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Thread: A Proper Empire: Terra Incognita v1.1.0 - Installation and Downloads [Changelogs]

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    Icon2 A Proper Empire: Terra Incognita v1.1.0 - Installation and Downloads [Changelogs]


    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.

    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.

    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!

    Quick Overview of Features
    Spoiler Alert, click show to read: 
    While we do make some historical changes and try to bring a level of realism to the game we prefer not to label the mod; if we were to do so we'd call it a 'gameplay mod' more than anything else.


    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.
    • 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.
    • Artillery made much more effective; ranges increased based on shot type, accuracy adjusted with reload speed. Shots are much less accurate after 350 meters.
    • Infantry weapon ranges increased. Muskets do less damage at ranges over 50 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 more 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.

    New Land Technologies
    - Advanced Reloading Drills - Grants a 5% reloading bonus; grants access to optional Fire by Rank and Platoon Firing.
    - Advanced Live firing Drills - Grants +2 Morale in battles; required to progress in the tech tree.

    New Ordinance Technologies
    - Standardized Calibers - Precursor; required to progress in the tech tree. Requires Measuring Tools economic tech.
    - Standardized Ammunition - Precursor; required to progress in the tech tree.
    - Standardized Production - Final result of standardization; reduced costs for all artillery. Requires Interchangeable Parts tech.
    - Horse Artillery - Grants access to horse artillery. Requires Selective Breeding tech.


    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



    Installation
    1. Preparing your ETW installation
    Before installing, please make sure you have no other mods installed.

    Remove any older versions of APE: TI.


    2. Download
    You're now ready to download the installer from one of the following locations:

    A Proper Empire: Terra Incognita v1.1.0 - MediaFire *NEW*
    A Proper Empire: Terra Incognita v1.1.0 - FileFront *NEW*
    http://www.strategyinformer.com/pc/e...mod/44826.html

    HOTFIX A Proper Empire: Terra Incognita v1.1.0 - MediaFire *REQUIRED*
    HOTFIX A Proper Empire: Terra Incognita v1.1.0 - FileFront *WAITING FOR UPDATE*
    http://www.strategyinformer.com/pc/e...mod/44827.html


    3. Installing
    To install A Proper Empire: Terra Incognita simply run the installer. It should automatically detect your Empire: Total War directory. If it doesn't, please point it to the correct place. This method works for the main install as well as the patches.

    You can now use the new icon on your desktop or the start_apeti.bat or the start_apeti_late.bat in your Empire Total War folder to start APE: TI!


    4.Important Notes
    The mod will create a file called mod_saves.txt – please don't delete this!

    APE:TI is not compatible with most other mods out of the box. The Additional Units Mod by Swiss Halberdier does have an APE-compatible version, however.


    Uninstalling

    If you would like to uninstall the mod at any point simply use the uninstaller.exe from your Empire folder or remove it through the Control Panel.

    If you don't need your savegames anymore you can also delete mod_saves.txt inside your ETW folder.

    Note for Windows 10 users:
    Sometimes when launching the game, it results into an unexplained CTD, before the trailer. To fix this, follow the solution suggested by Tablemat:
    Quote Originally Posted by Tablemat View Post
    I believe i have found the workaround for getting this mod to work in Windows 10, using Steam

    Whilst in the steam client, right click the E:TW entry, and go to 'properties'
    In the subsequent window that opens, select 'SET LAUNCH OPTIONS ...'
    put in "mod apeti_customcampaign.pack; mod apeti_modcore.pack; mod apeti_skins.pack; mod apeti_graphics.pack; mod apeti_DLC.pack; mod mod_smokeblood.pack; mod mod_xstraps.pack;" (without the quotes)
    Then start E:TW (not the APETI program)

    This comes from the .bat file that the APETI_launcher uses.
    The above options are for the early campaign option. If you want to use the 'Start Late Campaign' option, use "mod apeti_customlatecampaign.pack; mod apeti_modcore.pack; mod apeti_skins.pack; mod apeti_graphics.pack; mod apeti_DLC.pack; mod mod_smokeblood.pack; mod mod_xstraps.pack;" instead (without the quotes)


    Note: this is the first time i am playing this mod, so i don't know if things are missing or not, but it appears to be running as intended.
    All credit goes to him.
    ~Abdülmecid I
    Last edited by Abdülmecid I; June 21, 2018 at 08:03 AM. Reason: Update.
    [House of Caesars|Under the Patronage of Carl von Döbeln]

  2. #2
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    Default Re: NEW! A Proper Empire: Terra Incognita v1.0.1 Graphically Enhanced Edition - Updated 05/29/2009 - Downloads and Changelog

    Version 1.0.1 of APE:TI has been released!

    Old Changelogs -- May or may not be 100% accurate.

    Spoiler Alert, click show to read: 

    Old Terra Incognita Changelogs

    Version 0.2.1
    Spoiler Alert, click show to read: 
    Changes from the last version:
    There's a huge number of changes in this version, too much to list them all in full detail. I will give you a run-through of the new features and then you should just try to find out the specifics by playing - it's the most fun!

    Manpower: This is the main new feature in version 0.2; a full-blown manpower system was implemented that enables/disables your recruitment capabilities in a theatre depending on how many soldiers you recruit there. The ratio is 1 soldier = 1 manpower (I can guarantee this on Medium settings, it should work like that on different unit scales, too).

    Generally speaking, the more population a region has the more manpower it yields but there are some additional factors involved (like resistance). If your manpower pool is depleted, don't worry too much as it's going to regrow over time (and will be fully refilled after a maximum of 25 turns) - again, the more quickly your population grows the more quickly your manpower will grow, too.

    When you select one of your settlements, the advisor will pop up telling you how much manpower you have for the three theatres and how much the region you selected is contributing.

    Pop Growth: The food bonuses from all sources have been lowered (except for the base growth). This gives you a much more realistic pop growth rate of between 0 and 1% per turn (immigration notwithstanding)

    Economic Rebalancing: A lot of building bonuses have been changed to make high-tier buildings actually worthwhile. You have a bit more money in TI than in vanilla 1.2 but not on the higher difficulty settings. Government buildings now add town wealth growth instead of a tax rate bonus (so build them early if you can).

    Education upkeep: Education buildings now have an upkeep. This is subtracted from town wealth but if town wealth is too low for the player it's directly taken from your treasury at the end of the turn. The actual effect of this upkeep is obviously modified by the tax rate in the region so it may make sense to use low-tax regions for schools (this is something to be fixed later). The values are: School - 5000, College - 7500, Classic University - 10000, Modern University - 15000
    The modern university is now much more worthwhile, though, giving you 40 research instead of the 20 of a classic university (you can only build it in your capital). In addition, the schoolmaster trait that lowers your research efficiency if you have multiple schools is still in place.

    Peaceful Occupation: Peaceful occupation of a province will give you a lower resistance

    Population Matters: Population now has some direct effects. It will boost your manpower and supply as well as your tax rate. It also adds some resistance though so you need more happiness to keep some regions in check than others.

    House rules:
    Terra Incognita is meant to be played with a certain set of house rules. For the best gameplay experience these should be seen as compulsory rather than a proposition but of course I can't and don't want to force you to use them.

    1. Don't replenish units if they aren't in a region where you could recruit them at the moment (i.e. don't replenish if your manpower is low, your supply is overstretched or you couldn't recruit the unit anyways)

    2. Don't claim more than two trade spots per trade theatre

    3. Don't exploit the fact that you can circumvent resistance by gifting a conquered province to a protectorate (giving it to them to create a buffer zone is acceptable, I'll fix the problem in a future version).

    4. Don't exploit the one turn delay for manpower disabling your recruitment (i.e. don't recruit units if that would drop your manpower below 0)

    Changes in version 0.2.1:
    - Cost for education facilities is now displayed properly when selecting a school
    - Manpower now works for emergent factions


    Installation Instructions:
    First of all, please go to your ETW main campaign directory (usually C:\Program Files\Steam\steamapps\common\empire total war\data\campaigns\main) and rename or backup scripting.lua (to scripting.lua_vanilla) and startpos.esf (to startpos.esf_vanilla). Then go to your data directory and rename any localisation mod files (called "something_en.pack" usually, don't meddle with patch_en.pack though) by changing their file extension from .pack to .pack_backup

    Now you're ready to download TerraIncognita_0_2.rar from the link below and extract the contents into your ETW directory (C:\Program Files\Steam\steamapps\common\empire total war). If it asks you to overwrite any files click on yes (again, make sure you have a backup of the script and startpos files). Then download TerraIncognita-0_2-to-0_2_1.rar and likewise extract it into your ETW directory.

    Run the mod by double-clicking on TerraIncognita.bat in your empire total war directory

    Advanced User Instructions:
    Instead of using the batch file you can create a shortcut in steam, right-click on it, click on properties and add "mod TerraIncognita.pack" to the command line. You can also edit your user.empire_script.txt to run other mods together with Terra Incognita

    The preferences file:
    Terra Incognita comes with a preferences file that allows you to easily tweak the scripted sections of the mod to your liking. It can be found in the "empire total war/TerraIncognita" directory and is called TI_prefs.lua - you can open this file with any text file editor such as notepad. Double-click it, choose "select program from list" when queried by windows, then choose notepad.

    The settings within this file should be fairly self-explanatory (except for those which you shouldn't use) so just play around with them or look into the script files to see what they do exactly.


    Download


    Compatibility:
    Terra Incognita requires the official version 1.2; it should be more or less compatible with a lot of mods but there will be some problems. Use LtChambers' mod launcher to check for conflicts.

    Make sure that you have no other mod installed that uses its own localisation (usually a pack named something_en.pack) and if you have, rename that package.

    License:
    Terra Incognita is in public domain. This means you are allowed to change and redistribute any files in this release without any restrictions whatsoever.


    Earlier versions

    Version 0.1.3c
    Spoiler Alert, click show to read: 
    Spoiler Alert, click show to read:

    Changes from the last version:

    Changes in version 0.1.3

    The main change in this version is the addition of the resistance trait. The current installation kicks in after you conquered a territory. It has 14 levels and the trait level will increase by 1 every turn, so the higher the resistance trait level is the less severe the effects are. The trait will decrease recruitment by 1 (removing isn't quite possible yet but I'll work on it later) and severely lower tax rate and happiness.

    It starts with -16 happiness on level one so a rebellion is almost guaranteed. You will have to keep a stack as garrison or the rebels will have good chances of taking the settlement; at least one rebellion should be cracked down upon because that grants you a hardcoded happiness bonus.

    The other larger change in this version is the inclusion of Quixote's campaign AI from Imperial Splendour. I'm told it's quite a bit better than vanilla so I will take it as a base for my own tweaks.

    Other changes:

    - decreased recruitment slots to 1 for most settlements and removed recruitment slots from the military admin (barracks) line
    - German translation added
    - happiness bonus for government buildings decreased again
    - the protectorates in the New World are now turned over to their factions at game start
    - increased unit upkeep to vanilla levels again

    Changes in version 0.1.3a
    - fixed a CTD bug on turn end after campaign reload
    - gentlemen have returned but without tech stealing or dueling
    - royal observatory is now capital-only

    Changes in version 0.1.3b
    - fixed saving/reloading capability

    Changes in version 0.1.3c
    - the resistance trait should hopefully work now

    Compatibility:
    This release overwrites the following files:

    campaigns/main/scripting.lua
    db/building_effects_junction_tables/building_effects_junction
    db/campaign_ai_manager_behaviour_junctions_tables/campaign_ai_manager_behaviour_junctions
    db/campaign_ai_personality_junctions_tables/campaign_ai_personality_junctions
    db/campaign_difficulty_handicap_effects_tables/campaign_difficulty_handicap_effects
    db/effect_bonus_value_basic_junction_tables/effect_bonus_value_basic_junction
    db/effects_tables/effects
    db/government_types_to_effects_tables/government_types_to_effects

    It is compatible to all mods that don't change any of these files. Take care when using other mods.

    License:
    Terra Incognita is in public domain. This means you are allowed to change and redistribute any files in this release without any restrictions whatsoever.


    Version 0.1.1
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read:

    Changes from the last version:
    Mostly small changes, too lazy to list them all. The most influential ones are:

    - further decreased "base happiness" but doubled the government buildings' repression modifier to compensate
    - turned the armed populace into militia units
    - doubled tax modifier for government buildings
    - tweaked income sources a bit to make trade theatre trade slightly less important compared to taxes and colonies
    - increased range of units by 50%
    - decreased upkeep of units by a third
    - increased unit recruitment cost by 50%
    - decreased unit movement speed by 25%

    Compatibility:
    This release overwrites the following files:

    campaigns/main/scripting.lua
    db/building_effects_junction_tables/building_effects_junction
    db/campaign_ai_manager_behaviour_junctions_tables/campaign_ai_manager_behaviour_junctions
    db/campaign_ai_personality_junctions_tables/campaign_ai_personality_junctions
    db/campaign_difficulty_handicap_effects_tables/campaign_difficulty_handicap_effects
    db/government_types_to_effects_tables/government_types_to_effects

    It is compatible to all mods that don't change any of these files (for example mods that only change battle stuff)

    License:
    Terra Incognita is in public domain. This means you are allowed to change and redistribute any files in this release without any restrictions whatsoever.

    Version 0.1.1

    Spoiler Alert, click show to read:

    Changes from the last version:

    First of all you can now choose whether you'd like to have the replenish army button removed by using a preferences file (more info below). This time I didn't add any new scripted features (well instead of cleaning up the alpalog file handling and researching a bit of stuff) but changed some of the game rules:

    The primary idea of this release is to decrease happiness to make the associated buildings more useful because of their cost-effectiveness when compared to garrison units or (worst of all) town watch. To this end, I removed the repression bonuses (but also the happiness maluses, there's already clamour of reform to account for that) from all government types - republics keep their happiness bonuses though. Furthermore I increased the cost of town watch by a fair margin; right now Great Britain has a town watch cost of about 2000 at game start with 1 point of townwatch each in Dublin and Edinborough - it's so expensive because these cities have a high population. You have multiple ways to fight against it though: convert the cities to Protestantism, use garrison units (costs about 600 per turn in each city), lower taxes for the lower class (costs about 500 per turn across the theatre) or, for Edinborough, build a theatre for 750 flat and 0/turn. Decreasing taxes might still be an interesting option because it also increases pop growth. The final values are these:

    Code:
    Government ID Effect ID Magnitude gov_absolute_monarchy happy_active_lower_gov_type 0gov_absolute_monarchy happy_active_upper_gov_type 2gov_absolute_monarchy recruitment_cost_mod_land_all -5gov_absolute_monarchy repression_gov_type 0gov_absolute_monarchy tw_growth_ministers_home_theatre -6gov_constitutional_monarchy education_happy_mod -25gov_constitutional_monarchy happy_active_lower_gov_type 1gov_constitutional_monarchy happy_active_upper_gov_type 1gov_constitutional_monarchy repression_gov_type 0gov_constitutional_monarchy tw_growth_ministers_home_theatre 3gov_republic education_happy_mod -60gov_republic happy_active_lower_gov_type 3gov_republic happy_active_upper_gov_type 1gov_republic repression_gov_type 0gov_republic tw_growth_ministers_home_theatre 10gov_absolute_monarchy research_rate_mod -5
    As you can see, this small change already made things quite a bit more interesting (in my opinion at least).

    The second big change is that I removed gentleman/scholar spawning. As I already told you I was planning to remove the Steal Research ability but I couldn't find how to yet (except for removing it from the AI again but in this case removing it only for the player would really irk me). Furthermore the duel ability is a steaming pile of horse dung in my opinion. I'd still like to leave gentlemen in to allow you to fine-tune research priorities but I think that all in all I'm better off removing them completely than putting up with stealing research and dueling; research priorities are better abstracted but I'm not yet sure how I could do that.

    Other small changes are:
    - happiness bonus for region conquest lowered from 4 to 1
    - losing_unit_minimum_strength lowered to 0.05 (this is experimental, I don't know what it does)
    - migration_religion increased to 0.01
    - road_level_0_action_point_cost increased to 0.8 to make roads more useful
    - decreased threshold for tax efficiency penalty from region number to 5 (was 10)
    - increased unilateral_diplomatic_gift_state_gift_proportion from 0.5 to 0.8
    - halved number of trade goods per ship from trade theatres
    - removed base agent spawning for all buildings (this led to things like random rakes spawning on the Bahamas or so). Now agents will spawn only where you'd expect them.

    Compatibility:
    This release overwrites the following files:

    campaigns/main/scripting.lua
    db/building_effects_junction_tables/building_effects_junction
    db/government_types_to_effects_tables/government_types_to_effects

    It is compatible to all mods that don't change any of these files (for example mods that only change battle stuff)

    License:
    Terra Incognita is in public domain. This means you are allowed to change and redistribute any files in this release without any restrictions whatsoever.


    Version 0.1
    Spoiler Alert, click show to read: 
    Spoiler Alert, click show to read:
    Description:
    This version just does two things: It removes the replenish army button from the UI and it adds a trait to counter-balance the research you get from additional schools. I know, not much, but it should serve to whet your appetite.

    The Schoolmaster trait levels have the following effects:
    Two schools: -0.25 BR (base research points, in-game this is represented as research rate but that's a misleading name)
    Three schools: -0.4 BR
    Four or more schools: -0.5 BR

    Compatibility:
    This release should be compatible with any other mods unless they overwrite the campaign script. To use it with other mods add the following line to your user.empire_script.txt:
    Code:
    mod TerraIncognita.pack;
    License:
    Terra Incognita is in public domain. This means you are allowed to change and redistribute any files in this release without any restrictions whatsoever.


    A Proper Empire v1.3.1
    Spoiler Alert, click show to read: 
    -- Mod format changed; all graphical changes moved to the patch pack.
    -- Area of recruitment adjusted; cleaned up the recruitment queues.
    -- Removed several mercenary units.
    -- Removed the puckle gun for all factions but Britain.
    -- Removed rockets and rocket camel units.
    -- Added Hussars for Britain and France.
    -- Moved the loadscreen table adjustments to the patch; fixes the blank loadscreen bug.
    -- Fog of War bug removed. Thanks to Lazy Knight, Irmo, Erasmus777, and the whole Regalia team!
    -- All buildings increased in cost. Greatly increased the happiness buildings.
    -- Line infantry now recruitable from the earliest military building; the AI will now use more line infantry than militia.
    -- All cavalry can now dismount.
    -- Added "A Proper Empire: Total War" logo on the loadscreens.


    A Proper Empire v1.3.0
    Spoiler Alert, click show to read: 
    -- Replaced "Fire and Advance" with "Advanced Live Firing Drills." Units get a +2 morale bonus with this tech.
    -- Added "Advanced Reloading Drills" to the firing drills military tech line. It grants a -5% to base reload speeds.
    -- Updated all unit costs; recruitment has been raised and upkeep has been left alone for the most part.
    -- Added Several new units;
    - Regimiento Inmemorial del Rey
    - Infanteria de Marina
    - Decanni Lancers
    - Free Company of Catalonia
    - Douaniers

    -- Decreased the size of general units; most are still capable of contributing to the battle in the clinch.
    -- Fix for the Battle AI; it now attempts to engage correctly.
    -- Naval unit stats properly loaded and the Hull values are now reporting correctly.
    -- Fixed recruitment times for units across the board.


    A Proper Empire v1.2.2
    Spoiler Alert, click show to read: 
    -- Completely Empire: Total War v1.2.0 patch compatible.
    -- Added Horse Cannon Guards to France.
    -- Added Horse Grenadier Guards to France, Sweden and Russia -- available with their highest military structure.
    -- Thanks to the input from the players; cannon accuracy has been reduced by 10 across the board for all artillery units.
    -- Decreased the range of Demi-cannons and Sakers by 100.
    -- Several load/installation changes. The installer now installs everything in the correct place again, best used with a fresh install of Empire or if you know what you are doing!
    -- Added Pipmod Radar enhancement! Thanks Waronmars! www.flamingpaper.com
    -- Added Sinuhet's Formation changes! Thanks again!
    -- More to come, quick release to correct compatibility issues!


    A Proper Empire v1.2.1
    Spoiler Alert, click show to read: 
    -- Added the scripting.lua its own pack file. They no longer need to over-write vanilla files.
    -- Increased building times to match 3 turns per year.
    -- Increased the cost of religious buildings, should help the AI make better choices.
    -- Added Smoke Mod Lite + Blood Mod 1.2! Thanks to Mech_Donald for letting us use his amazing enhancement!
    -- Added Mech_Donald's weapons Fx and fife and drum packs!
    -- Added Captain Cox Loadscreen II! Thanks to CaptainCox for this fantastic work!
    -- Units have been rebalanced - unit statistics now reflect prices; let me know if you see anything off!
    -- Custom installer! Comes with all the new unit skins and flags as well as the adjusted startpos.esf and scripting.lua. You will need to copy the user.empire_script.txt to your scripts folder! See below.
    Please make backups before using! ** MAKE BACKUPS BEFORE USING! **
    -- There is still a RAR version – you will still need to manually adjust your user.empire_script.txt.
    -- New units skins provided by Remo! Thanks again!
    -- New Flags for naval units, battalions and new government types for minor factions provided by Trasibulos and Aykis16! Thanks again!
    -- Increased misfire chances, they were so low before they almost never occurred.
    -- Further decreased accuracy and damage at longer ranges for muskets, this should help the AI remember that it CAN bayonet charge.
    -- Added a custom startpos.esf; 3 turns per year @ winter, summer, summer.
    -- Added a custom scripting.lua from notger; protectorates stay independant nations (unless conquered.)


    A Proper Empire v1.1.0
    Spoiler Alert, click show to read: 
    -- Lowered the recruitment cost for units to 200 and dropped the city size vs recruitment limit to 2000. This should allow for the colonies to properly get on their feet.
    -- Grappling hooks will be slower and lower ranged, possibly giving units on fort walls a better chance to repel them.
    -- Recruitment slots in all buildings upped by 1 to 2 slots.
    -- Musket long-range effectiveness will be reduced; beware of this, just because you take small losses from a range does not mean you can charge the line without timing your charge between reloads, otherwise it's into the meat grinder.
    -- Cannons have been increased in effectiveness as well as in number of pieces of artillery on the field as well as ranges based on shot size. They now do more than sit around and look pretty - you will be able to use them to pinpoint enemy artillery or generals as well as using the round shot to cut enemy formations into pieces.
    -- Mortars have been refined; while still very effective they no longer posses the accuracy they once did. Every percussion shell does not always kill 70+ infantry, but it CAN, (a result of lower accuracy and larger spread.)
    -- Added Austrian Dragoons to the mercenary pool.
    -- Added Regimiento de Infanteria Inmemorial del Ray; the oldest Spanish guard unit.
    -- Dragoons (standard) now have 120 men per unit and carry muskets. Dragoons and light dragoons both gained a reload skill bonus; all dragoons range from 20 – 30 points in reload.
    -- Muskets now actually have a small chance to misfire, something vanilla did not do.


    A Proper Empire v1.0.0
    Spoiler Alert, click show to read: 

    -- Total land unit overhaul – all stats have been base-lined and applied with adjustments for quality, nation, etc.
    -- Campaign map mercenaries – regiments available for hire by generals on the campaign map. Will be expanded continuously with more unique units.
    -- Added Swiss Guard mercenaries. Available throughout Europe, but require a Theatre or Pleasure Garden to recruit.
    -- More artillery pieces added to cannon units.
    -- Decreased rank spacing – units are much closer together.
    -- Removed Fire and Advance. (thanks Darth)
    -- All firing drills now have the same reload bonus, which was reduced significantly.
    -- Morale changes; Units now lose more morale for flank and rear assaults. Militia and mob units have increased morale.
    -- Mob units doubled in size and made tougher in accuracy, melee, and defense.
    -- Removed all unit caps not associated with unique units.
    -- Light infantry and Rank Fire technologies have correct research point requirements.
    -- Removed volley_fire from the game entirely.
    -- Militia now have access to Rank Fire.
    -- Light infantry and grenadiers unit size increased to line infantry levels.
    -- Light infantry can now hide again.
    -- Recruitment now affected by your population. A cities minumum size is 1000 people, and the minimum population required for recruitment is 2000. Your smaller fringe cities will now need garrison forces brought to them.
    -- Recruitment now affects your population. Every unit drains 200 people from your population.
    -- Experience will now be much quicker to gain, since units are harder to come by.
    -- Added Continental Marines; recruitable by the USA in the Americas.
    -- Marines from other factions use a different model, until I can make my own.
    -- Added Marines for the British, French, Spanish and Dutch factions. Strong melee troops capable of hurling grenades and charging with swords. Recruitable when you have a Naval Board; available with 1 experience from the Naval College.
    -- Added Zienten Hussars, recruitable with the Brandenburg Gate. A heavy hussar unit built like a light hussar unit with 60 horse (80 on ultra!)
    -- Potsdam Giants now musket and sabre troops.
    -- Added Potsdamer Riesengarde (Potsdam Giants.) Only recruitable in Brandenburg with the Gate. They still need to be re-colored, pants and undercoat.
    -- Corrected the mod format of patch_proper_descriptions.pack to a movie pack, it should now properly load. *TEMPORARY*
    -- Added proper_special_forces_units.pack to correct Death's Head Hussars not having a carbine and a few other things I found wrong with the special forces units. Also gives unique desriptions to all special forces units when used with patch_proper_descriptions.pack.
    -- Dropped the price of light infantry; the upkeep is the same, but much easier to recruit them.
    -- Dropped the recruitment time of all militia units to 1 turn.
    -- Small AI tweaks; AI should disband as needed to reinforce, should also help allies more aggressively.
    -- Increased artillery accuracy slightly.
    -- Accuracy update; I have adjusted several units to decrease their accuracy to properly reflect their less-than-professional-but-more-than-milita status on the line. Increased accuracy for some line infantry and descreased it for others.
    -- Overhauling all factions' main line and cavalry units (light and heavy of both types) to properly reflect historical data concerning the capabilities of the nations' armies on the field. Any input on this would help, thanks!
    -- Reload bonuses now switched for platoon firing and rank firing. Should help the cycle of fire to start again once the end of the line has been reached.
    -- All recruitment times have been increased, though when used as intended, with a 3 or even a 4 turn mod, this change actually comes out to less time in years, more time in turns.
    -- Charging now more effective; units will break under infantry charge when properly demoralized. Cavalry charges can be devastating.
    -- Fire by Rank Now available at second tier.
    -- Light infantry equipped with bayonets.
    -- Weapon ranges across the board increased. 100 is the standard musket range, all other weapons adjusted in reference to this number. Some other small tweaks to a number of weapon. Made the double musket more effective at short range and near useless at long range.
    -- Light infanty now play a bigger role in the ranks of the army, as such, light infantry doctrine is a second tier-technology.
    -- Firing tracers are not turned off, just toned down. (Thanks Ketzerfreund!)

    Last edited by l33tl4m3r; November 24, 2009 at 11:02 PM.

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    Default Re: A Proper Empire: Terra Incognita 1.0.2 Installation and Downloads

    Version 1.0.2 of APE:TI has been released!

    -- 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!
    Last edited by l33tl4m3r; November 24, 2009 at 11:02 PM.
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    Default Re: A Proper Empire: Terra Incognita v1.0.3 - Installation and Downloads

    Version 1.0.3 of APE:TI has been released!

    --

    A COMPLETE naval overhaul;

    -- Reduced sailing speeds

    -- Reduced turning speeds

    -- Reduced accuracy

    -- Reduced half-hit range

    -- Reduced auto-correction area

    -- Increased reload speeds

    -- Increased ranges

    -- COMPLETE overhaul of naval combat morale system

    This version contains several new units; units that were already in the game that were not available for recruitment.
    -- Highland Infantry
    -- Highland Scots
    -- Miquelets
    -- Bashi-Bazouks
    -- Riskers of Souls

    You'll also find several bugfixes for some of the wealth issues!
    Last edited by l33tl4m3r; November 26, 2009 at 02:51 AM.
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    Default Re: A Proper Empire: Terra Incognita v1.0.3 - Installation and Downloads

    Version 1.0.4 of APE:TI has been released!

    This patch is mainly a CA Patch 4 Compatibility update but there are several new addtions!

    -- Victory conditions for minor nations.

    -- The "Gentlemen Research Fix."

    -- Balancing of all the new units released by CA to APE: TI standards.

    -- Several tweaks based on new values by CA.

    Check CA's changelog for this patch as well; while APE: TI has already done MOST of the changes, we have adapted the changes we did not add.
    Last edited by l33tl4m3r; September 13, 2009 at 05:10 AM.
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    Default Re: A Proper Empire: Terra Incognita v1.0.5 - Installation and Downloads

    Version 1.0.5 of A Proper Empire: Terra Incognita has been released!

    -- 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.
    Last edited by l33tl4m3r; November 26, 2009 at 02:52 AM.
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    Default Re: A Proper Empire: Terra Incognita v1.0.5 - Installation and Downloads

    Version 1.0.6 of A Proper Empire: Terra Incognita has been released!

    -- Fixed naval guns
    - Ranges go from longer to shorter in this order; rifled, long range, standard.
    - Ranges are then adjusted again in this order; Shot, chain, grapeshot.
    - All naval guns should affect all portions of the ship; round shot no longer passes harmlessly through the sails, masts, and rigging.
    - Base reload times based on projectile weight. Bigger guns take longer, smaller guns reduced; 12lbr is the middle mark and did not change.

    -- Fixed field guns
    - Sakers and Demi-Cannons will be the only obsoleted artillery units; you will now have a broader range of artillery with different reload, range, and movement speeds.
    - Ranges are now more historically accurate AND appropriate for the field sizes.
    - Base reload times based on projectile weight. Bigger guns take longer, smaller guns reduced; 12lbr is the middle mark and did not change.

    -- Fixed Fatigue
    - Gave small penalties to movement for very tired and exhausted; cavalry, dragoons, and infantry.

    -- Camel/Elephant Dismounting.
    - Indian general unit now a horse lancer unit.

    -- Added Erasmus' backback removal.

    -- Added Tiyafeh's animation changes.

    -- Added Spanky's Militia re-skins.

    -- Replaced all French bourbon skins with Waronmars' French red/white/blue skins when France becomes a republic.

    -- Matte979's AI mod included; simply copy it from your 'Empire Total War/misc/' directory into your 'Empire Total War/data/' folder!

    -- Tan Zhi Han's Bang! SFX included; simply copy it from your 'Empire Total War/misc/' directory into your 'Empire Total War/data/' folder!

    -- Fixed installer should now be more intuitive and copy files and shortcuts to proper, working locations once it is provided with the proper install directory.
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    Default Re: A Proper Empire: Terra Incognita v1.0.6 - Installation and Downloads

    Version 1.0.7 of A Proper Empire: Terra Incognita has been released!

    -- Completely Empire v1.4 compatible!
    - Thanks to HusserlTW for his startpos.esf tutorial and LOS fixes!

    -- APE: TI is now properly mod-foldered;
    - Start vanilla Empire with the 'Empire.exe'.
    - Start APE: TI with the 'start_apeti.bat' or the desktop shortcut for APE:TI.

    -- City information bar now shows actual income instead of region wealth.

    -- Removed Steam Advertisement window from the main menu.

    -- Added APE: TI version text to main menu.

    -- Replaced the Native American Menu with the default menu; movie left out for background TGA.
    Last edited by l33tl4m3r; October 09, 2009 at 03:37 AM.
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    Default Re: A Proper Empire: Terra Incognita v1.0.8 - Installation and Downloads

    Version 1.0.8 of A Proper Empire: Terra Incognita has been released!

    -- Completely Empire v1.5 compatible!
    - Compatible with ALL DLC!
    - Warpath works through vanilla Empire!

    -- Using Matte's AI fixed for the startpos.esf; all minors now have full AI

    -- APE: TI is now properly mod-foldered;
    - Start vanilla Empire with the 'Empire.exe'.
    - Start APE: TI with the 'start_apeti.bat' or the desktop shortcut for APE:TI.

    A Proper Empire: Terra Incognita v1.0.8 - HOTFIX 10/09/09

    -- Added faction specific naval units for several factions.

    -- Fixed missing text strings for two APE: TI technologies.
    - Advanced Reloading Drills
    - Advanced Live Firing Drills

    -- Added several campaign map flag changes made by The Donz.
    - Austria
    - France
    - New Spain
    - Ottomans
    - Poland-Lithuania
    - Portugal
    - Prussia
    - Russia
    - Saxony
    - Spain
    - Sweden
    Spoiler Alert, click show to read: 

    -- The Barbary Pirates are now properly allied with the Ottoman Empire.

    -- The colonies (13 Colonies, Louisianna, New Spain) can declare war.

    -- The Barbary pirates can declare war.

    -- Courland and Saxony cannot declare war.
    Last edited by l33tl4m3r; October 20, 2009 at 12:26 AM.
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    Default Re: A Proper Empire: Terra Incognita v1.0.9 - Installation and Downloads

    Version 1.0.9 of A Proper Empire: Terra Incognita has been released!

    -- Increased recruitment times for land units.

    -- Added Conscripts; 1-turn units that are available from all government buildings.
    Spoiler Alert, click show to read: 

    -- Removed the ability to promote generals and admirals in the field; recruit admirals from shipyards and generals from higher level government buildings.

    -- Increased movement for most land units; Cavalry is fastest, then Light Infantry, then Infantry, then Artillery.

    -- Naval campaign map movement rebalanced, fastest to slowest; Sloops, Xebecs, Brigs, Carronade Frigates, 5th and 6th Rates, Galleons, Fluyts, Galleys, Indiamans and other Trade Ships, 4th - 1st Rates, Ketches, Rockets Ships.

    -- Added Prussian Mercenaries and French Mercenaries to the Swiss Infantry in Theaters and Pleasure Gardens; build those structures in certain regions for access to that region's mercenary unit, more coming!

    -- Adjusted recruitment bugs for Polish Winged Hussars.

    -- Added several units to the global AOR for most factions; Mameluks, Croatian Grenzers, Decanni Lancers, Free Company of Catalonia, Sepoys, Pandours, Norwegian Mountain Troops, Cossacks, and Cossack Cavalry.

    -- Indian General and Decanni Lancer models switched as they should be.

    -- Several unique unit name fixes in the localisation, sorry for messing it up Tan!

    -- Included new flags from The Donz for Venice, the UP, most naval vessels for every faction, and several battalions!
    Spoiler Alert, click show to read: 

    -- Removed Pirates as a playable faction.

    -- Fixed several bugs related to factions, military access, and ability to declare war.

    -- Added 'Horse Artillery' technology; allows recruitment of horse artillery that does not slow down infantry units on the campaign map.
    Spoiler Alert, click show to read: 
    Spoiler Alert, click show to read: 

    Additional APE: TI technologies highlighted as well!

    -- Based all technology research times on the maximum points the highest school can produce by itself (40) -- all other technologies are based on direct multiples of this value and times are standardized.

    -- Added official localization support and included the main file for Ornamentum Skin Pack v1.2; big thanks to Danova!
    Last edited by l33tl4m3r; November 24, 2009 at 07:39 PM.
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    Default Re: A Proper Empire: Terra Incognita v1.0.9 - Installation and Downloads [Changelogs]

    Version 1.1.0 of A Proper Empire: Terra Incognita has been released!

    -- Added the Late start and Early Start campaigns
    Spoiler Alert, click show to read: 
    -- Final rework of the land Tech Tree
    Spoiler Alert, click show to read: 
    -- Fixed Ring and Socket bayonet placement on tech tree

    -- Fixed crashing Early Campaign startpos file

    -- Added splines for campaign roads to global graphics pack

    -- Moved all factions to full AI, if needed, in both startpos.esf

    -- Removed additional recruitment slots for France, Prussia, and Spain

    -- Fixed placement for 'European Doctrine' for eastern factions

    -- Added HusserlTW's fix to his startpos files for missing emergent religious buildings

    -- Fixed missing general recruitment on minor faction government buildings

    -- Moved Minutemen to conscript recruitment time for the US

    -- Tightened the Free Company's recruitment area using the new region resources

    -- Increased recruitment time for ALL Elite Units of America

    -- Removed the factions; The Barbary States and the three New World protectorates

    -- Numerous Bug Fixes!
    Last edited by l33tl4m3r; November 28, 2010 at 03:21 AM.
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