Build 14 Beta 2.3 Light
Nov 26, 2012 Patch 48 commentsCLICK 'READ MORE' FOR ALTERNATE DOWNLOAD MIRROR! Vastly enhanced game stability, amazing new ship models, improved sail selection and much, much more...
a mod for Pirates of the Caribbean
"Pirates of the Caribbean: New Horizons", also known as PiratesAhoy! Community Build 14, has been in development ever since the release of Build 13 in early 2007. We have come a long way since then, adding much new content and many new features, some of which were thought to be impossible to achieve even by the original game developers themselves.
The intention is to provide as full an historical Age of Sail game experience as possible, both more realistic, but also more fun. New features include more storylines, historical detail, abilities for free play, variety and more customization than ever before. Not to mention that the graphics have also been improved upon, mainly with new models and textures, but also the sea itself and anywhere else that we could manage.
Although the game is called "Pirates of the Caribbean" and a lot of movie-specific content has been added, that is not all that's been done. Better still, there is a lot to enjoy even for those people who don't much care for the movies and it is entirely possible to play the game as a fully realistic period naval simulation, rather than a movie tie-in.
12 comments by Pieter_Boelen on Nov 26th, 2012
While we at PiratesAhoy! have started to move ahead into the future with the development of our own, fully new game Hearts of Oak: Conquest of the Seas, that does not mean that we forgot about the past. There is still a lot we can do with that good old Pirates of the Caribbean modpack of ours!
As such, Build 14 Beta 2.3 is now available as a Light version to be installed on top of the original Build 14 Beta 2.1 Full. It offers vastly enhanced game stability, amazing new ship models, improved sail selection and much, much more! Read on for an overview of the main new additions.
aka. Hearts of Oak: Conquest of the Seas preview model
Our historical research has uncovered that the unmodified game's Frigate model was based on a real-life ship, namely the Russian "Rossiya" from 1728.

Not satisfied with the lack of detail and accuracy on the original version, Armada has undertaken a massive project to make a completely new replacement for her. See here the result!
This new frigate is now officially the most historically accurate model in the game and has a lot of special details, including an accessible and detailed Captain's Cabin and Cannons Deck.
She comes in several paint schemes, including the original game's livery, but also French, Dutch and Pirate versions.
This ship showcases the level of detail and accuracy that we're intending to accomplish with our new game as well. Don't forget: We're always looking to welcome more people willing to join our efforts!

PiratesAhoy! wouldn't be PiratesAhoy! if we hadn't ensured a whole lot more content for you to enjoy! And our latest release sure does deliver on that account too. For all those from the United States, here is the one and only USS Constitution with further improved detail and accuracy.

And more has been added, such as the oft-requested Trinity 2nd Rate vessel.

And two more of Captain's Armstrong's ships have also been included, namely the French Heavy Sloop of War 'Volage' in several national texture variants and the USS Essex.
And as a nod to the original game's name, we have also been able to include the notorious Blackbeard from Pirates of the Caribbean: On Stranger Tides.


Additional work has been done on period-correct Portuguese soldier models, as well as an improved and simpler "Ship Tier" system to replace the old "Class" system. And the Sails code has been cleaned up, fixed and modified to ensure enhanced historical accuracy, as well as improved support for emblems. And of course there is more! Refer to "Build Info.txt" included in the modpack download.

Random crashes have been plaguing our game for quite some time, but the chance of those occurring has been massively decreased as per Build 14 Beta 2.3! We have this time ensured that all international game versions result in the same installed files. Additionally, complex work has been done on the DLL files by Amplificar to fix a Heap Corruption bug that caused the game to become more unstable as it progressed. In other words: This should work a whooole lot better!

Additionally, a new fix for Intel Graphics Card compatibility has been developed by Amplificar, which is now part of the main installer program. While the old SwiftShader fix caused very bad performance making the game almost unplayable, the new version maintains good performance at the expense of the sea not looking quite as good. But that is a small price to pay.
CLICK 'READ MORE' FOR ALTERNATE DOWNLOAD MIRROR! Vastly enhanced game stability, amazing new ship models, improved sail selection and much, much more...
A high-detail reference map of the Pirates of the Caribbean: New Horizons archipelago, including all islands, towns and shores.
CLICK 'READ MORE' FOR ALTERNATE DOWNLOAD MIRROR! Now updated to include all the latest Beta 2.1 fixes. Almost two years after the previous full release...
I've got a special treat for all of you, new Pirates of the Caribbean movie music pack! It is an optional download for fans of the 4 films. It features...
Gameplay guide/pictorial walkthrough. This is a work in progress manual but should get you well on your way to privateering in the virtual Caribbean.
Formerly the "Willemstad Builders' Trials" realistic ship handling mod, numerous improvements have been made to gameplay on the high seas in the New Horizons...
Latest tweets from @piratesahoy_
Run out the guns! Progress continues rapidly on "Signal: Close Action!" and the cannons now function. T.co
May 15 2013, 6:02am
The search for a Pirates of the Caribbean 5 director continues. T.co
May 13 2013, 3:56am
New Age of Sail strategy game receives its first public Test Release! And a NAME too. It will now be known as... T.co
May 12 2013, 6:07am
A sailor met a pirate in a bar, and the sailor couldn't help but notice that the pirate was pretty badly the... T.co
May 10 2013, 3:52pm
Pirates of the Caribbean film news! So... how much longer to wait? T.co
May 10 2013, 3:53am
STARZ announces the release of “Black Sails” T.co
Apr 29 2013, 5:29am
WHO was the greatest Admiral again??? T.co
Apr 29 2013, 5:29am
I added a video to a @YouTube playlist T.co Let's Play Sid Meier's Pirates! - 1 [Welcome to Sid Meier's Pirates!]
Apr 28 2013, 6:33am
Just finished watching this entire series of yours. Thanks for doing it. Looks like a fun game (@YouTube T.co)
Apr 28 2013, 6:33am
So what do YOU want in our new game Hearts of Oak: Conquest of the Seas? Complete the survey and let us know!... T.co
Apr 22 2013, 4:13am
Hello!
Just came in to say i love this mod :) just played the original potc again, and thought it would be nice to try out this one. Nice work, i am really enjoying this!
Thanks for your kind words! We're glad you like the mod. :)
Why don't you guys imploment lights to the ships when sailing at night in 3D view?
We've considered it, but the problem is we don't have a way to fix light particles to ships. It might not even be possible to have the lights illuminate the ships anyway. It's one of the many limitations of the game engine, which is a shame, really.
For a start, you could "copy" the street lights at night onto a ship without the light "brighting" the the ship?
The first problem is attaching those lights to the ship. Ashore, that is handled with locators. However, the game engine doesn't allow for them at sea attached to moving objects. And it isn't possible to read out the coordinates of a newly added locator type either.
The only theoretical way of doing it is through the same method used for the particle effects on the steamships for example. Eg. by using coordinates instead. However, this requires complex formulas because the ship-stabilized coordinates for the lights have to be converted to world-stabilized to be able to be generated in the correct location.
To do this correctly, that means you have to take the ship's x,y,z coordinates and subsequently correct the light's coordinates for course, pitch and roll angle. While theoretically this should be possible, I have never managed to make this work properly despite doing a fair few experiments with them.
In fact, the steamship smoke emission point that is calculated in similar fashion somehow shifts backwards when picking up speed. I have never been able to figure out why that happens and only managed to make it less obvious with a speed-based correction factor. While for smoke it isn't so obvious, with ship lights you would immediately notice things being wrong.
Not to mention that I never managed to work the pitch and roll angle compensation into the formula as that is not quite needed for the steamships.
Also, it seems that the transparency of particle effects at sea are treated differently than ashore. Using the same effect from the street lights at sea results in a textured squares instead of the intended effect.
BTW: If you're interested, the relevant code can be found in PROGRAM\NK.c under void StackSteamPuff(). At the bottom of that function, you will find some outcommented code of mine where I was experimenting with trying to make this work.
How's the lighting implomented in Age of pirates?
age of pirates has a new engine which is storm engine 2.8 and potc has an old engine back from 2003 and it is storm engine 2 and storm engine 2 cant handle that
Thanks for the info.