age of sail2 pb manual
TRANSCRIPT
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W i n d o w s 9 8 / M e / X P REAL-TIME NAVAL COMBAT
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Introduction....................................................................................................................................4
SystemRequirements for Installation ................................................................................5
The Game Installation................................................................................................................5
STARTING THE GAME................................................................................................................6Start Batt le W indo w... ..................................................... ..................................................... ...............6
Game Interface....................................................................................................................................7
Ship Control wi ndow ........................................ ..................................................... .............................9
Ships List Window ............................................................................................................................11
Sail Control W indo w ................................................ ..................................................... ...................12
Ship M aneuvering..............................................................................................................................14
M aneuvering Groups of Ships ..........................................................................................................17
Controlling Ship During a Battle........................................................................................................19
Capturing Surrendered and Neutral Ships, and Boarding................................................................22
Game Events......................................................................................................................................24
Ships Specifications..........................................................................................................................27
Supplementary Units ........................................................................................................................29Land M asses, Forts and Towns ........................................................................................................32
We ather Conditions Influence On Game Balance............................................................................33
The Campaign....................................................................................................................................36
General Settings................................................................................................................................39
MULTIPLAYER GAME ..........................................................................................................41
How to Play Privateers Bounty in GameSpy Arcade ..............................................................42
Starting a Multiplayer game ........................................................................................................43Start Multiplayer game server ....................................................................................................45
Chat window ....................................................................................................................................46Connecting to server ......................................................................................................................46
J oining a game in progress ........................................................................................................47
Changing Game parameters during play ....................................................................................48
New game start ..............................................................................................................................48Multiplayer game end, stats ........................................................................................................48
EDITOR..........................................................................................................................................49Interface ............................................................................................................................................49
New scenar io ..................................................... ..................................................... ..........................50
Creating a Campaign ........................................................................................................................59
New Script ........................................................................................................................................61
Technical Support..................................................................................................................67
Inside Cover
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Before the game installation be sure that your computer meets or surpasses
minimum system requirements.
Minimal SystemRequirementsPentium III - 450 or higher
64 Mb RAM
550 MB Free Hard Drive space
Windows 95\98\ME\2000\XP
DirectX 8.1 compatible Video Card with at least 16MB RAM
DirectX 8.1 compatible Sound Card
Recommended configuration28 MB RAM
DirectX 8.1 compatible Video Card with at least 32B RAM
DirectX 8.1 compatible Sound card with EAX support
To install the game, insert the Privateers Bounty game CD into your CD-ROM
drive. If Autorun is enabled, the Autorun menu will appear in a few seconds.
Select Install from the Autorun menu to install the game.
If the Autorun function on your CD-ROM drive is not activated, you must
manually run the autorun.exe from the Privateers Bounty CD. Use Windows
Explorer or My Computer to locate autorun.exe on the game CD.
Before installing the game, please be sure that your hard drive has enough
free disk space. Also note that PC with the Windows operating system
requires no less than 100 Mb of free hard drive space for temporary files so
the game will run properly.
Additionally, before starting the install, please check that you have the latest
video and sound card drivers for your hardware. Visit the manufacturers
website to download the latest drivers if you do not have them. Lastly, please
be sure that no other programs are running in the background during the install.
"Privateer's Bounty: Age of Sail II" immerses players into the era of sailing, a
time when shipbuilding hadn't quite reached it's pinnacle, but the spirit of
the age and the wonder of recent innovations in sailing technology inspirednautical heroes. The romantic world of sea adventures, political intrigue,
piracy and massive ocean battles, ancient sea customs and a first glimpse
into a future epoch - these are only fragments of the multi-faceted universe of
"Privateer's Bounty".
The game expands upon the sailing tactical simulation concept, using
Age of Sail II as its launching point for innovation. This solid foundation makes
"Privateer's Bounty" the ideological successor of this remarkable game.
Player mission objectives vary from the total annihilation of the enemy to brutal
fort assaults, from "capture the flagship"to fleeing from an enemy-seized bay.
Experienced players will note changes to the fleet control system, battle
conducting principles, networking and several other aspects of the game. Thesechanges result in a deeper emergence into the game and, as a consequence,
a popular alignment towards the sphere of tactical real-time games.
A dynamic, intuitive unit interface simplifies the control of large squadrons.
New damage calculation algorithms have been specially optimized for the
needs of a dynamic tactical game. This enables a realistic battle situation to
be simulated with precision.
We've analyzed the suggestions of our sea-strategy game fans when
designing the game interface. As a result, the new interface allows for
individual adjustment of windows arrangements and numerous hot key
customizations. Additional game adjustment options allow the player to tune
the game for computers of any configuration.
The single-player game includes three large campaigns based on some of the
historical events of the 19th century. While the campaigns are grounded in a
historical context, the design emphasis is placed upon the unique spirit of
each epoch.
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damage indicators will not be displayed. This increases the realism of the
battle (as such tools and indicators were not available in those days) and
therefore increases the difficulty (since you do not have as much information
on the enemy ships).
To start the game, click the Play button.
After choosing a scenario, and clicking Play, you are sent to the 3D game
world where the battle will take place. At first, it may seem that the interface is
overloaded with various buttons and windows. Take some time to familiarize
yourself with the interface, but dont get discouraged, you will gain a great
deal of experience using the interface very shortly. You will even find that you
can close some of the menus that you do not use as often.
The upper line of the menu
The buttons on the upper menu string are divided to 3 groups.
The first group consists of buttons located near the upper right corner.
Damage status. If this option is activated, damage information will be
displayed over each selected ship. Damage information is show for the 3
main ship parts: hull, sails and crew. Damage status is active by default.
Double click the Privateers Bounty shortcut on your desktop, or select
Programs, Global Star, Privateers Bounty - Age Of Sail II from the Start menu,
to run the game.Press the spacebar to skip through the intro movies.
Main Menu
Below is a brief description of the Main Menu functions.
Start Battle allows you to choose a single battle to play.
Resume Battle allows you to access your saved battles.
Play Campaign allows you to select a Campaign.
Resume Saved Campaign allows you to continue a saved campaign.
Multiplayer play against other human opponents.
Options allows you to change various game settings.
Credits see who helped bring Privateers Bounty to life.View Intro allows you to view the intro movie whenever youd like.
Scenario Editor you can create your own scenarios using the
scenario editor. Refer to the scenario editor section of this manual for
more information on using the scenario editor.
More information on each Main Menu selection is available in this manual.
The upper part of the window contains a table with brief information about all
available battles. Click on a scenario to read a historical outline in the text
window below. Custom scenarios made in editor can be imported in game by
pressing the Import button. To continue, click the Done button.
After clicking Done, you are taken to the scenario description window to learn
more about the story behind the scenario. Displayed are the mission name,
description, countries involved and information regarding ships on each side.
You may also change the difficulty using the Difficulty level control. If the
Fog Of War option is turned on, information about the enemys ships will not
be displayed in the Ships list window during the battle. Additionally, the
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The last group of buttons are as follows:
Help button Game Option settings
Save button Quit battle
Load button
and return to Main Menu button
The Ship Control window is the most important and frequently used window in
the game. In this window you will find the main information on the selected
ship and ship navigating manipulators.
The name of the selected ship appears at the top of the window. Its
characteristics (namely the state of hull, the state of sails, the class of the
crew (a letter index and its quantity) are depicted as well. Game event icons
may also be represented, if they are taking place. Additionally, the wind speed
indicator is shown just under the white cloud.
Information icon. During the game, various events may occur with a
ship. Event information is displayed over the ship model on the game
map. For example, if a ship rudder is damaged or fire should occur, an
appropriate icon appears over the ship. This is a great way to get quick
information on a ship and is turned on by default.
Gun range. This shows the gun range for each ship. A ship can only fire
on an enemy if it is within range. The brightness of the gun range zone
represents the damaging power of the shot - the lighter the zone is, the
more damage a shot will deliver to an enemy.
Ship names. This option displays the names of ship directly over them.
In most cases you can deactivate this option, however, in some cases a
scenario may require you to focus attention on a specific ship.
Activating this option gives you a better idea where the ship is.
Game statistics. This button displays information about the battle. You
can read the history of the mission and objectives, as well as see thebattle progress.
The next group of buttons also open and close various game windows.
More information is available on these buttons later in the manual.
Helm window Mini-map window
Ship list window Chat window
Sail Control window
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This auxiliary window displays the main characteristics of all ships in the scene.
At the top of the window there are three switches with letter indexes:
A, B and AB. As in the game there are two contradictory parties - A and B.Sometimes you will find it useful to show just all of one side, or to show all
ships on both sides.
The central part of the window contains the list of the ships. Each ship in
the list has its own field where its characteristics are depicted:
The Name of the ship is represented at the top.
The Ensign of the ship is displayed on the left and shows to which country the
given vessel belongs.
Level of sails and hull destruction is shown above and under the ensign
accordingly. For example, H:87 means that the hull of a vessel has received
damages and its current state is 87%. Additionally, S:63 means the sails aredamaged and at 63% health.
Color of the party is shown in a
rectangle on the right. Each of enemy
parties has its own color, by default
side A is Green, side B is Red, and
surrendered ships are White.
The Class and quantity of the
command is shown above the side
color. For example, C:D345 means that
on that given ship there are 345 sailors
and soldiers of D class (C =crew).
The number of a given ships guns is
shown under the Side color. It is
depicted separately for the right and
left boards. For example, G:21/18
means that there are 21 guns on the
left side of a ship, and 18 guns on
the right.
The central part of the window shows ship course information and
manipulators in the form of a steering wheel. Click and drag the small red arrow
to change your ships direction. The light blue arrow indicates wind direction.
The gold arrow indicates your current heading.
Shot type and reload progress is also detailed on the steering wheel. Click on
the ammunition to change it to another type.The numbers below the steering wheel display speed characteristics of the
selected ship. The number at the left is the current speed of the ship, the
number in the middle is the time in seconds to complete a maneuver, and the
right-most number is the speed of the ship after the maneuver.
At the very bottom of the window are your battle order buttons. The left-most
button switches between aiming at an enemys hull or sails. The middle button
switches between automatic and manual firing. The third button is usually
inactive for most ships. If a vessel has a special ability, such as the balloons
attack, you will click this button to do so. Finally, the right-most button turns
the grappling function On and Off.
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Note:The ship-navigation window will be further discussed in later chapters of this manual. This is a veryimportant game window and therefore it is recommended that you keep it open at all times.
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(submarine), this toggle is used as a main speed regulator.
Note:The Sail control window will be discussed in further detail later in this manual. It is important tonote that these functions are used frequently and it is better to keep this window open, as well as theShip Control window.
Other game windows
Mini-map window. This shows an overhead map of the area with ships
indicated by colored dots. The current camera position and direction are also
displayed. Use the "+" and "-" keys to scale the window.
Chat window. This window is only available in multiplayer games and is used
to communicate to other players. Type in the line and press the Enter key.
To send a message only to your ally players, press Ctrl +Enter when sending
the message.
Messages and Game Speed
The bottom line of the game screen contains two important features. First is
Messages. As you play and events occur, text messages appear with
information on the battle. For example, you will receive a message when you
or an enemy scores a successful hit and how much damage has been inflicted,
whether a players ship has been sunk, captured, and so forth. The details of
these messages are customizable in the game Options (see the "Changing
Game Parameters" section). If you select a low detailed elaboration, messages
are only shown for main events: destruction of the ship, the beginning of
boarding etc. If you set high detailed elaboration, messages on each event will
be shown, even the setting of sails on the ships and the amount of damageinflicted per shot. Left click on the arrow button to the right of the message
area to see all messages from the beginning of the scenario.
The state of sails can be seen on the ship icon at the center of a field. If the
ship turns or lifts the sails the image on the icon changes too.
Note:Sail and hull health and the crew level can be seen in the Ships list and Ship Control windows,as well as on the damage indicator (if switched on). Additionally, the Side colors are displayed in the
Ships list window in addition to the navigation circle around the ship, if the ship is selected.
If there are many ships in the list and there is not enough room, a scroll bar
will appear on the right side of the window. Use the scroll bar to go through
the list. There is also a more compact mode of showing information on the
ships in the list. Use the button in the lower left corner of the window to switch
between normal mode and removing some information and showing important
information using strip indicators.
Additionally, you can sort through the list of ships by clicking one of the 3
buttons at the bottom of the window. The left button switches on / off the
mapping of the given ships (by default it is switched on). The middle button
adds / removes ships to / from the list that you cannot control (surrendered,captured, sailed beyond boundaries). Finally, the right button adds / removes
sunken ships to / from the ship list.
Left-clicking a ship in the list will move to and center the camera on that ships
position. Double click the ship in the list to select this ship.
Use the three buttons in the lower part of this window to control the
following functions:
Furl sails. The ship furls sails and stops. Thus cannot turn.
Battle sails. Sails on the ship are set in battle position. The ship cannot
gather high speed, but sails suffer less damage from enemy fire.
Full sails. All sails on the ship are set. The ship can reach its fastest speeds
when set to Full Sails.
In addition to these buttons, there is a slider bar to regulate a ships speed
more precisely. In the case of a steamship, this slider regulates the power of
the steam machine, which regulates its speed. For units that do not have sails
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heading. The red arrow allows you to change the ships heading. Left click on
the circle to set a new direction. The red arrow will appear where you clicked.
This means that the ship has been given a new direction. After this, the ship
will begin turning in that direction (the yellow arrow will also begin moving
toward the red arrow). As soon as the yellow arrow meets the red arrow, theship will stop turning and will keep its new heading.
Note:You should keep in mind that a sailing ship with sails set and good wind moves continuously. Youmay not notice this at first on slow game speeds. At the beginning of each scenario, all of your shipsare set on a course.
You can carry out the same operation in Ship Control window. There is a small
red arrow on the steering wheel in the center of the window; you can set a
new heading by left-clicking and holding on the arrow and moving it to another
position on the steering wheel. Another arrow represents the ships current
heading and will move to meet the red arrow if it is moved to another position.
You can control several ships at once in Ship Control window. In order to do this
you must left-click and drag a box over several ships at once on the game map.
Sail control
A ships speed is determined by many factors, however, the main factors are
number of sails and wind strength. You can increase or decrease a ships
speed by increasing or decreasing the number of sails
There are three buttons in sail control window for quick adjustment of ships
sail setting:
Furled sails After pressing this button the crew will furl all sails and
the ship will stop. Your ship loses the ability to turn and will fall prey to theenemy if in range.
Battle sails The crew only sets some of the sails. This is the preferred
sail setting when battling the enemy as it allows you to move and turn
while minimizing risk of damage to your sails.
Full sails The crew sets all sails and the ship is able to reach full
speed. However, your sails become a large target for the enemy.
The game speed regulator is situated on the bottom right of the game screen.
Use the slider bar to accelerate up to 32 times the regular speed.
Now we can turn to the other interface elements to controlling your sailing
battleships. The particularities of sailing ship movement are simulated very
accurately in Privateers Bounty, so it is important for you to become
acquainted with these functions under different conditions.
Ships heading control
First off, it is necessary to learn the ships heading control. The main method to
controlling a ship is to determine its direction of movement. This direction is
known as ships heading.
Note: You can also s imply set waypoints on the game map to control ship direction, to be discussedlater in this manual. However, using the ships heading controls allows you to more exactly assign aships heading.
To give a ship a new heading, you must first select a ship. Left click on one of
your ships on the game map (you can only control your ships). A circle will
appear beneath the ship with two arcs inside. This is the ship control circle.
The color of the circle defines the side to which the selected ship belongs. By
default, side A is green and side B is red.
There are three small arrows on the ship control circle. The blue arrow
indicates the wind direction. The yellow arrow indicates the ships current
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When moving perpendicular to the wind (sector 3) as well as moving
downwind (sector 1) the ships speed drops slightly.
When moving upwind (sectors 4 and 5), the ship loses much speed and
maneuverability.You should avoid sailing in upwind positions because your ship loses almost all
of its ability to maneuver. Turning the ship (shown in the figure on the left) with
red arrow would take much more time than the same maneuver in the opposite
direction (blue arrow). If you need to move upwind, it is better to perform the
maneuver with traverses (move in an S-turn pattern.
Specifying destination point
The Ship heading control is convenient in those cases when a player needs to
control a ships position more precisely. However, it is also helpful to designatea heading by specifying a point on the game map (similar to other real time
strategy games).
In order to set a destination point (or
waypoint) for selected ship it is as
simple as selecting the ship (or
groups of ships) and right-clicking on
a place in the sea on the game map.
A line is drawn leading to the
waypoint that will show the ships
course to that point. Once a waypoint
is set, the ship will automatically turn(if need be) and sail in that direction.
You can set new point or change
ships heading at any moment by right-clicking on another point on the sea on
the game map. If you need to set the ships position for when it reaches its
destination, you must hold the right-mouse button and hold the Ctrl key and
move the mouse in the direction you wish the ship to face when it reaches its
destination. The image of ship outline will rotate. In this case the ship will make
an effort to arrive at the waypoint in concordance with the specified position.
You can make smoother speed adjustments using the speed slider.
You can see the ships speed in the Ship Control window. On the bottom line
you will see three numbers. The speed of the ship in knots is on the left. The
number in the middle shows how much time is left when performing a
maneuver. The right-most number shows what the ships speed will be once
the new heading is achieved.
Note:Keep in mind that large sailing ships are sluggish, and changing speed takes more time than ona smaller vessel.
Maneuvering subject to wind direction
When maneuvering, sailing boat captains had to take into account many
particulars that are represented in this game.
The speed of a ship with sails set depends greatly on the ships position relative
to wind direction. This dependence is depicted in the figure on the left. The black
arrow shows wind direction and colored sectors show possible ship movements.
The most favorable heading is at 20-30 degrees to the wind direction (sector 2),
where the ship reaches full speed.
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Note:Since a s ailing ship is strongly restricted in maneuvering, the ship sometimes has no opportunityto arrive at the specified point. For this reason the move order will be considered fulfilled if the shiparrives close to the waypoint. In the case where other ships are at the waypoint, the ship will work itsway around the existing ship. If a ship must perform an upwind maneuver to reach the waypoint, it willmove with traverses, indicated by a thin line showing the approximate course to the waypoint.
The same method is useful for controlling several selected ships at the sametime. In this case, the waypoint will be drawn for each ship when clicking the
right mouse button somewhere in the sea on the game map.
Note:You cannot control submarines and balloons using waypoints.
Creating groups and controllingformations
There is a feature in the game to create groups of
several ships. In order to do this you should select
the ships you wish to group, and press one of the
key combinations CTRL-1 to CTRL-0. Selected
ships combine in groups and an icon with the
number appears above each ship in the group.
Press 1 through 0 to select a designated group.
Hold Alt then press 1 through 0 to move the select
the group and move the camera to that group.
Note:Submarines and balloons cannot be included in any group because of their differentcontrol scheme.
Combining ships in groups is available
for more reasons than just selecting
them. After creating such groups,
another feature is available for
controlling ship Formation
management. If a ship is included in a
group, right-click on it to open the
Formation management window. There are two rows of buttons in the window.
The upper row defines one of possible formation types: line ahead, line abreast
and custom formations. The lower row defines the interval between the ships
in formation.
Note:Upon right-clicking on a ship the Crew Management window opens as well. Its functions arediscussed later in this manual.
Formations are created only after
a new destination for the group is
specified. To do so, right-click onthe sea in the game map. The ships
destination points are now situated
according the given formation and
ships will reform after some time.
You can rotate the destination points using the Ctrl key (see the Specifying
Destination Point section). If you need to increase or decrease the interval
between ships, you must open the Formation management window again and
select the interval from the lower group of icons. You must then set a new
waypoint for the new interval to take effect.
Controlling sailing ships is a very enthralling thing, but the primary task
of the navy is to destroy the enemy. It is time to proceed to the particulars
of directing military operations.
Shooting the enemy
When you select a ship on your side, you will see translucent blue sectors on
each side of the ship. This is the fire field. You can only attack enemy units
when they are situated in the fire field of your ship. As soon as an enemy
appears in the sector, your ship will
fire on it (if set to automatic fire). Thebrighter the fire field, the heavier the
damage to an enemy ship.
Note:A ships cannons have a very small turning radius that doesnt allow for concentration of fireon the borders of the fire field. When an enemy ship enters fire field, do not open fire till theship is in brighter section of the fire field to maximize damage.
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After firing, cannons begin recharging automatically (rate of recharge
depends on the cannon weight (a heavier weight takes longer to recharge).
The recharge process is depicted on the cannon recharge indicator located
inside the steering wheel on the Ship Control window. When a cannon is ready
to fire, the recharge indicator is green. J ust after firing the indicator becomesred and fills up as the cannon gets closer to full recharge.
Default mode of fire is automatic; when an enemy appears, your ship will fire
on it. However, you can switch to manual fire. Click the auto fire button in
the Ship Control window to toggle between automatic and manual fire. To fire
your cannons using manual fire, right-click on an enemy ship. Once your
cannons recharge, you may fire again.
Note:In automatic firing mode, your ship will not fire if there is a possibility of damaging a friendlyship. The possibility of hitting your own ships rests on your shoulders if you select manual fire. Becareful not to fire on / hit your own ships.
Damage caused to enemy ships can be seen in several places on game screen:
Damage indicator. The Damage indicator (see chapter Game interfaceelements) is divided into three parts, each showing the degree of
damage of the selected ships parts. The upper shows hull status, the
middle one shows sail status and lower indicator depicts crew condition.
Ship Control window. If you select enemy ship, then the status of that
ship will be shown in the upper part of Ship Control window.
Ship list window. (See chapter Game interface elements).
Messages. If you have selected at least the Low level messages in the
game options, information on damage will be shown in the messages
section of the game screen.
Ammunition types
The cannons carried by ships mainly fired balls made of
cast-iron. They were preferred because of their long
range and good damage potential. However, it was
sometime necessary to use more specialized munitions.
Ball is widely used, multi-purpose ammunition. Balls
wreak the heaviest damage to ship hulls and
buildings. They are also fairly effective for destroying
sails and crew. The main advantage of balls is their long range and
fast rate of recharge.
Chain-shotis a pair of balls connected by chain. They are great for
firing at sails and rigging, but cause minimal damage to hulls, crew
and buildings. They have a low range and average recharge speed.
Grapeshotsare especially useful against the enemys crew. They also
cause substantial damage to rigging. It is extremely useful to fire a
volley or two of grapeshot at the enemys ship before the boarding.
Grapeshot causes very little damage to hulls and buildings and has
a very low range.
Double-ball. Ordinary cannons are charged with an enlarged amount
of powder and two balls. Double-balls have a very low range however
devastating damage compensates this. Unfortunately, it has a low rate
of recharge.
The type of ammunition can be changed in the Ship Control window. The
steering-wheel has two icons representing the type of ammunition currently
used at every side. Usually, cannons on all sides are charged with balls by
default. To switch to another ammunition type, simply left-click on one of the
ammunition icons in the steering wheel. However, this means queuing the new
ammunition type rather than actually replacing the previous one. The change
will only occur after the currently loaded shot is fired. You may force an
immediate discharge of ammunition by left-clicking the ammunition icon, to
change the type, and then right-clicking the icon to discharge the ammunition.
Upon this, your cannons will be discharged and loading of new ammunition will
commence. Since the range of ammunition may vary, the fire field may change.
Most of the fighting ships possessed the ability of moving guns from the sidesto the bow and stern. Privateers Bounty gives the player the same ability. On
the steering-wheel in the Ship Control window, there are icons for mounting
bow and stern ammunition, the same as the ones for side guns with the
exception that the picture is absent. Clicking these icons will remove a few
guns from the sides and the ship will get a new fire field and recharge
indicator for bow and stern guns.
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Note:Only a few cannons can be mounted at the stern and bow and can prove somewhat ineffective.They were used only in exceptional cases, for example, when chasing a fleeing enemy or, vice versa,against a pursuer. Also note that some ships are already equipped with bow and stern guns.
Gun types
Guns differ in calibre. The advantage of heavy guns is that they causedevastating damage. However, this comes at the price of a low recharge
speed and short range. Heavy guns were mounted at the lower deck of
three-deckers in most cases.
Beside ordinary cannons, fighting ships could carry carronades very
powerful guns with short range. The carronades cause plunging fire, the way
a howitzer does, causing great damage. You can see that some ships are
equipped with this kind of ammunition and it is very effective in close combat.
The range of the fire sector corresponds with gun calibre. When guns (or
carronades) of different calibres are mounted at the ship decks, the fire area
is the same with most long-ranged ammunition. This should be kept in mind
when choosing the fire range. The brightness of the fire zone corresponds
with its effective range.
Note:When ships get close enough, soldiers fire from muskets and pistols at the enemys crew.Big ships bear insignificant losses, however, this can greatly threaten smaller vessels.
Ships belong to one of two opposing powers: side A and side B. If a ship
belongs to side A or B, it is active ship and can fight. However, other ships,
which are not active, can turn up:
Surrendered ships.As a result of exchanging fire the enemys ship can
surrender and fly a white flag. At this point it disengages from the fight.
Captured (boarded) ships.You can attempt to board a surrendered ship
or an enemy ship. If you successfully board another ship, the captured
ship flies your flag, but cannot join the fight. If you are playing a
campaign and win the scenario, the captured ship is included added to
your fleet after the battle.
Neutral ships.Besides the opposing sides A and B neutral ships (side C)
can appear in some scenarios. They do not fight, but either side can
capture them. A neutral ship, when captured, is commandeered by the
capturing side and can join the fight, unlike a surrendered or captured
enemy ship. In some cases, it is indispensable to capture a neutral ship
to accomplish a scenario. A neutral ship has no icon in the list of ships
until it is captured by one of the sides.
Boarding
In order to capture a ship, you must get close enough to it, and then activate
the grappling button. When ships get close enough, the crew will try tothrow grapples to the enemys ship. If the grapple is successful an icon will
appear above the coupled ships. At this point several outcomes are possible:
When a neutral ship (side C) is grappled, the winner takes command over
it immediately. The ship can then be activated and controlled by player.
When a player captures a surrendered ship, a prize crew gets on its
board and takes its crew as prisoners. This prize crew consists of
soldiers. Their number must equal 20% of all the captured soldiers and
seamen; else they will not be able to capture the ship. A captured ship
cannot fight and is out of command.
As soon as two fighting ships grapple, a boarding battle begins. Soldiers
and seamen on both sides fight hand-to-hand, bearing losses as a result.
A boarding battle can last a rather long time. It finishes the moment a
side gains substantial numerical superiority. Upon that, the winner can
capture the ship when the prize crew gets on its board. If the winner has
been left enough soldiers to get aboard, the defeated ship is declared
captured and hangs out the winners flag. However the captured ship
cannot fight. If the winner doesnt have enough soldiers, the defeated
ship is considered surrendered and hangs out the white flag.
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boarding melee combats; they have muskets and can help to capture enemy
ships and surrendered vessels. Crewmen are ineffective in boarding actions
and in capture operations, however they are most important in ship control.
Note:You can find the total number of crewmen in the ships list or the Ship Control windows.After you select a ship, click the middle of the steering-wheel in the Ship Control windowfor more detailed information.
You cant see what the crewmen actually do; you can only deliver orders to
them. A certain number of the crewmen are assigned automatically to fulfill
one of the following operations:
Sails control
Firing and recharging
Boarding actions
Sail Repair
Dropping and raising anchor
Unfoul riggingExtinguish fire
The amount of time required to fulfill a task corresponds with the number of
the crewmen employed as well as with the crews rating. At the beginning
their number is sufficient to fulfill any task. Later, because of the casualties,
the tasks will either take more time or will be postponed until other, more
important tasks are fulfilled. This will mainly effect sails control and recharge
speed operations, as many crewmen are necessary to perform those actions.
Recharge, sails control and boarding combats are automatically performed.
For example, some crewmen are busy with recharge and cannons control
during a firefight. However, when the fight is over, these crewmen are ready
for other operations.
Other operations, such as extinguish fire, untangling sails, raising and dropping
anchor are performed at your command only.
After a ship is captured, both ships stay grappled, unable to manoeuvre and fire.
In order to un-grapple, click the grappling button again in the Ship Control
window. The ships will un-grapple and the corresponding icons will disappear.
Note:When ships are next to each other, it is very likely that their tackle gets fouled. If this happens,they will be unable to sail away from each other and the tackle will be torn. To avoid this, the crewshould performthe unfoul command. See Ships Crew M anagement for more details.
Besides ordinary damage caused by the fighting ships, game events
can happen. These events are mostly casual and can either be favorable
or unfavorable.
Explosion in the powder-magazine.During the course of a fire-fight, a ball can
hit the powder-magazine causing a ship to explode and sink. The ship might
also explode after being hit by enemy fire for a sustained period of time.
A ball hit or boarding actions cause Captains death.After captains death, thecrew rate goes down, for example a class A crew will be lowered to class B.
Critical hit. In some cases a shot can have a double devastating effect.
Critical miss is a short distance shot that causes no damage at all. Two ships
mostly get their rigging fouledwhen they come close to each other during
boarding actions. Two icons represent this event. One icon appears in the Ship
Control window and the other above the ship. Ships with their sails entangled
are unable to maneuver. At this point you should command crewmen to unfoul
the rigging in the crew assignment window (see Crew Management).
Fire is caused either by fighting or by approaching another ship that is on fire.
An icon in the Ship Control window represents the fire. It is highly probable thefire will spread over the deck. Damage corresponds with the fires intensity.
Crewmen can put the fire out, and must be assigned to do so. It is advisable to
send some crewmen do the work as soon as possible (see Crew Management).
Crew Management
Each ship has crewmen that control the ship. The crew consists of mariners
and crewmen, each group performing its own duties. Mariners fight in
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Raising anchor is performed at your command in case the ship is
already anchored.
Unfoul rigging. If the ships are next to each other their rigging
can become tangled (see Game events). Use this order to untangle
the rigging.
Sails Repair. If sails and rigging are damaged during battle, the crew can
repair it. Note that it is not possible to completely repair sails.
Extinguish fire is the most crucial action of the crew as a fire can cause
an explosion, which completely sinks a ship. The sooner the crew is sent
to extinguish the fire, the better the chances of putting it out.
Crew rating
Crew rating is a very important factor. The rate is represented by a letter
symbol above the crew number both the Ship control and ships list windows.
There are 6 ratings designated by the letters A through F. The letter A crew is
professional: the sailors are good shots, very quick and efficient in their duties
and will fight to their last drop of blood. On the contrary, the F crew consists of
young and inexperienced sailors that are unable to perform successfully in
most operations. A small ship with a professional crew can defeat larger
number of inexperienced enemy crewmen.
A ships specifications can be found in the Ship Control window, in the ships
list window and near the ships model on the game map. To get all the
information concerning a ship you should click the middle of the steering-wheel in the Ship Control window and to open the Details window for that ship.
Note:Studying all of the information in this window is not necessary to win.However, it does give you a clearer view of the situation.
The ship view window occupies the main part of the screen. The icons below
this window allow you to zoom in and out, spin the ship or set/lower its sails.
Additionally, you will find the following indicators:
Country is the place where the ship was built.
Right-clicking a selected friendly ship opens icons to control extinguish fire,
untangle sails, drop anchor, raise anchor, and repair sails. Left-
clicking an icon activates that order.
Here is an example of a Crew Management operation. When the ship is on fire
you should do the following in order to send some crewmen to extinguish it:
1. Select the ship that is on fire.
2. Right-clicking the selected ship to open the
Crew Management icon list.
3. Left-click the extinguish fire icon, which is
activated when a fire has begun.
The Crew Management icons close automatically and the crew will begin
extinguish fire, which will cause the extinguish fire icon to replace the fire
icon above the ship and in the Ship Control window.
It is possible that the crew will not extinguish the fire and a possible explosion
can occur if it hits the powder magazine. The fewer crewmen left, the moretime it will take to extinguish the fire. In case of emergency, you can transfer
more crewmen from other operations to solve the current problem by holding
shift when clicking the extinguish fire icon. The extinguish fire icon will
appear over the ship, but will blink three times to indicated extra crewmen are
on the task.
Below you will find all the operations performed by crew:
Sails control. The crewmen are automatically assigned for this
operation when the setting and housing the sail or maneuvering
operations are chosen.
Firing and recharge. When firing is performed a part of the crew is
automatically assigned for cannon recharge and control.Boarding actions. As mentioned above, the crewmen are ineffective
in hand-to-hand combat; however, sometimes they may have to fight.
Some crewmen are assigned for battle, when necessary.
Dropping anchor. This operation is performed when the water is deep
enough to anchor. When the ship is anchored, it shoots more accurately,
but cannot maneuver. The anchor is dropped at your command. Only a
few crewmen are needed to perform this operation.
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QDC Weight, FCC Weight carronades caliber.
Here youll find different ships: one-, two- and three-deckers. If the ship is a
one- or two-decker, zeroes will denote the lack of decks.
Note: that all the indicators represent a fully equipped and healthy ship. In battle, a ship can bedamaged and lose some cannons, for example. Information in this window does not reflect battleevents and the indicators do not change.
Ship rates
1st and 2nd rate shipsare battle-ships, the most powerful battle force. They
have three masts and three decks with 100-120 heavy guns mounted on them.
The crew consists of about 600 crewmen and 100 mariners. These ships lack
speed and maneuverability.
3rd and 4th rate shipsare battle-ships and big frigates that are three-mast
two-deckers. They carry 50-80 heavy guns of average caliber, 300-500
crewmen and 50-80 mariners. Good maneuverability coupled with heavy
weapons makes this ship group one of the most effective.
5th and 6th rate shipsare three-mast one-deck frigates carrying 50-60
cannons. They have good maneuverability; car ry a small crew and
common ammunition.
7th - 9th rate ships are two-mast one-deck brigs and schooners. The lack of
fighting force (10-20 guns) and a small crew are compensated by great sailing
characteristics.
10th - 13th rate shipsare small one-mast ships with good maneuverability and
scant ammunition.
In between the 18th and 19th centuries, industrial growth began in America
and other more developed European countries. During this time, science and
technology made the qualitative leap that created battle ship improvements
and assisted in creating some new ship modifications. Although the sailors
remained the main battle force at sea, some countries attempted to introduce
new arms, which later changed the face of sea battles.
Year is the date of the ships construction
Guns is the total amount of the cannons.
Rate designates the summary power rate. Ships of a similar rate have
approximately the same hull size, the same number of masts, cannons,
crewmen and so on. In reality the 1st rate ships were the most powerful,
and 13th rate ships (the lowest rate) were small and hardly armed.
Hull denotes the number of hull hit points. The amount of damage
sustained is subtracted from the number of hit points. If the number
reaches zero, the ship sinks.
Crew the number of crewmen performing ship control.
Mariners the number of soldiers aboard. Mariners are the main fighting
force in boarding actions. Besides fighting, mariners can be moved to the
enemys ship when its captured. They do not perform ship control.
Mizzen Mast represents mizzen-mast (rear mast) hit points. As with
the hull, damage lessens your hit points.
Main Mast represents main (middle) mast hit points.
Fore Mast is the fore (front) mast hit points.
Speed is the maximum speed. As a rule of thumb, bigger ships are
slower than smaller ones.
Depth is the ships draught, which is important in case you
encounter a shoal in a scenario. If a ships draught is too deep,
the ship might run aground
Freeboard is the distance between the water-line and
lower-deck hatches.
Turn Rate is the ships maneuverability rate, which depends on its size.
The indicators in the windows lower part denote cannon distribution at
the ships decks.
Quarter Deck, Upper Deck, Middle Deck, Lower Deck, Forecastle
denote the maximum of cannons at a corresponding deck.
QD Weight, UD Weight, MD Weight, LD Weight, and FC Weight
shows the cannon caliber at each deck.
QD Carronade, FC Carronade the maximum number of carronades
at a corresponding deck.
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The fire is activated in the Ship Control window by clicking the corresponding
icon. Another click will cause the fire and the right-click will cancel. As is the
case with a bomb vessel, the fire ship can catch on fire through grappling with
an enemy or by a critical hit from enemy weapons.
Balloon
The Balloon is the prototype of modern bombers. This unit moves through the
air carrying several bombs, which cause serious damage to ships. If it flies
high enough, enemy muskets (and especially cannons) cannot do it any harm.
That is why the balloon is a very dangerous unit. However, it has one, very
serious drawback. It flies only with the wind and is almost unable to maneuver.
Additionally, its speed corresponds with the current wind speed. Therefore,
enemy ships can easily move away from its path and the balloon will fly off the
map, unable to cause any damage. But if the opportunity presents itself, the
balloon is still a very devastating weapon.The balloon control is placed in the Ship Control window. Its course can be
corrected a little, but not nearly as much as other vessels. You can order the
balloon to drop a bomb by clicking on the corresponding icon. While the
balloon is selected, a bomb-sight appears on the sea surface indicating where
bombs will land if dropped. Timing is of the essence in dropping bombs.
Submarine
American inventor David Bushnell constructed the first submarine in 1775. It
was a small single-seater ship, which could secretly mine the enemys ship.
The mines clock-work allowed the submarine to leave the hitting zone in time.We have slightly altered the submarine functions. It has to throw a buoyant
mine and leave the fire zone. The enemy may notice the mine and leave the
explosion zone. The submarine can move in all directions. However this unit
has low speed and a limited number of mines, which is compensated by the
ability to tie onto the bearer-ship. The bearer can tow it with a higher speed
and re-supply it with mines.
The submarine control is placed in two windows. The submarine speed is
Paddle-boat
Besides sails, it uses a steam-engine so that the wind makes no difference for
the maneuvering. On the whole, this unit resembles the rest of the ships but
has a great advantage when sailing with light air or against the wind. Thesteam-engine makes paddle-boat sail faster and improves its maneuverability,
which, competently used, provide a great advantage over the sailors. The
steamer has a supplementary indicator representing the steam-engine power.
This indicator can be changed in the sails control window.
The steamer control has three points:
When sailing against the wind the sails cause a supplementary air
resistance. Thats why it is advisable to furl the sails.
The steam-engine power goes down together with the diminishing of the
hull hit points
In strong wind (more than 6 knots) rough sea can damage the
steamer wheels. They should be removed and the steamer ismaneuvering as a sailor.
Bomb-vessel
It is a small sailor jam-packed with powder. It only has to get near the
enemys ship and blow it up. It can destroy big units only because of the
great devastating effect it has. However Bomb-vessel is open to injury: few
shots can sink it. Its reasonable to hide it behind the coastline or other ships.
The explosion can be initiated in the Ship Control window by clicking an icon.
On the first click the cocking is activated and the icon twinkles. Another
click will cause the explosion and the right-click will cancel the cocking. Theexplosion is automatically activated either at the grappling with the enemys
ship or when bomb-vessel is ultimately damaged.
Fire-ship
This ship is not higher than 8th rate. It has a low number of cannons, but has
the ability to set enemy ships on fire.
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Towns, Forts, Coast batteries
Fortsare well-protected fortresses that can fire
from stationary guns. If you own a fort, you can
control it through the Ship Control window. From
here you can change the ammunition type and
switch from automatic to manual fire control.
Townshave no actions. They belong to one of the
sides, but cannot fire. However, ships can destroy
a town.
Coast batteriesare mostly town defense
fortifications and include various caliber guns. You
cannot control the coast batteries fire, although the
batter will be listed in the Ship Control window.
Campaigns and scenarios included different weather conditions. Most of the
battles take place when the wind is light and the sky is clear, however
sometimes the weather can be stormy, foggy and even snowy. In order to
make the right decisions, it is advisable to learn the way in which weather
influences a ships strength.
The most important weather factor is wind. The wind direction can be found in
the Ship Control window, as well as in control circle (See Game interface
elements). A number in the upper-right corner of the Ship Control window,beneath the white cloud sign, represents the wind force. The wind influences
the following ship parameters:
Speed. When the ship is sailing, the wind makes the ship speed
increase until it overcomes 5 knots. After that, the speed will decrease
due to the rough waves of the sea.
Note:When the roughness is very strong, a bigger ship breaks through water easier than a smallerone. Therefore, it is better to have big ships in bad weather, as a bigger ship can sail faster than afrigate in such conditions.
regulated in the sails control window by the sail slider. The course is fixed
either in the control circle or in the Ship Control window. There youll find the
throw mine icon and tie on the bearer icon. The latter icon will be
activated provided the submarine approaches the bearer-ship when its speed
is at its minimum.
The fact that the enemys submarine isnt represented at the map prevents you
from destroying it. The only way to destroy the submarine is to destroy the
bearer that is not higher than 5-7th rate. The bearer does not differ from other
ships. You should watch the way it moves to see if it drops speed, then attack.
Note:There is another way to f ind the bearer. The enemys submarine leaves a trace on the seasurface that can lead you to its recharge ship.
In some scenarios, strips of land and supplementary objects such as shoals,
forts, coast batteries and towns can be found on the map.
Islands and shoals
Islands influence your tactical decisions. The coastline is a natural obstacle
for sailing and firing. On one hand it makes maneuvering difficult. On the other
hand, it allows you to get close to an enemy under the under the shelter of an
island. For example, a ship with just a few cannons and a strong team can
approach a more powerful ship under the shelter of rocks and wind up having
no casualties, and then start a boarding fight against it.
Shoals are well marked by the sea color. Shoals appear brighter than deeper
water on the game map. If a ship is above a shoal and drops the anchor it willget a fair bonus for firing. But when a shoal is shallower than the ships
draught, it will run aground and will lose the ability to maneuver until the end
of the game. Note though, that a ship that has run aground can still fire.
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Choose a position that allows your ships to fire without hitting each other.
Do not turn your ship when in short or medium range of an enemy ship.
Balls hits to the bow and stern cause more damage as they can fly
through the length of the entire ship.
Try destroying the enemys sails, as they more vulnerable than the hull
and are quite a large target. A ship without sails cannot turn and will be
easy to destroy by rake shot if you approach it from the bow or stern
side. Chain-shot works best against sails, although they have a very
short range.
Use the cover from islands to more safely approach an enemys ships.
Use a double-ball or grapeshot at a short distance before boarding.
Batteries and forts are rather safe, however, they cannot aim because
there are blind zones between their fire zones. If your ship is in that
zone you can fire at them safely without fear of return fire. If you control
a fort, you should protect it using your ships.
Understand your forces before boarding an enemy ship. The casualtieswill be great. Even if you win control of the ship, the crew left will be
difficult. Start boarding only if you outnumber the enemy. You might want
to stop the ship by destroying its sails first. Then approach it from the
bow or the stern side and make a good case-shot at the deck. Only then
start boarding. In any case surrendered ships are the easiest to capture.
Accomplishing objectives
Most scenarios require you to annihilate the enemy. To win you must either
destroy or capture the enemys ships, forts and batteries or make them
surrender. Some missions include special tasks such as:Destroy a ship. You have to destroy the enemys ship and sink it.
The briefing will name which ship you must destroy.
Destroy a fort or a town. Your mission is to destroy the enemys
fort or town.
Capture a ship. The main object is to board an enemys ship. If the
ship sinks, the mission is lost.
Defend a ship. Your squadron has a ship that needs defending. In most
Maneuverabilityincreases when the wind is stronger.
Fire accuracydecreases due to the roughness of the seas (the ships
are constantly rocking back and forth). Additionally, in rough weather,
some cannons are battened down, and therefore are inactive.
From time to time, you will encounter such weather conditions as rain, snow
and fog. These conditions do not affect maneuvering difficult, however, fire
accuracy decreases slightly due to poor visibility (similar to night battles).
Tactics Tips
There is no universal way for winning a sea battle as it depends on many
factors. The balance of both sides forces, ship positioning, wind direction and
other factors are considered, not to mention a little bit of luck. However,
controlling your fleet is the key consideration. Here are some battle tips that
may help you gain the advantage:Do not sail against the wind and approach the enemy sailing. This
lessens your maneuverability and gives the enemy an added advantage.
Use tacks (move back and forth instead of sailing head first).
Since most of the guns are mounted along the left and right sides of the
ship the main fighting position is to turn your ship so its side faces the
enemy. The best battle order is lining ships alongside the enemy.
When turning, your ships fire accuracy decreases. It is best to halt the
maneuver, fire, and then resume maneuvering. It is a good idea to switch
to manual fire, as your guns will automatically fire when an enemy is in
the fire zone.
Fire accuracy drops when the enemy is in the external sector of the firezone. It is advisable to turn the ship so that the enemy is in the internal
sector of the fire zone. This manoeuvre should be performed with the
manual fire control switched on.
The ball shot disperses, therefore it is advisable to fire on a group of
ships that lie close to each other. To counter ball shot against your ships,
remember to not place your ships alongside each other.
If one of your ships lies in the line of fire of another, it will also be hit.
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Select campaign windowincludes the available campaigns (3 are included).
After you choose a campaign the campaign account field opens will open
with general campaign account and your flag and country.
Select character.Scroll through the paintings and select a portrait. The
portraits can be found in the same field of the web game settings that also
allows you to import your own portrait (for more details see Multiplayer game).
Your name.Enter a sea-worthy name.
Difficulty level.The higher the level, the smarter the enemy will be.
After you choose a campaign click Start button.
At the beginning of a campaign, you are awarded a basic set of ships. Your
fleet can be increased and your squadron structure changed during the
course of the campaign. To move on, click Continue.
Fleet control
You see this window before each mission. It includes the following information:
Under the characters portrait and the countrys name fields there are the
characters name and rank fields. The starting rank for each campaign is
lieutenant. Your rank can grow curing the course of the campaign.
Score denotes the number of points you have accrued. This number depends
on the number of ships sunk, captured and the forts and towns destroyed.
Money the amount of money you have earned. At the beginning you have a
small sum that can be used for minor improvements.
Awards click this field you will see Your awards window. The upper field hasthe list of awards you have received. The lower one contains their
descriptions. The left field contains their image.
The upper field of the Fleet control window contains Your fleet table that has
the list of ships that are under your command. The ships are sorted according
to their name, the place of construction, the ships rate, damage status (in
percents of the maximum), the number of mariners (in percents), the sails and
hull damage, and the ships price. This information can help you decide
cases it means that all enemys units should be destroyed. However, if
you lose the key ship the mission is lost. This ship is named in the
scenario briefing.
Defend a fort or a town. You need to defend a fort or a town from
enemy attack.
Reach a zone. Your ship should reach an unmarked zone designated by
a fort or a town name. The enemys task is to make your way difficult.
Objectives are found in the scenario briefing, so read them carefully. Click the
Battle information icon in the upper menu to review mission objectives.
General note
A campaign is several battles united by a common plot. A campaign can be of
two types: historical and hypothetical. All of the three campaigns in Privateers
Bounty are hypothetical. The hypothetical campaigns differ from the historic
ones in that you can conduct repairs and improvements in hypothetical
campaigns. Additionally, hypothetical campaigns allow you to buy new ships
and sell old ships in between battles. On the contrary, in historic campaigns
you cannot change the fleet structure and functions, as it would break from
historical accuracy.
A campaign goes on after the immediate task is fulfilled (a mission or a battle).
After the end of a scenario within the campaign you can improve you fleet
capacities and go on to the next scenario. The course of campaign has many
branches: if you win you go on to a certain branch of the campaign and if you
lose you go to a different one. Thats why losing a battle doesnt always mean
losing a campaign. However, if you lose three scenarios in a row, you will lose
the campaign.
Starting a Campaign
To start a campaign, select the Campaign button on the Main Menu.
Create characterhas the following fields:
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Awards
Your glorious actions in battle may merit you an award. As a rule, it is
accompanied with a considerable sum of money forwarded to your account.
Additionally, a prize can be an item that is necessary to accomplish the mission.
The end of campaign
When the last battle is over you get to the Campaign totals window that shows
your final rank and total number of battles fought. A special window is
assigned for your scoring. The Achievements field lists detailed statistics
regarding the number of surrendered, captured and sunk ships, the amount of
the money earned and your prestige scores. Click the Awards icon to see what
youve been awarded.
Click the Next button to go to the M ain menu.
General settings are available in the Main Menu (Settings). You can also
adjust settings by clicking the Options icon during gameplay. In both cases the
Settings window opens.
After making your selections, click Apply to save your settings. Then your
options will be saved and settings window will close. Click Back to close the
window and cancel new settings.
Video settings
Resolution changes game screen resolution.
Ship Models (Low\High) changes ship model picture.
Sea Texture (Low\High) changes sea picture.
Gamma Correction controls the brightness of the game.
Shadows Detail determines the quality of shadows cast by ships. The
checkbox next to the slider allows you to switch shadows off.
Fire allows you to switch the fire picture off. When a ship is on fire it
whether to buy supplementary crewmen (if a part of your crew has been lost
in battle) and whether or not to repair your ship. Use the control panel at the
bottom of the Fleet control window to make your selections. The fields are
grouped under the Repair and Hire columns. Clicking the plus or minus
icons in one of the two fields can repair the ship selected in Your Fleet table ormake up for the casualties and raise the ships crew rate. Such actions cost
you. These costs are deducted from the total sum denoted in the Money field.
Sell allows you to sell the selected ship. The sale price is shown in the right
column in Your Fleet table.
Save game allows you to save your game and resume it later.
BelowYour Fleettable is the Dockyardtable. Here you can sort through a list
of ships that are for sale. This table has the same parameters for sorting ships
asYour fleettable. The leftmost column indicates the ships price. When you
buy a ship, it is transferred toYour fleet.
Buy allows you to purchase a ship selected in the Dockyard table. The shipsprice is deducted from the total amount of your money.
Cancel cancels the last action, for example a ship purchase, in the Fleet
control window.
Cancel all cancels all actions in the Fleet control window.
New name allows you to rename any of your ships. Select the ship in Your
fleet table and click it. Type the ships name in a new window.
Parameters represents ships specifications (date of construction, speed,
and etc.). Select the ship you wish and click its icon to see more information.
Having done everything you intended click Next button to continue thecampaign.
The Briefingwindow denotes your objectives in the coming battle, as well as
the plot. You can have up to three (or more) briefings between the battles.
When the briefing is done, the battle commences
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Camera Inertia smoothes the camera movements.
Tips- include text tips for interface elements.
Hotkey Setup
You can re-map your hotkeys in the Hotkey Set-up window.
To set a hotkey for a window function, left-click a corresponding line, then
press the key or key combination you wish to set. In case this combination is
already used, a warning will appear.
Some lines in the window are red. This means that a function key combination
can neither be changed nor fixed for another function.
In order to renew default key combinations click Load default.
To start a multiplayer game, go toMultiplayer gamewindow by clicking
Multiplayer on the Main Menu.
The Multiplayer gamewindow contains the following options:
Player setup - leads to the profile settings window, where you can enter yourname. You may also choose a portrait and colors.
After clicking the Create gameoption, you go to the Create game window (a
server player window).
Set private is a flag icon. Enter a password in the Insert password field to
connect to the new game. Your password should not be more than 8 symbols
long. You cannot join a password-protected game without the password.
will cause two icons to appear, one placed above the ship and the other
in the Ship Control window.
Smoke switches the smoke off.
Debris switches off the debris that is caused by a shot.
People switches off the crewmen at the deck.
Weather switches off the snow, rain, fog.
Explosions switches off the explosions.
If the game runs slow on your computer, switch off some effects such as
shadows, men, weather effects and fire. You should make ships and sea
picture less detailed and set 800x600 resolution. When smoke and explosion
pictures are switched off you can learn about current events by sound or text
line information only. However it will increase the frame rate.
Sound settings
Music regulates music volume. A checkbox near the slider bar allows
you to switch music on and off.
Sound regulates the volume of shots, explosions, and other sound
effects.
Speech regulates speech volume.
EAX Support switches 3D sound on and off. This option is available
only if your soundcard supports the 3D sound.
Game Settings
Default game speed sets game speed at loading. Changing speed at thebottom of the screen doesnt influence this parameter.
Message Sufficiency determines the amount of details in text line messages.
In EXTRA mode only the most important messages will be displayed. To learn
about the main game events choose High Level mode. Lowmode allows you to
see all the messages available.
Scroll Speed is the screen scroll speed when the keyboard and mouse are
used for camera control.
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readiness, the host can then launch the game. Arcade will fire up Privateers
Bounty and the carnage will begin!
Problems?
If you have problems using Arcade, whether installing the program, registering
it, or using it in conjunction with Privateers Bounty, consult our help pages,
located at http://www.gamespyarcade.com/help/ or e-mail us by using the
form located at http://www.gamespyarcade.com/support/contact.shtml.
First off, you need to edit your player profile. Click Players settings in the
Multiplayer game window. You can edit the following information:
Name you MUST enter a name. If a name is not entered, you cannot connect
with the server. Your name can contain up to 32 symbols.
Country select your country, group, clan, fleet and so on. The name of yourcountry can also contain up to 32 symbols.
Description- contains any additional information about your country or your
character (a slogan, his/her history, etc). The number of the characters should
not exceed 256. Press Enter when you have finished typing to save the
information.
Portrait- choose a portrait for your character by clicking the arrows. You can
also import a file with a photo or a picture for your character. Click the Add
portrait icon that opens the Select a portrait window. Select any file
regardless of where it is on your computer. After the file is chosen, click
Open. Remember that the imported file must meet the following
requirements:file format is Windows BMP and extension .bmp
picture size 100 x 150 pixels precisely
color depth 24 bits
Click the Cancel button to return to the Players settings window.
The imported image will appear in the portraits list of the main window. Scroll
the list of pictures to find the new portrait. You can delete a portrait by clicking
Delete portrait when it is highlighted.
Click theJoinbutton to go to the local web game server. Enter either your
computer multiplayer name or its IP address. After entering any of them, click
OK icon to connect to the server. To return to the Multiplayer gamewindow
click Cancel.
You can play Privateers Bounty online through GameSpy Arcade, which
conveniently comes bundled with the game. I f you havent already done so,
insert your Privateers Bounty CD and install GameSpy Arcade now. Then, to
play Privateers Bounty online, just follow these instructions:
Launch GameSpy Arcade and Go to the Privateers Bounty Room: Click on the
GameSpy Arcade link in your Start Menu. When the software starts, youll see
a list of games and more along the left-hand side. Theres plenty to do, but
theres time for that later: Click on the Privateers Bounty button on the left to
enter the Privateers Bounty room.
Find or Start a Privateers Bounty Server:Once youre in the Privateers Bounty
room you can meet or greet other players, find servers or create your own
server. The top half of the application will list all of the available servers,
including the number of people playing and your connection speed (measured
by something called ping. The lower your ping, the better.) Dont like any
servers? Click on the Create Room button to start your own server and wait
for people to sign up. (A clever server name, such as Taste the end of myrusty hob-nailed boot! usually attracts people). Otherwise, double-click on a
server of your choice to join in.
Joining and Starting a game:Once you double-click on a server or start your
own, youll be in a staging room, in which you can trash talk with your fellow
players and prepare for combat. When youre ready to play, click the Ready
button at the top of the screen. When everyone in the room has signaled their
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Do not download players data toggle this function ON if you would rather
not download other player information such as flags and portraits. They will
be replaced by standard images. This is important if you have a low Internet
connection speed.
After all settings are adjusted click Continue to return to Multiplayer
game window.
To start a multiplayer game click Create game in the Multiplayer game
window. Before that, if you want to set a password for the joining players you
should mark the corresponding flag fields. Then New game window will
open. It contains the following fields:
Players info opens the Players settings window. This windows
information cannot be edited. This function can be used to see the joining
players profiles: select a player and click Players settings.
Kick this button allows the Host to boot an unwanted player. Select a player
and click the button. This will prevent him from connecting to your server until
the end of the session as his IP address will be saved automatically.
Select battle click this to open the Select battle window (similar to the one
from the single player game). Select a battle then click OK. The battle name
will appear in the Battle field.
When the battle is chosen the fighting ships will be represented in the Side A
available ships and Side B available ships columns. The neutral C ships are
not included in these lists.
You must take a side in order to command a ship(s). All players join side A by
default. To change sides left-click the letter that represents it.
When distribution is complete, click the Assign button. Select a player and
the ships that you want to assign to him. Those ships names will appear in the
ships field, to the right of the joining players list. Remember that only Side A
players can command Side A available ships. The same thing pertains to
Side B. To un-assign a ship, use the Un-assign button.
Select flag- allow you to import your own flag that the ships under your
command will fly. Click the Add flag icon, which will open the select your
flag picture. Unlike the portrait import window, you should have two files. The
first one (the bigger one) is put in the upper field. Clicking the Scroll icon
takes you to the file select window, which is similar to that of the import
portrait. This file must also meet the following requirements:
File type .bmp
Size 256 x 128 pixels
Color depth 24 bits
This picture is used for the flag at the stern of your ship. It has its icon in the
Select flag window in the Players settings window.
You can select the second file the same way. It must meet the following
requirements:
File type .bmp
Size 128 x 16 pixels
Color depth 24 bits
This picture is used for the mainmast flag and can also be createdautomatically with the help of the first file. For that click the Default icon.
However, this picture will have no details.
This flag will appear in select flag window in the Players setup screen.
Clicking a pointer under the main field flag picture to select any imported flag.
Any flag can be deleted using the Delete flag button. Click it when the flag
you wish to delete shows in the main field.
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After connecting you go to the J oin Game window, which is similar to the
Create Game window. However, you cannot change battle settings, select a
battle, assign/un-assign a ship or kick players. You can view ships
specifications as well as information on the joining players, as well as chat
with them.
The main difference between the J oin Game and Create game windows is
that the J oin Game window includes the Ready icon. Click the Ready
icon to announce that you agree with the settings and are ready for battle. The
battle can only commence if all players have clicked the Ready icon. When
all settings are adjusted all the joining players should mark click the Ready
button to start (those who are not ready have their names marked in the red).
Once all players are ready, the Host player can click Fight! icon to start the
battle. If anyone of the joining players is not ready, the Host player cannot start
the battle.
NoteThen player with custom data (own flag, portrait) joins server, the server will download this
information and upload it to all of the other players. The players name is marked in yellow until thedownload/upload process is complete.
J oining a game in progress is very similar to joining a new game. If a
newcomer is allowed into the game, the battle is paused an all players go to
the J oin game window. The new players name is then put in the players list.
After that, the new player will receive one or more ships. The players must
then click Ready to unpause the game and return to the point in battle
before the new player joined.
The moment a new player joins the game, the host sees the new players name
as well as Accept and Refuse buttons. If the host selects Accept, the
game is halted and J oin game window opens. After all the necessary
settings are adjusted click the Fight! icon to continue the battle.
If a player was refused, he will be unable to join, until the current session is over.
The AI will command all ships not assigned to players. You can view any ships
specifications after selecting it and clicking Ship info.
Settings- opens the Multiplayer game settings window, which contains the
following parameters:
Fog of War - When this mode is ON the detailed information about
enemy ships is hidden.
Lock server - Prevents new players from joining game in progress.
Game speed - set game speed (default is normal speed).Note: In a multiplayer game it is not possible to change game speed on the fly as in
single player games.
Difficulty level - set the difficulty level for AI ships.
When all the settings are adjusted click the OK button.
During the multiplayer game setup, players can message each other through
the Chat window. Players messages are shown in many colors. Each
players color will be saved until the end of the battle: it will also match his ship
selection circle color.
To enter a message, type in the lower field in the chat window. After typing,
press the Enter key for others to see your message in the main window.
You can also send Private messages and Message for allies. To send a
private message, first select a player in the list, then mark the Private field.
Enter your message as usual and when you press the Enter key, only the
marked individual will see the message. To send Message for allies, mark
the corresponding field so that only your allies only will see your message.NoteDuring the game, you can only send a message to your allies if you will press Ctrl+Enter aftertyping your message.
You must enter the password in the corresponding field if you are going to join
a password protected game, before you click J oin button.
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General description
The Privateers Bounty Editor allows you to create scenarios, and even
campaigns, of your own. Here you have everything for inserting ships and
landscapes as well as for adjusting weather and wind settings. Youll find
many authentic ship specifications, too. The Editors internal interface differs
from game interface, mainly by the supplementary menu that opens by clicking
the Privateer sign in the upper part of the game screen. This opens all of the
options necessary for creating new scenarios.
File menu
New- creates a new scene. Unless saved, any previous work will be
deleted when you select New.
Open- opens an existing scenario.
Save- saves current scenario changes. Saved scenarios are placed in
Privateer\Scenarios folder by default.
Save as- saves the current scenario under another name.
Export- saves all scenario file information (for example, your flag
image). You need this function to pass created scenario to another user.
Import- allows import other players scenario.
Play scenario- starts the current scenario. Before you start dont forget
to save it!
Exit to Main Menu exits to the Main Menu.
The session game mode allows the host to pause the game by clicking the
Escape key. After that, all the players go to the J oin game window. Only the
host can change the game settings and restart the game at the point at which
it was paused.
The session game mode allows you to change the battle without restarting
your server, so all connected players can play as many battles as they want.
Return to the Create New Game window and choose another battle. Adjust