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View Full Version : A Proper Empire: Terra Incognita Version 1.0.1 (major modification; May 30th 2009)



alpaca
05-30-2009, 01:44
https://img189.imageshack.us/img189/7374/apetidlbanner.png

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.

Terra Incognita adds the most advanced strategy-focused mod for A Proper Empire to date. 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 decisions 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!

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.

Curious? Check out our Hosted Mod Forum (http://www.twcenter.net/forums/forumdisplay.php?f=1163) at twcenter.net or go directly to our Download Thread (http://www.twcenter.net/forums/showthread.php?t=265610)

alpaca
06-01-2009, 12:26
A patch to version 1.0.2 has been released. This contains the following fixes and improvements:

-- Installer scripting.lua bug fixed.

-- Mason du Roi "floater" bug fixed.

-- School research bug fixed.

-- Loaded a proper startpos.esf; contains FOW fixes for land and naval units, research changes for agents, recruitment slot changes for three world powers, and more!

Mailman653
06-01-2009, 17:44
Are you the same Alpaca who made some tools?

alpaca
06-01-2009, 19:19
Are you the same Alpaca who made some tools?

No, I'm quite obviously an impostor. The grand and exalted alpaca would never stoop so low as to post a new mod :laugh4:

HahnHolio
06-04-2009, 16:46
No, I'm quite obviously an impostor. The grand and exalted alpaca would never stoop so low as to post a new mod :laugh4:

lawl ... giving it a try now ... will post results later ^^

alpaca
06-28-2009, 15:50
Version 1.0.4 has been released on June the 23rd, see our TWC forum for the changelog. It is compatible with vanilla ETW version 1.3

alpaca
07-17-2009, 21:21
Version 1.0.5 has been released. Here's the changelog:

-- Platoon Firing requirement for Army Staff College corrected.

-- Includes a full v1.3 startpos.esf.

-- Pirates can no longer RECRUIT fluyts, galleons, race-built galleons, or other larger ships; they do still start with a few.

-- Portugal, Denmark and Persia made into major factions.

-- Fix FOW issues with minor nations.

-- Lowered manpower requirement threshold to 0.

-- Proper flags added for Spain and New Spain.

-- Properly replaced volley_fire with mass_fire in all instances, thanks Dogmeat!

-- Added line infantry to all basic recruitment buildings. Should help the AI recruit more line infantry in place of militia.

-- Added cannons to some minor nations that were missing them; let us know if you find any missing!

-- Increase fatigue threshold for cavalry units; cavalry should now be faster and should tire at a slower pace.

-- Moved research cost to turn start; should stop the AI from offering ridiculous prices for peace.

-- Added three new cannon techs -- they are required to progress in the tech tree;

-Standardized Calibers (Requires the measuring tool technology)
A precursor tech – increases recruitment cost of artillery by 5%.

-Standardized Ammunition (Requires Standardized Calibers)
A precursor tech – increases upkeep cost of artillery by 5%.

-Standardized Production (Requires Standardized Ammunition)
The end result of the tech line for field gun standardization – decreases recruitment and upkeep by 10% and reduces repair costs on artillery pieces by 10%.

-- Increased research times.