The Re-imagined Successor to the Age of Pirates: Historical Immersion Mod v4.0. This Improved version comes with a new engine, balance changes and increased realism. This also is a standalone game so it is possible to take this one on the go.
The Re-imagined Successor to the Age of Pirates: Historical Immersion Mod v4.0. This Improved version comes with a new engine, balance changes and increased realism. This also is a standalone game so it is possible to take this one on the go.
Age of Pirates: Caribbean Tales
Historical Immersion Supermod
Version: v5.0 Release
Overall Mod Content:
Ships:
- 13 New Ships Added:
- Ships statistics have been rebalanced to accommodate the new ships.
- All ships now have historically accurate cannons.
- Ship descriptions and ship type names are indicative to British rating/type naming system used in 16-17th centuries.
- Added COAS Dutchman (flyingdutchman1(GOF ERAS))
- Edited stats for COAS Dutchman - Same HP as a manowar with 92pdr mortars maximum calibre.
- A New ship naming system will allow for ships to have names more historically accurate to the period. Also changed the text system to allow country specific accented letters to be shown in both text types.
Music/Sounds:
Videos:
Abilities:
Engine Enhancements:
Game/Bug Fixes:
Gameplay Improvements/balancing:
Acknowledgements:
NOTE: Add credit, when applicable, to any person who adds to this mod.
INSTALLATION:
This game is now a standalone version of the original game. Since it is no longer bound to a Windows registry, it is now portable... This allows you to take this game on the go without much modification to core windows files. This game requires at least 16GB of flash storage to fit on a standard removable disk.
Although the game is standalone and portable, there are a few configuration steps to get the game working on the machine you are playing on:
The Following is the Remainder of ChezJfrey's instructions for users of Malestrom:
Place the Maelstrom directory with these three subfolders contained, somewhere on your hard drive and make a shortcut to the START.exe in the Maelstrom folders (DX8/DX9 and/or 32 bit/64 bit) for each mod you intend to play (e.g. ERAS, City of Abandoned Ships, GOF 1.2, etc.), but Target: is the <path>\START.exe in the Maelstrom location. Change the properties of the shortcut to 'Start in:' <path to mod> it is supposed to play. Also, the config.exe changes/manipulates the start.ini for each mod, so don't run the one in the Maelstrom directories, but copy the whole config.exe executable to each mod you have, which should contain the appropriate start.ini and run it from that mod directory to change any config properties it provides for change for that particular mod you intend to play/change.
You can also copy START.exe, config.exe, modules folder, Buccaneer's Reef file and fmod.dll/fmod64.dll to each of the mod folders if you wish, but the above method reduces consumed file space on your drive, allows the itch client to automatically update, simplifying updates and such.
Further Configuration (Disable or replace the intro videos):
The Starting Videos are as follows:
1CLogo.wmv
PlaylogicLogo.wmv
AkellaLogo.wmv
PiratesLogo.wmv
Intro.wmv
These videos will play when you start the game.
If you want to overwrite them you must create new videos using the same video standard and overwrite the existing files contained in this directory.
Make sure they are 1080p stretched to fit the screen in order to be consistent.
If you want to disable the Intro videos entirely:
To re-enable the videos:
Restore the /* and */ to lines 266-269 in the seadogs.c file
Note:
If you look through the game files hard enough you might find an Easter Egg in the files.
Changelogs:
Changelog v3.5:
- Fixed storyline error with Bloody Michelle and escort ship. Escort now renamed "Le Mona".
- Added Historical Flags
-English: Red naval ensign with St. George's cross
-French: Blue and white fleur-de-lis royal ensign
-Spanish: Burgundy cross
-Dutch: Horizontal tricolor with West India Company markings
-Smugglers: Stock AoP flag
-Pirates: Worn skull and cross swords flag
- Changed ship descriptions and ship type names. Now closest to British rating/type naming system used in 16-17th centuries.
- Added more church music, desert island music and town themes.
- Made unique Swords (Astralaid) and Guns (Duelist's Dream) do better damage.
- Increased damage for musket/musketoon
- Increased charges for Duelist's Dream (Now 4)
- Now made minimum ranks for spyglasses.
- Made Blunderbuss more common to receive and is no longer unique. Increased damaged also.
- Made/Re-mastered unique sounds for every cannon type.
- Made more historical references to unique swords and guns in the game.
- Re-mastered historical accuracy on ships.
- Remastered cannon sounds and reload (unique for every cannon and two schemes for reload)
- Drunkard quest in Bridgetown tavern premastered (20,000 gold or experience = win or time to take a walk = lose)
-Greetings from townsfolk are simpler and more understandable
Changelog v4.0:
- Added COAS Dutchman (flyingdutchman1(GOF ERAS))
- Edited stats for COAS Dutchman - Same HP as a manowar with 92pdr mortars.
- Edited starting ship for Beatrice and Blaze Sharp - Both get a Sloop.
- Edited starting money - they both get 40,000 gold.
- Made 7z file a self extracting archive.
- Replaced schooner (ColonialSchooner(GOF ERAS))
- got sailorspoints for all ships
- revamped dialog
-revamped voice files
- added EasterEgg in files (bonus videos)
- added better 8 and 12 pounder gun sounds
- added Dutchman encounter quest
- Fixed some English showing in Russian and French
- Replaced "all music" scheme with a custom music scheme from COAS (classical music mod)
Changelog 5.0:
- Rebalanced ships for historical accuracy and longer battles with ships that load bombs
- Updated the game engine to storm engine 2.8
- Fixed the battle interface showing of random ship pictures for the mod ships.
- Fixed the alpha maps of some ship textures due to it being incompatible with storm engine 2.8
- Added new music
- Added new cannon sounds
- Added new pistol/musket/blunderbuss sounds
- Revamped the sound system and fixed the alias files
- Updated the videos to 1080p HD
- Fixed the ship picture battle interface scaling issue that was present in the storm engine 2.8
- Rewrote the item descriptions for improvements in clarity
- Fixed the improper display of the mod items
- Revamped the Dutchman quest.
-Added logbook entries for the Dutchman quest
- Added 3 new ships (schooner_l (for schooner replacement), Trinity and Bellona (for battleship replacement)) while removing the redundant Royal Navy Brig
- Fixed the walk file folder.
- Fixed the Dutch Flag (no longer has the WIC markings)
- Added worldmap port flags corresponding to new ship flags
- Added nation flags in relations menu and when creating a new character synonymous with the new ship flags
- Added small flags for the battleinterface synonymous with the new ship flags
-Replaced the stock brig with a better version, also added the brigantine and Bermuda sloop
-Replaced the stock Manowar with the HMS Victory from POTC/COAS (RN_First Rate/Victory)
-A New ship naming system will allow for ships to have names more historically accurate to the period. Also changed the text system to allow country specific accented letters to be shown in both text types.
-Fixed the French Flag (all three types) to reflect the historical flag used in the 17th century (white flag for mast pennant, white with fleur de lis for everything else.)
- Main menu scales with resolution now (it was a bit of code that fixed that - thanks to ChezJefrey). This will allow players to look at one resolution throughout the game.
- Fixed an issue with STORM ENGINE 2.8 (ChezJefrey credited) not playing 3d sounds related to sail setting/furling, turning and floating in seawater sounds.
- Fixed an Issue with animations not playing correctly for main characters (ChezJefrey Credited)
-Fixed an issue with the store and crew hiring screens not working correctly. Now they work correctly.
-Fixed an issue with the manowar's jib sails.
-Revamped the damage values of all swords and guns in the game (now more balanced by level)
-Revamped the cost of ships in the game (some ships were more expensive for their class than others so they were changed accordingly)
- All dialog files corrected from showing piastres or piasters. Gold is the currency across all dialogs....
-Fixed the issue that the schooner had 1 less cannon on both starboard and port sides due to incorrect ships_init defs.
-Added new music for each town theme. Adjusted the sound schemes accordingly.
-Fixed the common.ini not displaying apostrophizes (now in UTF-8 format).
-Fixed English Showing in Russian for Governor Ask For Help Messages
-Fixed the incorrect common.ini defs for the special_cannons (32,36,42,48pdr). They are now known by the Historical type "Demi-Cannon".
-Further streamlined the music alias files for better usage in game.
-Changed the sound_alias files for the new flintlock sounds. All modification type aliases will use the mod's flintlock sounds and other new general sounds, while the 'original' alias scheme will use the original schemes and sound files before the mod is installed (excluding the new cannon sounds which will be included regardless of the version).
-Added new sounds for the 12 pdr cannons as they weren’t powerful enough.
-Added new sounds for the naval battle.
-Cleaned up the 8pdr sounds so they are louder.
-Sound and program files overhauled again (Chezjefrey). This change has fixed the following bugs:
- Fixed the incorrect cannon calibers being sold as default on ships that are supposed to carry higher caliber cannons than 24 when bought.
-Fixed the brothel and brothel_room loading screens on Barbados, Antigua, Curcao, La Vega, Monsterrat, Nevis, Petit Goave, Puerto Rico, Santo Domingo, St. Eustatius and St. Kitts.
-Fixed a particle Issue (chezjefrey) when fires and other related particle effects were incorrectly being displayed.
-Fixed an Issue with the incorrect dialog showing for the characters interaction with their nation's home colony soldiers when the nation was at war.
- Fixed one of the new town themes as it wasn't representative of the respective nation.
- Fixed a Storyline Error where the grotto can be seen, but the player not able to make landfall. Also fixed the cannon calibers on Bloody Michelle and Le Mona to have their minimum calibre on spawn as originally the calibre was random.
-Incorporated Chezjfrey's update to the FMOD sound system.
-Incorporated Chezjfrey's update to the engine, thereby attempting to fix the random bug where the background of the dialog interface is displaying incorrectly.
-Incorporated Chezjfrey's update to the engine that allows for task switching without CTD or other adverse effects.
-Implemented Chezjfrey’s update to the sound system which fixed crackling in the sound system.
- The previous change also fixed undefined and missing sound files along with fixing the undefined music scheme for jungle.
-Fixed an issue where the energy of jungle bandits was nonexistent.
-Incorporated Chezjfrey’s update to the engine fixing the brothel and ship to ship dialogue problems. This update also fixes the following problems and adds the following features:
-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:
- 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.
-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 Heavy Frigate 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.
- Fixed missing or mismatched cannon defs across all the ships resultant of replacing said ships.
-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.
-Fixed the sailorspoints files for The Xebec, Cutter, Schooner and Bermuda Sloop.
-Replaced the Tartanes, Barque and War Galleon Models with their GOF 2 Counterparts to correct bow wave problems, missing cannons and problems with integrating new sailorspoints file for the tartanes.
-Fixed More Sailorspoints for the War Galleon, Barque and Tartanes.
-Added More Town, Sailing and World Map Themes.
-Added the New Credits Roll with Mod Development Credits at the End.
Now that you have finished AoP CT: Historical Immersion Mod (wich is of course amazing itself), will you focus more on New Horizons Remastered?
The underlying code is different in POTC than AOP, however I might take a crack at it if I have the time.
Oh, ok. I thought you are also involved in the development of NH, because of you being part of PiratesAhoy! Community.
There are a lot of sub-developments under the PiratesAhoy umbrella. Some coders are specific to AOP and COAS, where the code is very similar; whereas POTC, while using the same programming language, has a fundamentally different approach to implementation. This along with sparse commenting (in Russian) makes it very hard to modify.
Wow! I am in the process of downloading this wonderful 6.4 Gb beast, and (while at it) I would like to confirm that it can either (1) install without problems on my GOG version of Caribbean Tales or (2) be run as a stand alone game (did I read this correctly?).
In either case, we are much obliged to the modding group, so thank you very much!
I just downloaded the mod, unzipped it, confirmed that I have the redistributables, run it, and found out that it crashes with the message "Gentlemen of Fortune ERAS has stopped working".
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Can´t install the mod. I have no start.exe or start.ini in the unzipped Folder and the Readme dosen´t help with this problem. Only .exe in the mod Folder is the config, but this only says, no start.ini and/or Options file in game Directory. There is also a secound, still zipped Programm Folder in the modules Folder. Help please.
I apologize for my extremely late reply. Perhaps your download was corrupted or you downloaded from the wrong location. The backup copy I have on my Google Drive was the zip I used to upload to this website. I can confirm that this version has the two files and no longer has the program.zip archive in the modules folder. The version you might have caught was an early version of v4.0 or something similar. The file you should download is using the Download Now Button on this screen only. If you clicked on the flash ads or other things that frequently appear on this site, just use ad-blocker to ensure the right button is clicked.
Also to anyone having problems with windows based stop working messages. These do happen for some reason, they are random and happen only on startup. You sometimes have to attempt three or four times to boot it up. In addition, restarting your machine can fix this issue temporarily.
Greate Mod, thx for it :D
Question: How can i get the "Phantom Ship"?
This ship is only obtainable from the Dutchman Quest which is started by talking to the old man in Bridgetown Tavern.
Hello, is it too late to ask??
I downloaded from the download now button like suggested, but when I extract it, I got error. Extracting process stopped at church4.wav and error said "cyclic redundancy check"
Is it on my end??
What I do with it??
Thank in advance
Cyclic Redundancy Check Occurs when a mini program checks files that are in the process of being stored, retrieved or transmitted. An Error to that effect could mean that your hard disk needs a defragmentation or an error check. It could also be possible that uncompressed that this game will not fit on the storage device you extracted to. This little how-to guide explains the error in detail and how to fix it:
Wikihow.com
As the guide page says this problem is a serious one and must be addressed to avoid potential data loss or even a total system failure.
hello I just downloaded the game and I have an error when I open the .exe that say : "fail to create program . check the ini file or program script files for syntax error"
whenever i start the game it shutdowns down just as it reaching the menu....seems more like a shutdown then a ctd.... i tryed everything i can find here and at pirates ahoy
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Im having a problem with the programm starting. Whenever I start it says that It cant load the Library and skips the modules.
It works, thank you for the game.
This is an outstanding mod, that really creates a new terrific game out of an older one. This mod literally made me purchase the game from GOG a few years back (when the previous version of the mod was not standalone). I have enjoyed it a lot, but I have encountered a weird issue that persists and mars my enjoyment: occasionally when a ship starts from a port, it sails super slowly, so slowly that one has to go to the global map and navigate through there to get the ship moving at all. This does not happen with the original (unmodded) game. If this was a design choice in version 5 of this mod, and was done in the spirit of realism, e.g. for when the wind is not very strong, please allow me to express the opinion that it was not a good choice. I would appreciate a response if I am missing something or a way to get around it (by changing something in Ships_init.c perhaps).
Hello. I'm having a 'bug' with my ships cannons - when they get damaged in battle, you can repair them afterwards at shipyard, but it repairs from 97% to 100%, but the cannons still remain damaged and only way to fix it is by switching to other caliber and back, but that costs a lot of money. How can I fix this situation?
The game shuts down as soon as I see the main menu.. help me my good man
I can´t enter to the ship. is like the ship dessapear from the port
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hello the game often just crashes on spot? what can i do? i have enough ram and still it just crashes, even compatibility is on windows xp 3?
the mod itself is awesome by the way. would love a black pearl.