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AGE OF PIRATES 2
City of Abandoned Ships developed and published by SewardRU & A
kella
================================================================================
===============
MOD: Gentlemen of Fortune: Historical Eras Module #2; Privateers and Profit - "T
he Golden Age"
Primary Modder: Modernknight1(MK) with support from other various modders(credit
s at end)
Readme - GOF ERAS2 Version 1.5.7 DEV Beta3 ------- 10/30/2015
================================================================================
=========UPDATE on added content:
NOTE: This is an EXTENSIVE overhaul from the last version, so a patch was just T
OO MUCH. Between 60 to 70 percent of game files were modified and many new model
s (both ships and characters) have been added, so there is absolutely NO WAY tha
t this mod is compatible with the previously released ERAS2.1.5.1. So no save ga
mes will work and you have to download the whole thing all over again. Sorry. Th
at's just the way it is.
- Playable Characters and recruitable NPC officers/captains now up to 128. That'
s 53 new officers/recruitable captains added to the game! Several new female cap
tains and several new minority captains.
- Every player character is now equiped with unique ships and items to start out
with. If they are historical characters they have the ship they possessed at so
me time in their career with the correct historical name. If they are a naval of
ficer they start with a letter of marque already in their possession from the co
rrect country (NOTE: must equip item). In addition experienced captains will alr
eady have appropriate foreign flag perks if it suits them from their historical
experiences. Check your character! Some already have all foreign flags to begin
with. This allows a much needed attribute of stealth to gameplay right from the
beginning which I believe makes the game much more realistic. However, some capt
ains, have no foreign flags at all. It all depends on who they were. I wanted th
e lower fictional captains like Silas Scallywag to have very little so the playe
r that wants to start with absolutley nothing still has some character choices.
- Options are now pre-set to what I think is the optimal solution for my mod. Th
e only other thing I recommend is to tick off the show info button about ships.
I hate the way the health bar looks above the ships. I believe it ruins immersio
n.
- Flags have been overhauled again to be more realistic blowing in the wind. Als
o flags will now change immediately when you select them instead of having to wa
it for the next load/transition screen. In addition, when ships surrender they w
ill strike (pull down) their flags.
- Sails look better than ever with improved more realistic looking damage and sh
redding effects. In addition there are well over a dozen different sail textures
now. Most ships have a special random selection of sail textures that will appe
ar on them based on their historical classification - e.g. Spanish warships have
crosses, large capital ships have the finest textures available. French capital
ships have some horizontal stripped blue textures that will occassionally appea
r. Pirate and corsair vessels will have red, black and patched sails. Poorer low
er class working ships will have dirty sails and patched sails, etc... Note: Sel
ected ships have 4 different random sail textures that can appear on them in mos
t cases - Sometimes 3. Over half the ships in the game were selected, the other

half get the usual random choice of three common sail textures.
- Promotion mod - still in beta needs tested. Promotion ranks correct by nationa
lity.
- 5 new whores, 5 new girls/women, 28 new pirates and 50 new citizens added. New
Dutch deck officers added. Better variety than ever.
- 16 new weapons added to include the most powerful swords in the game. The Hawk
Eye is now the most powerful sword. Thanks to Galleon Love for the new swords s
upplied by Corsair's Harbor modder Ostrov who ported the swords over from Assass
in's Creed. Seven of the new swords are from AC Black Flag.
- 38 new items in total. (Spoiler alert: If you want to see some of the most uni
que items and weapons briefly play with my character: Modern Knight. If not, the
n don't play him if you want to be surprised. Many of these items and weapons wi
ll not start randomly appearing until you reach level 16 to 28. Total combined i
tems(including weapons) now at 469. About 280 of these are randomly available wi
th tuned rarety numbers.
- Weapons and ships numbers have been overhauled and rebalanced.
- If you count each skin as a seperate ship then over 40 new ships have been add
ed (Technically only 13), but dozens of others have had new reskins done. Many s
hips have been renamed and given better historical descriptions. The modder who
supplied many of these new ships to me does not want to be mentioned, but I than
k him for his wonderful contributions regardless! Counting every skin we are now
well over 500 different encounterable ships.
- Tons of new sounds! From weapons, to splashes, to voice-overs, to walking on w
ood. The battle sounds just make the game so much more immersive.
- Lots of new music. If you already liked the music - its now even better, if yo
u weren't into the classical, give this new music a try again. I have added lots
of new game and cinematic music along with the classical. The music really is b
etter than ever now. Please give it a try! Its more like you're in a movie now.
- Better sinking effects added thanks to modder Naurshima.
- Thanks to Galeon Love and Hammerman777 for assistance on expanding the Charact
er capabilities of the game and the new overhauled surrender code.
- The treasure questlines and pirate quests to pursue convoys now work again. Ho
wever, there are still some character errors that you will witness when enemy sh
ips sink and you shoot at some ships. I had this fixed but after reworking the m
od after several new bugs came up, it is back. Its not as bad as it used to be a
nd it is not game breaking - just annoying to see the error message.
You should notice a lot better more stable game play in this version.
**************************************WORK IN PROGRESS**************************
********
*NOTE: The mod still is not finished to where I want it. However, it was good en
ough to release so that loyal fans could enjoy our work. Here is a list of thing
s still ongoing. Some of these things are very close and almost made it in. More
testing is needed on some of it before it is ready.
- New islands, crypts, cemetaries and towns. The locations of St. Eustatius, Mar
ie Galante, and St. Kitts have been added successfully to a beta version of ERAs

, but locator work is still ongoing. Once finished, I plan to add Eluethra, Arub
a and a new pirate colony - possibly other islands too. We will see how these go
first. This is my PRIMARY focus right now. I'm using the locations from SOFS wh
ich are almost identical to POTC.
- Expand fighters to 5 or 6. Interface issues are holding this one up but with s
ome trial and error I will get it sorted out.
- Historic cannon weight overhaul. This one is almost done. It changes cannon to
, 3,4,8,12,16,18,24,32,36,50 pounders and the largest culverine is 24 pounds.
- Sail emblems confined to one middle sail only or selected sails. In addition,
full reactivation of the capability to modify one's sails at the shipyard at Ber
muda. Experimentation has revealed very promising results here and I think we wi
ll have this capability soon. So imagine Royal Spanish warships not only having
crosses on their sails, but also the Habsburg eagle with the Spanish Royal arms
on the central or lower sails. Future combinations could be very historically ac
curate which is exciting.
- New cargoes mod. This mod is partially done. You will find it harder to sell s
laves to Spanish ports because of the historic Encomienda which prohibited slave
ry in New Spain. The Dutch who wouldn't buy them as much before will now buy the
m. The Dutch were the largest slavers in the New World. Among the new goods are
Cochineal, Logwood, and Water which is essential like rum but much cheaper. Next
version will have all of this.
- I almost added Norbigus's PANQL mod but it changes so many things that more te
sting is required in a seperate game. My plan is to eventually incorporate at le
ast part of Norbigus's work into the mod.
Cheers, Modernknight1
P.S. Please provide feedback and bug reports on the forum at Buccaneersreef.com
Thank You
======
CONTENTS:
--------1. Introduction
2. Content:
New Ships, New characters, New weapons, New items, capabilities and added mini
mods.
3. Recommended Settings
4. Bugs
5. Disclaimers
6. Credits:
Games, Modders, Modellers, Artists, Music, Multimedia
1) INTRODUCTION:
---------------Welcome me Hearties to GOF Historical Eras Module#2. This mod has been a two yea
r development
with the purpose of attempting to simulate the Golden Age of Piracy from roughly
1648-1725.Thousands of hours of my life have been spent on this so a good expla
nation of my intent and work follows.
The Golden Age is the era that epitomizes the pirate genre and contains all the
greatest heroes
villains and characters from the classic era of piracy and most of the greatest

characters of
the age of sail. This era is the timeframe originally intended in the vanilla AO
P2:COAS, but
over time the previous mods pulled in content from the entire timeframe of the A
ge of Sail. This
was largely due to the conflicting interests in favored time periods by the diff
erent modders
coupled with a lack of historical knowledge.
On top of this was a desire to import content from the popular Pirates of the Ca
ribbean movie
series (supposedly set in 1750 after the age of pirates)as well as content from
the Build mods/New Horizons.
So after the dust settled from all of this out of control haphazard modding & im
porting, the
problem became that we had Royal Navy ships with officers men and weapons reflec
tive of the time
of the Napoleonic wars 1789-1815 (example: say the USS Constitution with Jack Au
brey aboard)
coexisting within the same game space and time as galleons & conquistadors armed
with late
medieval weaponry from the Age of Discovery and exploration (1450-1620s). This j
ust wouldn't do.
The original game start date is 1665 - set during The Golden Age but with all of
the cludged
fusion of historical inconsistency becoming so bad that gameplay began to resemb
le a Pippi
Longstockings movie.
My favorite era has always been the Golden Age as portrayed in the history books
& as
romanticized in Howard Pyle's books & illustrations - Piracy as seen in the grea
t Hollywood
Swashbucklers - Captain Blood, Captain Kidd, Against All Flags, The Black Swan,
and Roman
Polanski's Pirates. With that in mind, that's why I chose to do module #2 first.
I had maintained my own beta of the CMV and GOF1 mods as we tested that I didn't
keep fully
current with the dev test versions and I began to morph it to my own tastes over
time.
I called it Frankenstein and it finally turned into what's before you now.
I wanted to create different time periods within the game as found in the POTC:
Build mods.
However, this was too difficult of a task to implement in COAS.
So my intention all along has been to build three seperate mods that contain thr
ee different
eras. Module#1 will be the Age of Discovery and Exploration, Mod#2 is the Golden
Age, and Module
#3 will be the last half of the 18th century into the early 19th century.
That all said I want to warn you that if you are expecting the HMS Victoy and US
S Constitution,
in this mod, they are not here. There are no late 18th century era ships in this
mod as seen in
the Hornblower series or Master & Commander. If that's the time you're looking f

or and want to
play in, with flush deck frigates and Royal Navy characters you will have to wai
t for GOF
Eras Mod#3 not yet complete - where we will attempt to simulate that era.
GoF Eras Mod2 contains only characters from the Golden Age and 95 percent of the
ships, items, &
weapons are from the Golden Age. The 5 percent that are not, - visually coexist
well and do not
appear out of place in the Golden Age. Or - they might be the odd obsolete item
or an old ship
that could feasibly still be sailing and thus not out of place. There are many h
istorical
precedents for this - just look at John Hawkin's ship at the Battle of San Juan
de Uloa in 1568.
Historians believe the ship was probably built in the 1480s, so she was almost 9
0 years old.
The only other exception to this is in regards to music. I was looking for a cla
ssical flavor of
music that lends to the turbulence and dissonance of this great era so there are
many boroque
selections or classical fusion pieces that were composed well after the The Gold
en Age. If you already liked the music in the GOF mods and the previous version
of Eras you will love it even more now. There is a lot more new music and there
are a lot of new tracks from movies and games. Many of these tracks water the he
avy classical flavor a bit to make the game a little lighter. For me, the music
fits and if you like classical music you will love this mod. If you don't, then
you can tolerate it or load music from somewhere else.
================================================================================
===============
2) CONTENT:
----------SHIPS:
======
*New Ships: While many ships will no longer be seen in this mod, 21 new ships we
re imported.
Besides many of the PO:TEHO ships, there are new ship models from SOFS and Voyag
e Century. Almost every old ship in COAS has been reskinned by me. Most of the P
O:TEHO ships have also been
reskinned. In addition, there are a few ships that I made myself by morphing oth
ers in Maya and giving them unique rigs. Ship encounters will be a completely ne
w experience for you. If you consider also that most ships have three skins (whi
ch in New Horizons they consider seperate ships) that are possible to randomly e
ncounter, its like having well over 400 ships possible to fight, take, or sail.
NOTE: There are no flush-deck frigates or ships in the game that would have appe
ared or been
built after 1725. If the ship is very close to that date or visually very much l
ike ships in
the same class that would have been around, I make exceptions. Exceptions to thi
s are the
Gentlemen of Luck encounters and a few NPC characters. I have not been able to c
ompletely
prevent the leakage of a few later era ships in these instances, but they are VE
RY rare.

*Pirates, Gentlemen of Luck and Bounty Hunter encounters have been overhauled to
reflect
more realistic numbers and ships.
*Ships encounters and behaviors have been overhauled. You will rarely encounter
spinning ships
in single positions. Occassionally it will happen but more often they will spin
but in a wider
circular maneuver. Convoys now look correct with like classes appearing together
and only ship
types belonging to specific nations appearing in their convoys, patrols and port
s. This
significantly improves the flavor of the game to a much more historically accura
te feel.
*More harbor clutter/ships encountered for a hustle and bustle feel as you enter
/exit ports as it really would have been.
CHARACTERS:
===========
*All uniforms have been redone to match the appearance of the correct nation dur
ing this era.
*New officers: over half of the recruitable officers have been changed to new ch
aracter models/
textures. Less pirate flavor here and more mercenary/military flavor.
* Over three dozen new characters imported and specially modified. Many of these
are Metazot
PO:TEHO characters with my own changes incorporated to give personality and hist
orical flavor
where I desired.
*New Pirates and ship captains. Most of the pirate crews and ships captains have
been replaced
with better more authentic models. No more eye patches or peg legs.
*New Brothel characters and brothels will have a better variety of girls availab
le. Most of the
Madames have been changed to the old AOP1 whore models.
*New and More citizen characters that look realistic for the Golden Age. You wil
l also notice
more people walking through the towns than before for a little more hustle and b
ustle.
*Playable character interface allows for 75 different player choices now.(15 mor
e are in the works). Most of these are real historical figures. No more POTC cha
racters although I did keep and modify a few POTC models changing them into actu
al historical personalities. New detailed portraits and narratives included with
each RPC which is not only fun to look at, but also provides an education on th
e REAL buccaneers and corsairs of the Golden Age. Among these new playable chara
cters are four new females and two new personalities of African descent. Each na
tion has a balanced group of characters to select from. More than any other COAS
mod ever.
NEW ITEMS AND WEAPONS:
======================

*Breastplates are back in the game and there are a lot of new ones as well.
*New working spyglasses double your choices in this area.
*Lots of new European religious items which would have been found anywhere you w
ent in the Caribbean of the time.
*While I did get rid of some late era blades and some medieval era blades that j
ust didn't fit
into our time period, I did import over 40 new blades. There are now 81 blades i
n the game
(thats over 40 new blades and 40 more than in any other GOF mod)
NOTE: There are only a few sabers that meet the pre 1725 cut off and most weapon
s are cutlasses,
military rapiers and the like. The type of weapons you would expect to find duri
ng the Golden
Age. Module #3 will eliminate most of the rapiers and favor many more varieties
of cutlass and
sabers.
*There are now 39 pistols and pistol combinations (pairs and braces of pistols)
All other GOF mods only had the standard five pistols in game which means 34 new
pistols/pistol combinations
*Over 80 new items and 20 existing items revamped or replaced. Many of these new
items will
enhance certain abilities in realistic ways in the same way that the books/manua
ls do. Some of
the bad items have been replaced with other bad items. From astrolabes, spectacl
es, and gunner's
quadrants to filthy rags and half eaten meat, there are some really neat new ite
ms. Among the
best items are many new treasures and hoards consisting of different kinds of co
ins, cobs, bars,
jewelry, and sacred items. Some of these items you will see in markets, but most
you will not.
NEW CAPABILITIES:
==================
*New intro movie.
*Lower boarding decks now work! You can fight below decks and loot as well durin
g the boarding sequences. I may add more loot locators. Also some shade file wor
k is still ongoing and you will notice the lighting is sometimes too bright for
the time of day. Work in progress.
*New flag mod with lots of period correct national flags on all ships. You can p
otentially have five different flags on your ship at the same time that are corr
ect for your nationality - even for pirates! This one adds a lot of historical a
tmosphere to the game.
*Many new period correct signs on taverns and other buildings.
*New more realistic period compass taken from original examples. Wind indicator
still works but
no radar because that's just not realistic at all....sorry. I like this one WAY
better.

*Lots of new music and sounds overhauled with even better historical music varie
ty germane to
the situations encountered. Lots of new game and movie music as well. Sound byte
s changed for common encounters such as the guards when you come into towns. (Wo
rking on a multi-music mod pak that will allow you to select what kind of music
you want to hear in the game)
*New playing card backs, new coins, and over 100 new loading screens incorporate
d into the game
with a wide variety of different screens (mostly germane historical paintings) f
or towns, forts,
taverns, brothels, governors, churches, stores, shipyards, etc. These screens ar
e also different
for each nationalities ports. In addition. multiple boarding, cabin, and death l
oading screens
will be seen depending on where you are and how large the encounter. This adds a
level of
attractive historical immersion never seen before in COAS, rather than the same
boring pictures
over and over again.
*This mod introduces new more realistic Weather and sky/horizon modifications. Y
ou will notice
less fog except at times when it should be there. The ocean movement, transparen
cy, color,
and skies have been overhauled for a bluer, lighter, cleaner and brighter Caribb
ean look and
feel.
*Surrender now works again. It is not enabled in mod options so you must toggle
it on in the mod
options menu when you start your game: for best results in game-play set to
"Surrenders Occasionally"
*Direct Sail is enabled. You can sail from one side of the map to the other with
out needing to
to go to the world view map. You will rarely encounter any ships in the open sea
, but if you
come close enough to enemy harbors (long way off but they can still see you), th
e harbor ships
will chase you long distances. There are seams in the map sheets so there will b
e little one
second long transitions from sheet to sheet when you get to the edge, but you wi
ll never go to
the map.
*Saint Ashley's 8 ship max mod is part of the mod so your character can control
up to eight
ships in his/her fleet. The max ships that can be encountered in an enemy fleet
is 10 ships
which potentially allows battles of 28 ships to occur if you walk into a battle
between two
opposing fleets plus your fleet. The most I've encountered thus far in testing i
s 24 ships.
*Hundreds of entries in dialogue and INI description files have been rewritten t
o correct spelling errors, language flow, and better more comprhensive descripti
ons of everything from nations, to ships, to items and weapons. This adds a lot
more depth to the game. Ship descriptions are no longer names of ships, but what

class and/or type the ship is. So instead of seeing "Greyhound" in your telesco
pe, you will see English 6th Rater.
****New Capability Work still being done: Always more to do and I have been work
ing on these all
for a while.
- Redoing the officers aboard ship. Almost put this in but some of the animation
s aren't right. The Dutch officers look awesome. Can't wait for you to see them.
- Importing new locations. Been working hard on this one and am very close. I ha
ve over a dozen new colonies ready to be put into the game. I have successfully
built a map with them and they have buildings, however people and locator work i
s still ongoing. I have a working Colony on Dominica in the test version but it
still needs more work.
- Even more items. I am working on another batch of about 20 items. I keep think
ing of new stuff that would be neat to have in the game.
- Striking flags when enemies surrender.
- I am reworking the ballistics, ranges and cannon sizes to period correct...so
3, 4, 9, 12, 16,
24, 32, 36 pounders. I just don't have it ready to go yet. (Almost ready!)
- Waves at shore location instead of just flat sea.
- Adding another faction(s). Either
uese, Genoese, Etc.
If I can add one successfully I can
their ships
would still trade at friendly ports
d some success but there is a crash
dy)

a different pirate faction or Danish, Portug


add more. Even if they don't have colonies,
and you could run into them at sea. (have ha
problem in a lot of encounters - its not rea

- Flags and rigging ships to period. I added lateen sails to ships replacing spa
nkers incorrect
for the time period. These have no rigging. So they need rigged. Also many of th
e PO:TEHO ships
have no mizzen shrouds/ratlines and one of the sloops has none on the main. Som
eone who knows
how could assist by adding shrouds.
3) RECOMMENDED SETTINGS & CONSIDERATIONS:
------------------------------------------Because I have modified many of the base files for stability and improved perfor
mance,
(to include the start/engine and config exe files, these are included in the mod
so have wide
screen, zooming, camera view, and sounds already set to better defaults than sto
ck COAS.
I think you will enjoy these new settings.
If you are using a small screen and want fullscreen rather than widescreen you w
ill have to
manually set your engine INI file. Simply open with a notepad and change 0 to 1
on the
fullscreen default entry.

Realistic ship encounters no longer have any real meaning in this mod as it alwa
ys has realistic
ship encounters. In fact some people may not like that they can't get their favo
rite warship
because she's only found in your nation's convoys. If you want one so badly you
may have to
attack your own nation and ask for forgiveness later.
I highly recommend you toggle off the show information about ships in your optio
ns so that you
don't have the huge ugly health bars cluttering up the screen.
I recommend using "In Between" for cannon settings in mod options at the beginni
ng. It makes for
more balanced game play initially. Once you feel powerful and levelled up you ca
n try
"realistic" which will bring down your cannon lethality and the enemies on you.
Keeps you from
becoming cannon god.
Starting ship: Several of the characters have better starting ships. For example
, Laurens de Graff because he was such a huge deal in his time gets a galleon (t
he San Francisco taken at Cartegena) and a little more coin than usual. Most of
the characters do not get a starting ship or much money however and start with t
he Barco Costero - basically a coastal sailing boat. Check the different charact
ers if you want to start with a little better ship. Remember it will be beyond y
our skills though so you will have degraded abilities and level up slower until
you get something equivalent to your current skill level or level up to the abil
ities to fully use the ship you have. Remember you start with a little bit of ca
rgo you can sell off for a little extra coin.
4) BUGS:
---------Known bugs:
- First I want to report that there is no more glitching or flickering because I
finally got my flag mod complete and working correctly. Masts will fall much le
ss but do still occassionally cause crashes. Much more rare now. Continue to qui
cksave often during battles (F6).
- Mast bug. Some of the PO:TEHO ships masts were designed to shatter in the 2.8
engine and are
not compatible with COAS. So you may occasionally have ships that have a mast fl
oating in the air
while the lower part of the mainmast has been shot away. It doesn't cause a cras
h or instability
it just looks bad. Doesn't happen often.
- Occasional CTDs going into Gentlemen of Luck encounters and punitive encounter
s. The same problem sometimes occurs when encountering regular convoys as well(m
ainly Spanish). This can effect the treasure quests when a pirate captain recrui
ts you to help him go after an enemy convoy. I have ruled out it being a ship pr
oblem and know its one or two officer characters causing the problem. Almost hav
e it solved. Usually all you have to do is reload the game a few times. Not that
big of a deal. Almost have this one fixed.
- Character list mis-match error at sea. Almost fixed.
- New items can be memory intensive on some machines. You may have difficulties

seeing all the


pictures of the new items all of the time if you have an older PC.
- Lighting: Every now and then you may get undesirable lighting effects. I was g
oing for a very
Caribbean flavored lighting and color. Some people will like it others will not
. If you don't
like the lighting at a particular time simply use the enabled bracket keys ][ an
d change until
you like how it looks.
- Large battles: What can I say. It's much better than it was but still happens.
Still some
occasional mast crashing issues, but nothing like in the other GOF mods. I recom
mend you
quicksave F6 often during large scale battles.
- Eight ships in inventory sometimes causes a crash at the port controller when
you want to
give a ship. So ensure you save before doing this. A simple shuffling of your sh
ips around
and changing one of the captains will allow you to give a ship even if you have
eight in your
fleet.
- Sound: I almost have this one fixed. You will notice that the sound is better
than ever. Still have the sound bug occasionally in ship encounters but it will
usually only occur for a few seconds at the beginning of the battle and it will
correct so that you have sound for most of the battle.
- Horsepower/RAM: Should be obvious, but with all of the new content this game r
equires a decent
computer to run quickly. If you don't have a good computer the game sometimes la
gs - especially
between location setting transitions.
5) DISCLAIMERS:
--------------IAW USC 107 no part of the media content contained here is to be used for profit
. Much of this
content belongs to third parties used with their permission where able to contac
t them and
obtain it. None of this content is legal to use for profit and it is offered her
e for
educational purposes.
Of any game mod that has ever existed, I think I have done more to provide an ed
ucational
experience of this period in history than any other game. All media is provided
to enhance
that education experience and historical ambience.
WARNING: There are some depictions of mild nudity in the game as seen in histori
cal paintings.
All nudity is classically tasteful, but for kids or parents that do not want thi
s exposure
I felt it was necessary to bring this out. This nudity appears in brothel transi
tion screens and
in some paintings on the walls in various locations. Again it is very mild and a

rtistically
tasteful.
6) CREDITS and Ackowledgements:
----------------------------------Movies: The following movies and Television shows were used for content.
-

The Seahawk
Against All Flags
Roman Polanski's Pirates
Babylon5
Batman Begins
Master and Commander
Orlando
Cutthroat Island
Black Sails
Pirates of the Caribbean

(music)
(loading screens)
(music, character Captain Bartholomew Redd)
(music)
(music)
(music)
(music)
(music, items, and loading screens)
(loading screens)
(items)

Games: The following games and/or mods were used for content.
- Pirates Oddysey: To Each His Own (ships, characters, weapons, sounds, a few l
oading screens)
- Assassin's Creed Black Flag (Loading screens and swords)
- Caribbean
(a few sound clips - the "no" death)
- Secrets of the Far Seas (ships, characters, weapons *most of the new weapons
)
- Voyage Century Online
(Ships, music, sounds, and a couple weapons)
- Sid Meier's Pirates
(a couple of loading screens)
- Witcher2
(music)
- Colony Wars - Red Sun
(music)
- Medieval Total War2
(music)
- Pirates of the Caribbean
(characters and weapons)
- New Horizons, POTC Build mods
(ships, characters, weapons, and some code
files)
- Age of Pirates: Caribbean Tales
(Characters, weapons, and some code files
)
- Pirates of the Burning Sea......some ship models made by POTBS modders and con
verted
for
use in the Storm engine by PA! modelers and used with their permission.
Developers and publishers:
-

Akella
Snowbird
SeawardRU
Playlogic
Bethesda
Blackmark Studios
Gamer Studios
Ubisoft
Firaxis
Atari
Psygnosis
Time Warner
Warner Bros.
Metro Golden Meyer
Universal

- Disney
- Starz
- Sony
Modders and Modelers:
- Modernknight1
- Galeon Love - Assisted with new surrender code and provided many new ships & W
eapons.
- Johnathan Aldridge(Belthorne) - much of the core mod code work is due to JA. W
hat great work!
- Saint Ashley - The 8 ship max mod is his doing. Awesome enhancement!
- Luke159 - Responsible for most of the damage and cannon behavior numbers.
- Hammerman777 - assisted with some sourcecode changes to allow more characters.
- Officerpuppy
- Craiggo
- Nixarass
- Firebat
- Darkhymn
- Phillipe
- Jan Marten: Many items from MOTCS(The German Edition) were used. My thanks to
Jan despite his stubborness to keep his work to himself. Feel free to use whatev
er you want from me Jan.
- Pgargon - Many of the fine newer models in the GOF mods are Pgargon's fine cre
ations.
- Rider88
- Remus77 - Remus77 is responsible for the fine POTBS imports such as Poseidon a
nd Trinity.
- Bava - Most of my reskinned ships look so good due to Bava's excellent wood p
lank textures.
- Armada
- SeaNorris
- Nightwatcher
- KrisWood
- Yo Ho Ho(Rese) - Many of his models are older but still excellent models.(The
Dutch warships)
- Hylie Pistoff
- Damski
- GhostofDeath
- Metazot: This fine character and texture modeller/artist is responsible for mo
st of the detailed character models produced in the Corsairs/Seadogs games/seque
ls.
From Corsair's Harbor: A lot of modders work, material, and assistance came from
Corsairs Harbor. Many Thanks to CH and BGT! I could not have done this mod with
out you guys.
URL: Corsairs-Harbour.Ru
-

Ostrov
Monbar
BigPimp
Navarra
Lord\Goodman
Mr. Sandman
Ostrov
Sonik
Thomas Boyle
Dan Leopard

Bonavendture Penkroff
AG
Disya
Cry Wolf
Island
Peresvet
Buryatushka
Kotiline
Nordik
Sphinx
Agemon
Etienne
Spacecrack
Nikk
Sea Boss
Ingmar
Alex the Great (lots of his characters are in New Horizons as well and I don't
think he ever got credit) Thanks Alex!

ARTISTS:
Most of the artists whose work is seen (primarily in loading transition screens)
have long passed and their paintings sit in museums. However, both the living a
nd the dead must still be acknowledged for their beautiful and inspiring work wh
ich is a large reason I spent so much time on this game and mod... I wanted it t
o look like a living and moving painting....and it sometimes does! All of these
images were acquired from free sources online.
- William Van de Velde (Elder and Younger)
- Hendrick Cornelisz Vroom
- Ludolf Backhuysen
- Isaac Sailmaker
- Aart van Antum
- Samuel Drummond
- Richard Endsor
- Charles de Lacy
- Claude Joseph Vernet
- Simon de Vlieger
- Peter Monamy
- Leslie Arthur Wilcox
- Bonaventura Peeters
- Jan van Beecq
- Abraham Storck
- Reinier Nooms
- Gregory Manchess
- Angus McBride
- Franz Van Mieris
- Gerard ter Bosch
- Larry Vincent
- Jan Horemans
- Giuseppe Rava
- August Laux
- William Gilkerson
- Montague Dawson
- Arnold de Lange - His gorgeous contemporary ship paintings rival the Dutch mas
ters.
- Lazerman - Thanks to Lazerman425 for his fine cave paintings seen in the trans
itions. Look him up on DeviantArt

If I've left out anyone I am truly sorry and glad to include anyone I've missed.
I must acknowledge the National Maritime Museum, Greewich, UK, The Nederlandisch
e Scheepvaart
Museum, Amsterdam, NL, and the National Gallery of Art in Washington D.C., USA.
Also many of the new textures that appear on the reskins of English ships came d
irectly from photos I personally took of models in the US Naval Academy Museum c
ollection at Preble Hall, Annapolis, MD USA.
MUSIC:
The music is mostly classical but there are a few odd movie, TV and game music c
lips as well as classical fusion pieces. I would like to thank Freddie Hangoler
and Dante Amerisi for allowing me to use their creative modern classical fusion
pieces in the game and would encourage those interested to look up their names o
n google and find their videos...very creative and interesting.
I would also like to thank Xavier diaz-latorre for allowing me to use his fine l
ute renditions of Bach's music. Please look up his YouTube videos, they are bril
liant!
I highly recommend you take a listen to Alison Balsom's videos on YouTube. Her E
MI recordings are unbelieveable and I own them all. She is a very talented music
ian that has done some really
original things with pieces not arranged for trumpet.
Last if you haven't listened to Collegium 1704 you're missing out. Collegium 170
4 conducted by Vaclav Luks offers some of the most perfect baroque music availab
le today. Their renderings of Zelenka's works are superb and without equal.
I tried to use music that was fitting for the locations. Where possible I used e
thnically germane composers... so Wassenauer for Dutch towns, Purcell, Avison an
d Handel for English, Lully for French, Nebra for Spain... I would also be remis
s if I did not give Sedulius credit for the base music mod that I built this one
on top of. Only about one fifth of his original music is still in the current m
usic modpack however.
- Antonio Vivaldi - I would estimate that a third of the music in the game is Vi
valdi
- Johann Sebastian Bach
- Giuseppi Torelli
- Georg Phillip Tellemann
- Johann Baptist Vanhal
- Jan Dismass Zelenka
- Johan Adoloph Haas - the opening video music is by Hass
- Charles Avison
- Sylvius Leopold Weiss
- Unico Van Wassanuer - music heard in the Dutch towns
- Wolfgang Amadeus Mozart
- George Frederic Handel
- Henry Purcell
- Jean-Baptiste Lully
- Tomaso Albinoni
- Johan Fredrich Fasch
- Jos Blasco de Nebra
- Tim Wright - Colony Wars track
- Hans Zimmer - Batman Begins track
- Adam Scorupa - Witcher2 track
- Christopher Frank - Babylon5 track

- John E. Keane - the Hornblower track


- Christopher Gordon - Master and Commander
- Evangelos Odysseas Papathanassiou (also known as Vangelis) - Dies Irae theme h
eard while fighting and the Conquest of Paradise track in Spanish towns and at s
ea.
Groups and individual musical artists:
-

Collegium 1704 - Vaclav Luks


Alison Balsom
Izhak Perlman
Academy of Saint Martin in the Fields - Sir Neville Mariner
I Solisti di Veneti - Claidio Scimone
Academy of Ancient Music - Christopher Hogwood (AWESOME!)
Trevor Pinnock
Phillipe Jarousski
Nigel North
Gary Posner

================================================================================
================
MULTIMEDIA:
I would like to acknowledge Docema and the Movie docu-drama "Broadside" for ente
rtainment, education and the little film snipets I clipped out of the movie as p
art of my opening introductory film clip.
I would also like to acknowledge the films Broadside, Master and Commander, Cutt
hroat Island, Black Sails and Against All Flags for still shots I took for board
ing and boat transport transition loading screens.
I am working on new movies for when the flags change.
================================================================================
================
If I've left anyone out I'm truly sorry.
Last and not least are thanks to my family and their patience with my tinkering
with this game.
And....my beta testers.
Thanks to DarthTuvok, Hammerman777, 44MAG, Hatchet, Kipper, Galeon Love, and Sed
ulius
================================================================================
================
If anyone would like to get a hold of me contact me at modernknight1@hotmail.com
or PM me on my new website Buccaneersreef.com.
Buccaneer's Reef RULES!!!
I plan to update this mod once a year and if I have good breakthroughs like a mo
d combining the latest new items, characters, new locations, and the corrected p
romotion patch I will put that out as soon as I finish it. I will update the sta
tus of all things ERAs on Buccaneersreef.com
MK

END of Read Me file 12/24/2014 Upated 10/31/2015

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