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Difference between revisions of "A Proper Empire: Terra Incognita"

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{{mod3|mod=A Proper Empire: Terra Incognita|image=[[Image:APETI_Logo.png]]|platform=[[Empire Total War]]|era=18th Century|leader=[http://www.twcenter.net/forums/member.php?u=53951 l33tl4m3r]|release=[http://www.twcenter.net/forums/showthread.php?t=265610 v1.0.9]|map=[[Image:Wmap.jpg]]}}
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{{Mod Information Table
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|Platform=[[Empire: Total War]]
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|Mod Type=Overhaul
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|Era=18th Century
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|Mod Leader=[https://www.twcenter.net/forums/member.php?u=53951 l33tl4m3r]
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|Release Status=v1.1.0
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|Forum=[https://www.twcenter.net/forums/forumdisplay.php?f=1163 Here]
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|Campaign Map=[[Image:Wmap.jpg|APE:TI Map]]
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}}
 
==Overview==
 
==Overview==
The latest version of APE:TI, the best and most ambitious modding project for Empire: Total War. APE:TI significantly alters most aspects of the game we have access to and offers you a wholly different gameplay designed to allow you to make much more interesting and difficult decisions as befits a proper strategy game.
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The latest version of APE:TI, one of the most ambitious modding projects for Empire: Total War. APE:TI significantly alters most aspects of the game we have access to and offers you a wholly different gameplay designed to allow you to make much more interesting and difficult decisions as befits a proper strategy game.
  
A Proper Empire: Terra Incognita balances combat, morale, and battlefield effects. Pricing changes in units, buildings, and research costs will challenge you but new units, new technologies, and new methods of controlling your Empire will be available.
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Featuring Manpower and Supply, Resistance to Foreign Occupation, Education and Research Costs, New Technologies, Rebalanced Combat and Economy, Realistic Projectiles and Artillery, Regular Updates, Direct Developer Support, and much more!
 
 
Enjoy exciting new features like Manpower and Supply, a completely rebalanced economy and, most importantly, an exhilarating new gameplay feeling. The aim is to present the player with ways to employ diverse strategies and present him with interesting decision that offer meaningful choices.
 
  
 
Thanks to major contributions from members all across the community the mod now contains additional unit textures, improved smoke and sounds, historically accurate battalion/naval flags. Also included; over half a dozen new units, with more to come -- there are even compatible additional unit packs provided by members of the community!
 
Thanks to major contributions from members all across the community the mod now contains additional unit textures, improved smoke and sounds, historically accurate battalion/naval flags. Also included; over half a dozen new units, with more to come -- there are even compatible additional unit packs provided by members of the community!
  
Click here for TWC [http://www.twcenter.net/forums/forumdisplay.php?f=1163 APE:TI] link.
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Click here for TWC [https://www.twcenter.net/forums/forumdisplay.php?f=1163 APE:TI] link.
  
 
==Features==
 
==Features==
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* Tech tree and related research times completely reworked. Simpler technologies are easier to aquire, and some of the later philosophical techs will take some time to finish.
 
* Tech tree and related research times completely reworked. Simpler technologies are easier to aquire, and some of the later philosophical techs will take some time to finish.
 
* Removal of fire and advance and volley fire.
 
* Removal of fire and advance and volley fire.
* Artilley made much more effective; ranges increased based on shot type, accuracy adjusted with reload speed. Shots are much less accurate after 550 meters.
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* Artilley made much more effective; ranges increased based on shot type, accuracy adjusted with reload speed. Shots are much less accurate after 650 meters.
* Infantry weapon ranges increased. Muskets do less damage at ranges over 80 meters.
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* Infantry weapon ranges increased. Muskets do less damage at ranges over 120 meters.
 
* Platoon fire now available only for Ferguson riflemen.
 
* Platoon fire now available only for Ferguson riflemen.
 
* Tighter unit formations.
 
* Tighter unit formations.
Line 64: Line 70:
 
'''Team Members'''
 
'''Team Members'''
  
[http://www.twcenter.net/forums/member.php?u=6322 Alpaca] - Campaign Design/Lead Scripter/Senior Local Moderator
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[https://www.twcenter.net/forums/member.php?u=53951 l33tl4m3r] - Combat Design/Mod Handler/Senior Local Moderator
  
[http://www.twcenter.net/forums/member.php?u=53951 l33tl4m3r] - Combat Design/Mod Handler/Senior Local Moderator
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grandpa - Local Moderator
  
[http://www.twcenter.net/forums/member.php?u=10389 Tan Zhi Han] - Unit Research/SoundFX/Local Moderator
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ODaly - Local Moderator
  
[http://www.twcenter.net/forums/member.php?u=52887 The Donz] - 2D Artist/Graphic Design/Local Moderator
 
  
La De Da Brigadier Graham - Sound/Music
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'''Inactive Team Memebers'''
  
Belgae - Trait Design
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[https://www.twcenter.net/forums/member.php?u=6322 Alpaca] - Campaign Design/Lead Scripter/Senior Local Moderator
  
GrinningManiac - Trait Design
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[https://www.twcenter.net/forums/member.php?u=10389 Tan Zhi Han] - Unit Research/SoundFX/Local Moderator
  
Gord96 - Trait Design
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[https://www.twcenter.net/forums/member.php?u=52887 The Donz] - 2D Artist/Graphic Design/Local Moderator
  
Erasmus777 - Skinning
 
  
Joedreck - Skinning
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'''Major Contributions'''
  
YD23 - Outside Consultant
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Aykis16 - New Battalions Flags
  
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CaptainCox - New Load Screens
  
'''Major Contributions'''
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Danova - Ornamentum Skin Pack
  
Aykis16 - New Battalions Flags
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Erasmus777 - Skinning/Equipment
  
CaptainCox - New Load Screens
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HusserlTW - Startpos.esf tutorial and changes
  
Mech_Donald - Smoke Mod Lite 3.8 + Blood Mod 3.2
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Mech_Donald - Smoke Mod Lite 1.8 + Blood Mod 1.2
  
 
Remo - New Unit Skins
 
Remo - New Unit Skins
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Spanky - Militia Skins
 
Spanky - Militia Skins
  
Swiss Halberdier - APE Compatible Unit Pack
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Swiss Halberdier - APE: TI Compatible Unit Pack
  
 
Tiyafeh - Infantry Animations
 
Tiyafeh - Infantry Animations
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Trasibulos – New Naval Flags
 
Trasibulos – New Naval Flags
  
Waronmars - Pipmod and French Republic Unit Skins (check out his website here http://www.flamingpaper.com/)
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Waronmars - Pipmod and French Republic Unit Skins
  
[[Category:ETW Mods (Hosted)]]
 
 
[[Category:ETW Mods (Released)]]
 
[[Category:ETW Mods (Released)]]
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[[Category:A Proper Empire: Terra Incognita]]

Latest revision as of 11:19, 18 February 2021

A Proper Empire: Terra Incognita
Platform Empire: Total War
Mod Type Overhaul
Era18th Century
Mod Leader l33tl4m3r
Release Status v1.1.0
Forum / Thread Here
Campaign Map:
APE:TI Map

Overview

The latest version of APE:TI, one of the most ambitious modding projects for Empire: Total War. APE:TI significantly alters most aspects of the game we have access to and offers you a wholly different gameplay designed to allow you to make much more interesting and difficult decisions as befits a proper strategy game.

Featuring Manpower and Supply, Resistance to Foreign Occupation, Education and Research Costs, New Technologies, Rebalanced Combat and Economy, Realistic Projectiles and Artillery, Regular Updates, Direct Developer Support, and much more!

Thanks to major contributions from members all across the community the mod now contains additional unit textures, improved smoke and sounds, historically accurate battalion/naval flags. Also included; over half a dozen new units, with more to come -- there are even compatible additional unit packs provided by members of the community!

Click here for TWC APE:TI link.

Features

Overview

  • Realistic recruitment
  • Balanced combat
  • Balanced economy
  • New technologies
  • New historical units
  • All factions playable

Partial List of Features

  • Manpower and supply govern how many troops you can recruit.
  • Whole economic structure of the game reworked; unit costs, buildings costs, and more.
  • Research now costs as schools have an upkeep, whether they are researching or not.
  • Completely reworked morale system for both land and naval battles.
  • Completely reworked naval combat; turning, ranges, speed, acceleration, and a lot more.
  • Resistance plays a huge role and prevents steamrolling the world in most cases.
  • New technologies for cannon foundry requirements; the tech initially cause the price to go up on artillery but result in a price break to cost, upkeep, and repairs when the tech line is finished.
  • New useful technologies; Improved Reloading Drills (-5% to base reload speeds) and Live Firing Drills (+4 battle morale). They replace the now defunct Fire and Advance.
  • New Horse Artillery technology grants access to mobile artillery that can keep up with your infantry.
  • Tech tree and related research times completely reworked. Simpler technologies are easier to aquire, and some of the later philosophical techs will take some time to finish.
  • Removal of fire and advance and volley fire.
  • Artilley made much more effective; ranges increased based on shot type, accuracy adjusted with reload speed. Shots are much less accurate after 650 meters.
  • Infantry weapon ranges increased. Muskets do less damage at ranges over 120 meters.
  • Platoon fire now available only for Ferguson riflemen.
  • Tighter unit formations.
  • Light infantry doctrine and rank fire are lower in the tech tree and require less points to research than before making them easier to get earlier in the game.
  • All non-emergent factions playable.
  • Historical units - Potsdam Giants, Zeiten Hussars, Marines, Swiss Guards, Decanni Lancers, Douaniers, Regimiento Inmemorial del Rey, and more; more being compiled every week.
  • Balanced combat; Reload bonuses for firing drills are evened out, square formation for realistic, morale levels due to flanking and rear attacks more of a problem than before, units tire more quickly when running over long distances.
  • Light infantry now equipped with bayonets.
  • Experience caps (number of kills or deaths needed, etc.) lowered. Units gain experience quicker this way.
  • Fixed Taxes and other bugs that CA hasn't patched yet.
  • Revamp of Empire's numbers; Charge increased for cavalry and infantry; morale adjustments based on level of training, movement and morale on terrain or in weather, misfires, etc.
  • Redone/expanded descriptions for several units.
  • 3 turns per campaign year.
  • Increased recruitment and build times to suit the longer turns.

Community Contributions

  • Trasibulos UI, Naval & Land Flags (Republic/Monarchy) Retextures
  • MechDonald's Blood, Smoke, and Sound Mod
  • Captain Cox's Load screens
  • Remo's retextures
  • Sinuhet Formations
  • Waronmar's pipmod
  • Swiss Halberdier's AUM (a few units included in APE)

Team

Team Members

l33tl4m3r - Combat Design/Mod Handler/Senior Local Moderator

grandpa - Local Moderator

ODaly - Local Moderator


Inactive Team Memebers

Alpaca - Campaign Design/Lead Scripter/Senior Local Moderator

Tan Zhi Han - Unit Research/SoundFX/Local Moderator

The Donz - 2D Artist/Graphic Design/Local Moderator


Major Contributions

Aykis16 - New Battalions Flags

CaptainCox - New Load Screens

Danova - Ornamentum Skin Pack

Erasmus777 - Skinning/Equipment

HusserlTW - Startpos.esf tutorial and changes

Mech_Donald - Smoke Mod Lite 1.8 + Blood Mod 1.2

Remo - New Unit Skins

Spanky - Militia Skins

Swiss Halberdier - APE: TI Compatible Unit Pack

Tiyafeh - Infantry Animations

Trasibulos – New Naval Flags

Waronmars - Pipmod and French Republic Unit Skins