Hello everybody,
First of all I'd like to introduce myself since I've been reading this forum since 2007 or so but only now found reason to register.
My name is Leandro, 28, from Argentina.
I've been playing PC ship games since 1994.
Some of the ones, closely or no so closely related to this genre, I played are: High Seas Trader, Ports of Call, Ocean Trader, Harpoon 1 and 2, Age of Sail, Pirates Gold, Sid Meier's Pirates, Silent Hunter I, II, III and IV, Sea Dogs 1, 2, Age of Pirates, and of course Age of Pirates 2. Also Tropico II, MS-DOS Privateer, Aces of the Deep. Empire Total War, thanks to the sea battles involved, is also worth mentioning. I'm also a literature fan of the pirate or high sea genre, having read Conrad, Hemingway, Salgari, and pathetically lastly, I have recurring dreams of battles, 80% of them are sea-based battles and I've gotten as far as getting up suddenly feeling the pain of the shrapnel in my body. So, yes, I'm pretty f**ked up yet that's not what I would like to discuss but I do want you to know a little about me as far as background goes because that's what makes a difference when it comes to criticism: It's not the same if Britney Spears doesn't like the book you just written, that if Cormack McCarthy doesn't. I have a good history on gaming and a devotion on sea, I'm a weekend sailor myself and well, that's about all I have to say about me.
I really pitty how bad gaming industry has been treating us lately regarding the production, money, effort spent in the games they offer to us. If they'd put 50% of the investment in, say, Fallout 3, we could live happily ever after playing the definitive Sea Dog game. You know about the bugs, the problems, the everything I mean and I'm positive you feel the same.
However that's when community kicks in, and I really want to tip my hat to the work some guys have been doing in order to make Age of Pirates 2 all the game it can be.
After struggling for months with this game I decided to download and install the patch COAS Combined Mod Version 3.
I found it to be good. Really good. Until I got to my first battles.
Now some things are good. But some others aren't. Please don't feel aggraviated by my criticism as I intend to do something about it; but first things first.
Style: This game is not an arcade. Go play Galaga if you want to shoot things off at the speed of light.
Reloading Times: Nobody, in the history of the universe, could reload a 24 pounder in 20 seconds. Reloading does take time.
Ballistic: So the bigger the bullet, the farther it will travel? Please do apply the most minimum ballistic notions.
The game, as any game, does have some licenses in terms of realism. I'm not looking for the most accurate game possible. However, what I feel from what I see on the patch is that you completely missed the point regarding reality. The naval combat changes implemented make one feel like you guys all you care about is to get the biggest ship possible with the heaviest guns possible that will shoot as far as possible and reload as fast as possible. That's completely nonsense. It's not even pleasurable to play such a game.
There are a thing or two you have to consider about history. How big can a ship be? How many guns can it possibly carry?
Homework: Read about the Yamato. Read about the Santísima Trinidad. There was a reason behind the size of the ships, the cannons, the amount of cannons. And it's not practicality, it is that in truth size, caliber, number of guns, work until certain point. From there on, it's only loss.
Same happens with hand guns. It's all about practicality.
I'm OK with the fact that different gun caliber would shoot the same ammo. If you have to make the difference between calibers in ammo then the game becomes unplayable, HOWEVER, ranges, calibers, damage and reloading times have to be completely reworked.
I have absolutely no experience modding this game whatsoever, still I work in the IT business and know my way around. I did modify several other games but never this one.
So what I'm going to do is to rework the stats for the guns and share with the community. It will take some time, however, but it will be worth the while.
I leave a question: Do guns have a "natural accuracy" stat? Culverins were more accurate (and expensive, but I already found the price) than cannons, and I would like to offset the higher reloading time with the extra range.
BTW the amount of calibers now available is far too idealistic. In those times, a cannon ball for a given caliber (in pounds) would be the nominal weight + - 20%. So creating a 14 pounder as a better cannon than the 12 pounder is ridiculous.
Let alone the fact that a 74-pounder would weigh about 8000 lbs. You want to put 100 in a ship?
Yeah, right.
So I'll build a technically and historically accurate model for game's guns and I'll share for those who, like me, feel better with realism rather than Galaga.
Regards
Siegfried
First of all I'd like to introduce myself since I've been reading this forum since 2007 or so but only now found reason to register.
My name is Leandro, 28, from Argentina.
I've been playing PC ship games since 1994.
Some of the ones, closely or no so closely related to this genre, I played are: High Seas Trader, Ports of Call, Ocean Trader, Harpoon 1 and 2, Age of Sail, Pirates Gold, Sid Meier's Pirates, Silent Hunter I, II, III and IV, Sea Dogs 1, 2, Age of Pirates, and of course Age of Pirates 2. Also Tropico II, MS-DOS Privateer, Aces of the Deep. Empire Total War, thanks to the sea battles involved, is also worth mentioning. I'm also a literature fan of the pirate or high sea genre, having read Conrad, Hemingway, Salgari, and pathetically lastly, I have recurring dreams of battles, 80% of them are sea-based battles and I've gotten as far as getting up suddenly feeling the pain of the shrapnel in my body. So, yes, I'm pretty f**ked up yet that's not what I would like to discuss but I do want you to know a little about me as far as background goes because that's what makes a difference when it comes to criticism: It's not the same if Britney Spears doesn't like the book you just written, that if Cormack McCarthy doesn't. I have a good history on gaming and a devotion on sea, I'm a weekend sailor myself and well, that's about all I have to say about me.
I really pitty how bad gaming industry has been treating us lately regarding the production, money, effort spent in the games they offer to us. If they'd put 50% of the investment in, say, Fallout 3, we could live happily ever after playing the definitive Sea Dog game. You know about the bugs, the problems, the everything I mean and I'm positive you feel the same.
However that's when community kicks in, and I really want to tip my hat to the work some guys have been doing in order to make Age of Pirates 2 all the game it can be.
After struggling for months with this game I decided to download and install the patch COAS Combined Mod Version 3.
I found it to be good. Really good. Until I got to my first battles.
Now some things are good. But some others aren't. Please don't feel aggraviated by my criticism as I intend to do something about it; but first things first.
Style: This game is not an arcade. Go play Galaga if you want to shoot things off at the speed of light.
Reloading Times: Nobody, in the history of the universe, could reload a 24 pounder in 20 seconds. Reloading does take time.
Ballistic: So the bigger the bullet, the farther it will travel? Please do apply the most minimum ballistic notions.
The game, as any game, does have some licenses in terms of realism. I'm not looking for the most accurate game possible. However, what I feel from what I see on the patch is that you completely missed the point regarding reality. The naval combat changes implemented make one feel like you guys all you care about is to get the biggest ship possible with the heaviest guns possible that will shoot as far as possible and reload as fast as possible. That's completely nonsense. It's not even pleasurable to play such a game.
There are a thing or two you have to consider about history. How big can a ship be? How many guns can it possibly carry?
Homework: Read about the Yamato. Read about the Santísima Trinidad. There was a reason behind the size of the ships, the cannons, the amount of cannons. And it's not practicality, it is that in truth size, caliber, number of guns, work until certain point. From there on, it's only loss.
Same happens with hand guns. It's all about practicality.
I'm OK with the fact that different gun caliber would shoot the same ammo. If you have to make the difference between calibers in ammo then the game becomes unplayable, HOWEVER, ranges, calibers, damage and reloading times have to be completely reworked.
I have absolutely no experience modding this game whatsoever, still I work in the IT business and know my way around. I did modify several other games but never this one.
So what I'm going to do is to rework the stats for the guns and share with the community. It will take some time, however, but it will be worth the while.
I leave a question: Do guns have a "natural accuracy" stat? Culverins were more accurate (and expensive, but I already found the price) than cannons, and I would like to offset the higher reloading time with the extra range.
BTW the amount of calibers now available is far too idealistic. In those times, a cannon ball for a given caliber (in pounds) would be the nominal weight + - 20%. So creating a 14 pounder as a better cannon than the 12 pounder is ridiculous.
Let alone the fact that a 74-pounder would weigh about 8000 lbs. You want to put 100 in a ship?
Yeah, right.
So I'll build a technically and historically accurate model for game's guns and I'll share for those who, like me, feel better with realism rather than Galaga.
Regards
Siegfried