Supermod's original topic we worked on a new version v5.0 which promises to do away with the philosophies of the old and add some new content and fix the places in which I fouled up the last time. As of this moment v5.0 is entering it's Beta testing stage.
About the Beta Test:
Beta testing will be spread over two months and will be play-tested by the community. There will be two iterations of the public test before general release. Each iteration will stop at the end of a month. We who are developing the mod, will have 1 month (or more time if we get bogged down) to fix what we can and then we can release the next public test at the beginning of the following month. After finalizing the changes from the second public test, we will release version 5.0.
How can I become a tester:
You must download the client linked at the end of this post. Also you must post on this topic in order to get credit for the credit roll video I am making for the mod.
Beta Test Client Download Link:
Beta Test Has Concluded and the Mod is Now Released on ModDB:
AoP: Historical Immersion Mod v5.0 (Standalone) for Age of Pirates: Caribbean Tales
Notes:
- This version is standalone, It is not meant to be installed on top of version 4.0 or on top of the original game disk.
- In order for the game to run smoothly on your machine please, find the "README-INSTALL-FEATURES.docx" in the zip folder's directories and read before playing.
- Post all your issues/bugs/etc with the game in this thread so that I can track the problems for fixing... Use descriptive words to assist other testers so that they do not post the same issue.
Current known issues (Beta Iteration 2):
- In game options menu changes not applying in game (changed options from main menu, After Starting a new Game the changes aren't applied. You can force it if you return to the options menu after starting a new game.)
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