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

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{{mod3|mod=A Proper Empire|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 v1.0.2]|map=[[Image:Wmap.jpg]]}}
+
{{Mod Information Table
 +
|Platform=[[Empire: Total War]]
 +
|Mod Type=Overhaul
 +
|Era=18th Century
 +
|Mod Leader=[https://www.twcenter.net/forums/member.php?u=53951 l33tl4m3r]
 +
|Release Status=v1.1.0
 +
|Forum=[https://www.twcenter.net/forums/forumdisplay.php?f=1163 Here]
 +
|Campaign Map=[[Image:Wmap.jpg|APE:TI Map]]
 +
}}
 
==Overview==
 
==Overview==
A Proper Empire balances combat, morale, and battlefield effects. Pricing changes in units, buildings, and research costs will challenge you but new units, new technologies, and additional benefits from many other changes to Empire will be available.
+
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!
  
Terra Incognita adds a strategy-focused mod for A Proper Empire. Enjoy exciting new features like Manpower and Supply, a completely rebalanced economy and, most importantly, an exhilarating new gameplay feeling. The aim of Terra Incognita 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!
  
 +
Click here for TWC [https://www.twcenter.net/forums/forumdisplay.php?f=1163 APE:TI] link.
  
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!
+
==Features==
  
 +
'''Overview'''
  
Musket fire is more realistic and artillery plays a key role on the battlefield. Technology rates have been reworked; some things are easier to acquire, some take longer. Charging is more effective, useless firing drills have been removed, and all units have been balanced accordingly. Building times for settlement and capital improvements now match the increased number of turns.
+
*Realistic recruitment
 +
*Balanced combat
 +
*Balanced economy
 +
*New technologies
 +
*New historical units
 +
*All factions playable
  
Click here for TWC [http://www.twcenter.net/forums/showthread.php?t=265610 APE:TI] link.
+
'''Partial List of Features'''
  
==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
 
*Trasibulos UI, Naval & Land Flags (Republic/Monarchy) Retextures
Line 22: Line 65:
 
*Sinuhet Formations
 
*Sinuhet Formations
 
*Waronmar's pipmod
 
*Waronmar's pipmod
*Swiss Halberdier's AUM (a few units included in APE)  
+
*Swiss Halberdier's AUM (a few units included in APE)
 +
 
 +
==Team==
 +
'''Team Members'''
 +
 
 +
[https://www.twcenter.net/forums/member.php?u=53951 l33tl4m3r] - Combat Design/Mod Handler/Senior Local Moderator
 +
 
 +
grandpa - Local Moderator
 +
 
 +
ODaly - Local Moderator
 +
 
 +
 
 +
'''Inactive Team Memebers'''
 +
 
 +
[https://www.twcenter.net/forums/member.php?u=6322 Alpaca] - Campaign Design/Lead Scripter/Senior Local Moderator
 +
 
 +
[https://www.twcenter.net/forums/member.php?u=10389 Tan Zhi Han] - Unit Research/SoundFX/Local Moderator
  
Made for APE
+
[https://www.twcenter.net/forums/member.php?u=52887 The Donz] - 2D Artist/Graphic Design/Local Moderator
*Removal of fire and advance and volley fire
+
 
*New useful technologies
+
 
*Historical units
+
'''Major Contributions'''
*Historical accuracy (effectiveness/cost/governments/relations between nations)
+
 
*Balanced combat
+
Aykis16 - New Battalions Flags
*Improved AI (Campaign and Battle)
+
 
*Fixed Taxes and other bugs that CA hasn't patched yet.
+
CaptainCox - New Load Screens
*New units
+
 
*Revamp of Empire's numbers. (Ex: movement and morale on terrain or in weather, combat timings (watch 2 infantrymen duking it out), misfires, etc.)
+
Danova - Ornamentum Skin Pack
*1 turn campaigns
+
 
*All factions playable
+
Erasmus777 - Skinning/Equipment
 +
 
 +
HusserlTW - Startpos.esf tutorial and changes
  
==Team==
+
Mech_Donald - Smoke Mod Lite 1.8 + Blood Mod 1.2
*Project Lead- [http://www.twcenter.net/forums/member.php?u=53951 l33tl4m3r]
 
*Lead Scripter- [http://www.twcenter.net/forums/member.php?u=6322 Alpaca]
 
*2D Artist/Graphic Design- [http://www.twcenter.net/forums/member.php?u=52887 Donz]
 
*Unit Research- [http://www.twcenter.net/forums/member.php?u=52035 Chesh]
 
*Unit Research- [http://www.twcenter.net/forums/member.php?u=10389 Tan Zhi Han]
 
  
 +
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
  
[[Category:ETW Mods (Hosted)]]
 
 
[[Category:ETW Mods (Released)]]
 
[[Category:ETW Mods (Released)]]
 +
[[Category:A Proper Empire: Terra Incognita]]

Latest revision as of 12:19, 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