Hi all, for a while now I've been playing the latest beta release of GOF 2.0. While I love the mod, 1 thing that always didn't sit right with me was the arcade like feel of naval battles.
So I did some research and modified some files, in the hopes of making naval battles feel realistic.
What I did:
-Increased cannon damage. A broadside from a 3rd-1st rate is a killer. It will ruin anyone's day.
-Increased reload times. Reloading now takes about as long as it would to reload a real cannon. Some liberties were taken for balance reasons.
- Exploding shot now works like double cannon shot. Does a ton of damage (about 160% of regular shot) but has very low range. I might remove it completely in the future.
- Made ship steering dependant on speed. A ship with no speed will turn very very slowly (this goes for de-masted ships as well). The sweet spot for turning is between 4 and 6 knots.
- Modified the cannon balls for balance reasons.
Bellow is a more in-depth explanation of changes done to the cannons:
You can download the mod here.
Extract the contents of the .rar file into your AOP2 folder. If you want to use the mod with an existing GOF 2 save game click "Full Reinit" under mod options while in the game.
Fell free to to modify and redistribute this mod as you like.
Post any questions, comments and suggestions in this thread.
So I did some research and modified some files, in the hopes of making naval battles feel realistic.
What I did:
-Increased cannon damage. A broadside from a 3rd-1st rate is a killer. It will ruin anyone's day.
-Increased reload times. Reloading now takes about as long as it would to reload a real cannon. Some liberties were taken for balance reasons.
- Exploding shot now works like double cannon shot. Does a ton of damage (about 160% of regular shot) but has very low range. I might remove it completely in the future.
- Made ship steering dependant on speed. A ship with no speed will turn very very slowly (this goes for de-masted ships as well). The sweet spot for turning is between 4 and 6 knots.
- Modified the cannon balls for balance reasons.
Bellow is a more in-depth explanation of changes done to the cannons:
I calculated the kinetic energy for each size of cannon and then tried to implement this into the game. I took some liberties with this, because I believe that cannon damage is not dependant on only initial kinetic energy. There's also splintering, bouncing and drag which cannot be modelled in the game, therefore I reduced the damage of lower cannons a bit to represent this.
Observe:
As you can see, a broadside from heavier guns is absolutely devastating now.
But, this does not mean battles end super quickly now, because:
Cannons take a long time to reload (Culverins even longer; +10 seconds for all of them). It's now very important how and when you place your shots.
Fire too soon and you might find yourself reloading while a frigate parks right beside you to fire of a broadside.
Wait too long or miss your shot and you may fail to submit the enemy before they are reinforced.
Battles are now more about manoeuvring with the wind to get the perfect shot and less about dropping sails and spinning around while your machine-gun cannons do all the work.
As for how much damage is actually done:
As you can see damage per second is actually pretty comparable to the old model. In actuality you will probably do less damage per second that before because you won't be shooting as soon as you reload most of the time.
Observe:

As you can see, a broadside from heavier guns is absolutely devastating now.
But, this does not mean battles end super quickly now, because:

Cannons take a long time to reload (Culverins even longer; +10 seconds for all of them). It's now very important how and when you place your shots.
Fire too soon and you might find yourself reloading while a frigate parks right beside you to fire of a broadside.
Wait too long or miss your shot and you may fail to submit the enemy before they are reinforced.
Battles are now more about manoeuvring with the wind to get the perfect shot and less about dropping sails and spinning around while your machine-gun cannons do all the work.
As for how much damage is actually done:

As you can see damage per second is actually pretty comparable to the old model. In actuality you will probably do less damage per second that before because you won't be shooting as soon as you reload most of the time.
You can download the mod here.
Extract the contents of the .rar file into your AOP2 folder. If you want to use the mod with an existing GOF 2 save game click "Full Reinit" under mod options while in the game.
Fell free to to modify and redistribute this mod as you like.
Post any questions, comments and suggestions in this thread.