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Dismiss Notice. New to the forum? Please take a moment to read our Welcome Message and Forum Rules. Mod Release Gentlemen Of Fortune 2.
GOF 2. Some changes to this have been made like realistic costs been changes, RTBL settings etc. This version is not going to have all the features you are use to in GOF 1.
This doesn't mean that at some point features from GOF 1. This is up as beta testing because its the stability of the game that requires testing, and i figured it would be nice for you guy's to feel involved.
I am also hopping that some of you might be interested in helping develope GOF 2. I am limited in what i can do, for example i am no coder so i can't rewrite coding that isn't working correctly, i don't play the questlines so i don't work on fixes for them.
With help from coders and other modders this would be a great way to finally have a stable version of GOF and in time implement features from GOF 1.
So please send me a PM or post your interests bellow. Sorry to say this but due to no way to upload the mod in a single line i have had to split it into parts, there are seven parts at 1.
Battles will take longer and skills will play a larger roll in how well you can do during battles. The first thing you will find when just starting out is how little damage you receive or deal to enemy ships and their crew, this is because the codding for shot types has been modified in a way that each shot type plays a role.
Round shot is more for damaging ships at a distance, and although it will kill crew and damage sils it is more for damaging the ship while chainshot is for damaging the rigging and will also kill crew easier than round shot.
Grape shot is the crew killer, this shot type will do next to no damage to the hull and rigging but till kill the crew easier than any other shot type.
Bombs are a close quarters shot type, these are designed to do damage in all area's but can leave you in a position where your in boarding range of the enemy ship s.
Realistic Goods Prices: This was changed to give you a more realistic feel to trading because no merchant got rich fast from trading, it took time and time is what it will now take.
You will still make more than enough money to cover your monthly upkeep. But it will mean your going to be more busy at the start trying to get money to buy a new ship, hire a officer, cover the ship upkeep etc.
Luckily you won't be resupplying your ships at every port so you don't need to worry to much about this.
Just keep a note that when you do need to restock a ship that its going to cost you a lot fo money.
So rather than remove ships i simply added ships started with a blank text document and went from there. It was the easiest way for me to do it, there are a few ships that may make it in but for the most part this is now finished.
You will find a nice spread out feel to the ships now and most ships been more unique. Ship Rates: We have alway's ranked ships by the amount of guns mounted, less than 10 guns means its a class 7 ship, more than use to mean a class 1 ship.
Took away a lot of the fun. So i have redone the ship rates to match what i wanted to achieve, and now you will find that the classes 5, 6 and 7 are more for small to medium sized ships with 29 guns or less.
Class 4 and up is where the big boy's start to be seen. Ship Speeds: I looked at the ship speeds and decided to do a little look to get a more suitable basic ship speed, in stead i found the fastest every record set durring the age of sail, that was set by a French Corvette at So i figured lets do all the ship speeds and make it a little more realistic, i like the new ship speeds i think it adds more fun to the game and to naval battles.
Ships Turning Speed: Not much to say about this one, apart from the ships turing speeds for all ships has been modified in one way or another to give each ship a more acceptable feel to them.
Cannon and Culverine Health Increased: This was to make naval battles last longer, i know in real life a ship could loose many guns froma single broadside and as much as i would love to see that been made possible in COAs i feel that it would need to be a toggle switch because its not for everyone.
So i took the route of increase the HP means less chance of a gun falling out that quickly and more difficult naval battles. GOF 1.
So after seeing the one in POTC's latest build mod i decided to add that to this mod and it works very nicelty.
Sea Calmness Fixed: I have now looked into the sea again and have made many changes, now the sea will be much more rougher, so you will have times when it will be calm ish and times when it will be rough.
The sea is no longer a constant similar thing, in GOF 1. Now all calibure ranges have been increased by , so 4ibs Cannon is now and 4ibs Culverine is This doesn't mean that you can sit a long way from your target and pound them, although you can sit a little further away now.
In fact the maximum range is , so the changes still keep with the idea of close fighting. Characters Starting Ships Changed: Don't worry this isn't every character its Jerremy Pitt's ship that has been changed because the Colonial Schooner is no longer in the game, so his ship is now the Empress.
Red Leg Greaves also has been added to the small group of characters who start oout with a spacific ship, Red Leg starts with the Schooner.
Ship Interfance Textures. Although not game breaking it was done to reduce the amount of reported issue's and also a step into the right direction in hopefully having a more stable version.
Install a fresh copy of COAS. Download and install Gentlemen Of Fortune 2. If any patches download and extracrt them, copy the files and folders from within the patch folder and paste them into the directory you installed GOF 2.
Last edited: Dec 11, Luke , Aug 26, Schalkepirat , Blaze Devlin and Elderlaw like this. Hoever the early version of the ship surrender are included and this requires testing.
Now it can be more tougher durring naval battles, openeing the way to more tactical battles. Realistic reloading times are ment to be longer than the stock loading timnes for cannon and culverines.
Based on POTC build mod. Also alows Emblems. Restored from old code. The base cost for the ship is for the base cannon loadout.
If there are better cannons, or no cannons, the price changed accordingly. So you do not need to remove and sell your cannons first. Grape shot will kill crew the quickest, balls will damage the ships hull the fastest, knipple shot will damage the sails the quickest, bombs are more of a between sot in that they will damage the sails, kill the crew and damage the sails but not as well as the spacific shot types deigned for that purpose.
This was pretty broken, and would not let most of the ships show up in the shipyard. No ctd. Your Haven is your sanctuary, the one place you should feel safe to guzzle rum, sing sea shanties and raise havoc with your mateys.
Take care of it. Set sail on a bold campaign, where you will face the many dangers of the sea. Send your fleets to attack his cargo ships, or defend pirate settlements across the Caribbean.
As you fight, new quests and missions will open up, with new enemies to keelhaul, each more difficult than the last.
The further along you advance in the campaign, the greater the challenge and the richer the rewards you stand to claim.
Once you have tasted blood and the thrill of combat, you will be ready to face other Captains in cutthroat PVP combat. Join them on the high seas and fight for treasure and territory.
Raid their Havens for Resources, or lay sieges to weaken them and bleed their Havens dry. Even the most ruthless pirate needs allies and safe harbors to dock in.
Use diplomacy to parley trade treaties and accords with other Captains.