• New Horizons on Maelstrom
    Maelstrom New Horizons


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Mod Release AoP:CT - Historical Immersion Mod v5.0

Implemented another change to existing ships (Pending Upload):
Currently, the ships in the supermod for the Light Frigate, Royal Frigate and Royal Lineship were not from the 17th century. The Stock AOP Frigate, while beautiful to look at, was not period accurate. The Trinity, being a 17th century style fictional ship counts as accurate to period; however it would have been nice to have an actual 17th century second rate modeled with 90-98 guns.

I have been fiddling around with the new ship collection courtesy of de Zeerovers Group and have found the ships that would fill the gap in the ships above that are deemed unhistorical. The original 4 ships that they have released (HMS Mordaunt, HMS Oxford, HMS Resolution and HMS Royal Prince), two of which are missing a sailorspoints file make the perfect addition to the game. I have fixed some of the ships init bugs since the data was partially transferred over from POTC's ships init. I also plan to do up the other two sailorspoints files before iteration 2. Speed and maneuverability are transferred over from their POTC init file which concerns me because some of them are quite fast and maneuverable (in my initial test of all of them) for their size which might make them overpowered. Once the upload commences for this update (except for the sailorspoints which will be done later) you can test the balance of these ships in game.
Originally:
...
Light Frigate/Frigate_L (HMS Surprise - Unhistorical 18th Century) - 38 guns
Frigate (Stock AOP - OK) - 46 guns
...
Royal Frigate/Battleship (HMS Bellona - Unhistorical 18th Century) - 80 guns
...
Royal Lineship/Manowar (HMS Victory - Unhistorical 18th Century) - 104 guns

Now:
...
Light Frigate/Frigate_l (HMS Mordaunt - 1681) -46 guns
Frigate (HMS Oxford - 1674) - 58 guns
...
Royal Frigate/Battleship (HMS Resolution - 1667) - 70 guns
...
Royal Lineship/Manowar (HMS Prince/Royal Prince - 1670) - 102 guns

Also I did some minor description reworks for "Blackbeard's Sword" and "Black Blunder". Now renamed "Morgan's Blade" (as in Henry Morgan) and Blunderbuss. Changed the descriptions accordingly for these names.

EDIT: I also found out that some of the Ship HP values were off kilter at the lower tiers after the replacement so I adjusted them to a better progression.
 
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I was only able to play for a few minutes but found that the starting sloop seems to be transparent. The bow wave can be seen through the ship in both 3rd person and on deck views. For some reason I was unable to take screenies of this.
 
By any chance did you observe the wave when you were in a storm? Such a description of the storm bow wave fits what you describe. If not it could be spray from the bow wave you see in 1st person.
 
Using an alternative method I was able to get a screenie showing the bow wave. For some reason this particular program interferes with my normal programs.
supermod-1.jpg
 
That's strange @Hylie Pistof, In my versions on both Windows 8.1 and 10 I don't get that issue. Is this a new save or an existing one? @ChezJfrey if you have any ideas please tell me because I don't have a clue what causes an issue like that.
 
Update Finalized (Uploading soon):
-Reworked the Item names and descriptions for "Blackbeard's Sword" and "Black Blunder". Now renamed "Morgan's Blade" (as in Henry Morgan) and Blunderbuss. Changed the descriptions accordingly for these names for period accuracy reasons.

-Fixed inaccuracies in the Frigate, Light Frigate, Royal Frigate and Royal Lineship models as they were out of period (18th century or fake). New ships are:
1. Light Frigate = HMS Mordaunt - 1681 -46 guns (courtesy of de Zeerover's Group)
2. Frigate = HMS Oxford - 1674 - 58 guns (courtesy of de Zeerover's Group)
3. Royal Frigate = HMS Resolution - 1667 - 70 guns (courtesy of de Zeerover's Group)
4. Royal Lineship = HMS Prince/Royal Prince - 1670 - 102 guns (courtesy of de Zeerover's Group)

- Created and added the missing sailorspoints for the new Light Frigate and Frigate vessels (not included in the original de Zeerover's archive)

- Discovered some of the ship HP values at low tiers was not correct. They are now corrected and edited to a better progression among the tiers.
 
That is a new save on a new install. I deleted the old one and DLed and installed the new version.
 
I dont have that graphics bug either! running on win 10 with a gtx1060 and driver ver 388.13, if thats of use
 
I found a bit of a problem with the War Galleon. It's bow wave is a few meters in front of the hull. I have been revamping the waterlines to prevent water from lapping in the lower gun-ports when turning at battle sails. Attached is the problem.
 

Attachments

  • Buccaneer's_0000.jpg
    Buccaneer's_0000.jpg
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Working on the Next Update to release (will release once I hear back about the above issue and correct it):

-Fixed the new Manowar’s armament to 100 cannons.

-Reworked the tonnage of all the ships in the game (also tested a crew revamp, but found it ineffective)

-Reworked the Capacity of the ship holds. Now progression is smoother.

- Fixed the waterlines of all ships to make sure the gun-ports aren’t exposed to the sea when turning at battle sails setting.

-Enhanced the Flying Dutchman to POTC specs in an attempt to make it easier to sail against the wind.

- Switched the Warship and Battleship (Original AOP defs for the “Royal Frigate” and “Lineship” respectively in game) descriptions and names from common.ini to fit the progression.

- Switched the models, textures, pictures and init defs of the Frigate and Great Frigate (Heavy frigate in init defs) to make a smoother progression between the ships. Originally a 58 gun Frigate with a 32pdr max caliber lead to a 56 gun Frigate with a 36 pdr max caliber. Now the reverse is true except that the 56 gun Frigate has the 32pdr caliber max and the 58 gun Frigate has the 36pdr max caliber.

- Fixed missing or mismatched cannon defs across all the ships resultant of replacing said ships or existing problems that were not fixed from the original developers (In Case of the Warship/Royal Frigate).

-Although switching the Barque (12cannons – 16 pdr max) with the Barquentine (16 cannons – 12 pdr max) would make partial sense, the Barque is an evolution of the Barquentine so in this way (and because it is a trade ship) it makes sense not to do so.

Side Note:
Working on a Ships Preview Video Based on these Changes. Will have it up as soon as I can put it together.

EDIT:
- Ships Preview Video Now Live:
- Discovered that the sounds that I added for the naval battle somehow lost their definitions in sound_alias.ini. This has now been fixed.
 
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Reinstalled and the bow wave problem is gone. Is it possible to direct sail from one island to another?

The starting ship is a small sloop with 159 crew and 532 cargo capacity which is taken up with food and ammo. No room for cargo. The merchants will not deal with me for this reason and attacking Pirates is suicide. Woopee.
 
As far as I know, it is not possible to direct-sail from one island to another. This is a COAS feature that is incompatible with CT without a lot of lasting problems.

Also if you thought sailing a Sloop was bad, try doing it with a Lugger. That is the starting ship in original CT without mods.

What I usually do is I try to board the largest pirate ship (usually a Xebec or Sloop of War) that I encounter as soon as I get the sloop. If you are a trader, then the sloop isn't the ideal ship anyway. 40000 gold is enough so you can replace with a lot of low tier options that are available in the lowest starting colony state. If you want to retrofit the sloop for trade duty you have to sell off some unwanted cargo such as chain shot (Knippels) and cannonballs. If you load bombs from afar and grapes from up close you can even the odds against any would be pirate.
 
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Another Update regarding the above:
-Fixed the sailorspoints files for the Xebec, Cutter, Bermuda Sloop and Schooner.
 
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I have decided to release the newest version of the game, rather than wait for the bow wake position on the War Galleon to be fixed. Full Changelog:
-Fixed the new Manowar’s armament to 100 cannons.

-Reworked the tonnage of all the ships in the game (also tested a crew revamp, but found it ineffective)

-Reworked the Capacity of the ship holds. Now progression is smoother.

- Fixed the waterlines of all ships to make sure the gun-ports aren’t exposed to the sea when turning at battle sails setting.

-Enhanced the Flying Dutchman to POTC specs in an attempt to make it easier to sail against the wind.

- Switched the Warship and Battleship (Original AOP defs for the “Royal Frigate” and “Lineship” respectively in game) descriptions and names from common.ini to fit the progression.

- Switched the models, textures, pictures and init defs of the Frigate and Great Frigate (Heavy frigate in init defs) to make a smoother progression between the ships. Originally a 58 gun Frigate with a 32pdr max caliber lead to a 56 gun Frigate with a 36 pdr max caliber. Now the reverse is true except that the 56 gun Frigate has the 32pdr caliber max and the 58 gun Frigate has the 36pdr max caliber.

- Fixed missing or mismatched cannon defs across all the ships resultant of replacing said ships or existing problems that were not fixed from the original developers (In Case of the Warship/Royal Frigate).

-Although switching the Barque (12cannons – 16 pdr max) with the Barquentine (16 cannons – 12 pdr max) would make partial sense, the Barque is an evolution of the Barquentine so in this way (and because it is a trade ship) it makes sense not to do so.

-Fixed the sailorspoints files for the Xebec, Cutter, Bermuda Sloop and Schooner.

- Discovered that the sounds that I added for the naval battle somehow lost their definitions in sound_alias.ini. This has now been fixed.
 
About that bow wake. Armada fixed it years ago in the POTC version, which was superseded soon after by the de Zeeroovers version. Which version would you prefer?
 
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