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A Proper Empire: Terra Incognita APE:TI significantly alters most aspects of the game we have access to and offers you 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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alpaca
Old March 23, 2009, 07:45 PM / Terra Incognita (strategy mod - v0.2.1, 05/21/2009)   #1
 
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Important: Please note that Terra Incognita has been merged with A Proper Empire. All future development will be done in our hosted mods forum: http://www.twcenter.net/forums/forumdisplay.php?f=1163


Terra Incognita is a campaign-focused mod for Empire: Total War. The primary aims are to introduce a more strategically challenging gameplay, to allow victory by peaceful means and to introduce new concepts hitherto unseen in the Total War games.

Right now, I'm the only developer for TI but I would happily accept help offers, especially concerning the battle side of the game which I don't have enough time to address properly. However, you should be aware that TI uses a public domain license. That means any change you make that is primarily intended to go into this mod will be free for everyone to use. I might integrate third-party modules that have another license, though, as a separate download.

Before downloading, I would like to give you the opportunity to learn about the major changes in Terra Incognita (and sometimes a bit of the reasoning behind them):

Resistance: Regional traits allow it to implement a resistance system that is much more painful than the one in vanilla. Not only does it add 12 additional unhappiness points, it also lowers recruitment, supply, manpower (see below) and tax income.

Manpower: Terra Incognita now has a fully implemented manpower and (global) supply system. It consists of a value for each theatre and if you have no manpower left or are over your supply limit you will not anymore be able to recruit units in that theatre. Manpower is a measure of how many recruits you have in a theatre while supply shows how many soldiers you can support at a time.

Research speed balance: Research speed is much lower in TI. Gentlemen cannot steal techs anymore (they can't duel, either) and you get fewer of them because building a royal observatory is only allowed in your capital. More importantly, however, schools now have an upkeep cost that is subtracted from the region's town wealth over time (or directly from your treasury).

Base happiness: It's a bit harder to keep your population happy. Repression bonuses from government types are gone and provinces with a large population will show some amount of resistance all the time. However, the government buildings now have a higher happiness bonus.

Economic rebalancing: The economy has been hugely rebalanced. More advanced buildings are now actually worthwhile, administration cost has been cut in half and larger population in a region will mean a higher tax rate. The economy is scaled better between difficulty settings to allow players a bit more laxity on Normal or Easy difficulty settings. Tax bonuses have been revised to a more linear progression so high or very high taxes may now actually make sense if you need the money.

Population matters: Since population boosts your manpower (especially your manpower growth) and recruitment slot number as well as your tax rate it's not irrelevant anymore how many people live in a province. France for example will afford you a lot more units than for example New France.




May 21st: Version 0.2.1 released

Version 0.2.1

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: 

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: 

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	0
gov_absolute_monarchy	happy_active_upper_gov_type	2
gov_absolute_monarchy	recruitment_cost_mod_land_all	-5
gov_absolute_monarchy	repression_gov_type	0
gov_absolute_monarchy	tw_growth_ministers_home_theatre	-6
gov_constitutional_monarchy	education_happy_mod	-25
gov_constitutional_monarchy	happy_active_lower_gov_type	1
gov_constitutional_monarchy	happy_active_upper_gov_type	1
gov_constitutional_monarchy	repression_gov_type	0
gov_constitutional_monarchy	tw_growth_ministers_home_theatre	3
gov_republic	education_happy_mod	-60
gov_republic	happy_active_lower_gov_type	3
gov_republic	happy_active_upper_gov_type	1
gov_republic	repression_gov_type	0
gov_republic	tw_growth_ministers_home_theatre	10
gov_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: 
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.





Developer Versions
The current work in progress version of the mod, without documentation, can always be found on the project SVN space. I will try to update it everytime I change something important so I can recommend checking it from time to time if you want to see the experimental stuff I'm working on. That said, I can not always guarantee that the latest version will work

Browse the SVN Space

A very convenient way to always have the newest version installed is to check out TI from the SVN server. For that, you need an SVN client, I prefer Tortoise (http://tortoisesvn.net). It's nicely integrated into Windows explorer and easy to use. After downloading, installing and rebooting simply set up a new folder, right-click into it and select "SVN Checkout", this should pop up a checkout window. Into the URL line you have to insert this: https://terraincognita.svn.sourceforge.net/svnroot/terraincognita/trunk - then simply click on OK and Tortoise will start downloading.

Whenever you want to check for an update, right-click on the checked out folder and select "SVN Update". This will check for new and changed files and automatically download the changes. Then simply copy the files into your ETW folder and you're fine.

You can check out directly into the ETW folder if you want to but I'd be careful with that because there are some vanilla files I'm overwriting (scripting.lua and startpos.esf) so make sure you backup them before updating or checking out.

Last edited by alpaca; May 28, 2009 at 08:36 AM.
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Maizel
Old March 23, 2009, 08:01 PM / Re: Terra Incognita (current version: 0.1)   #2
 
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Doesn't removing the 'replenish army' button mean that you can;t retrain units at all anymore?
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SilentLamb
Old March 23, 2009, 08:30 PM / Re: Terra Incognita (current version: 0.1)   #3
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I think he means specifically outside of the city.

Though I feel a little slow, could you give a more lamans (SP) explanation of what you've done with the research?

And perhaps your own personal thoughts on why you removed the ability to replenish units with a general amongst the ranks. I'm not going against it, it just seems like an odd choice as it was one of Empires features people seemed excited about.

Any plans to release future versions unlocking all of the minor factions for play? I know there's mods doing it, but your mod so far seems to take a very professional attitude which is refreshing.

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alpaca
Old March 23, 2009, 09:29 PM / Re: Terra Incognita (current version: 0.1)   #4
 
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Quote:
Originally Posted by Maizel View Post
Doesn't removing the 'replenish army' button mean that you can;t retrain units at all anymore?
Yes, you can still merge units though.

Quote:
Originally Posted by SilentLamb View Post
I think he means specifically outside of the city.

Though I feel a little slow, could you give a more lamans (SP) explanation of what you've done with the research?

And perhaps your own personal thoughts on why you removed the ability to replenish units with a general amongst the ranks. I'm not going against it, it just seems like an odd choice as it was one of Empires features people seemed excited about.

Any plans to release future versions unlocking all of the minor factions for play? I know there's mods doing it, but your mod so far seems to take a very professional attitude which is refreshing.
No, replenish doesn't work anymore no matter whether inside or outside the city.

It's probably a matter of taste but for me clicking on "replenish units" feels too much like an exploit. The reason for this is that you can replenish every unit in your army, anywhere on the world, within two turns, no matter how few men are left in it. This means that I'm able to recruit my best elite units from home somewhere in India or in Northern America where under normal conditions they would just melt like ice in the sun. I'd recommend trying to subdue the North American (or the real) Indians without replenishing - it's much, much more difficult which suggests to me that the feature is pretty overpowered.

Furthermore, I have a feeling that the AI isn't using that feature properly (if at all) since I've come across too many half-depleted units than you'd expect with replenishing left and right.

Lastly I kind of enjoy the micromanagement involved in managing reinforcements - it's kind of fun to collect an army in the caribbean with Britain and then ship it to the continent in order to keep your advance against the Cherokees going (besides, they have huge amounts of units).

As for the research: I'm planning to remove Steal Tech as it's another overpowered mechanism (primarily because it doesn't have repercussions), it basically means each gentleman has a research output that's roughly equivalent to a university - unfortunately I couldn't do so yet because I can't set the chance and steal research is not an agent ability so I haven't found out yet how to remove it. Removing this ability would then put a larger emphasis on research in your own country - something that is very unfairly biased in favor of larger nations with more schools. As a quick fix I created a trait that decreases your BR. Here's what I wrote about it in the other thread:

Quote:
Firstly think of the research speed as your base research points (BR) which are then multiplied with the total number of research points (RP) of your schools, like this:

Netherlands has one school at the start and a base research rate of 100%=1. So they get 1*8 = 8 total research points. Let's say they build a second school; the schoolmaster trait kicks in and drops their base research points to 0.75 but the second school increases their capacity to 16 so they end up with 0.75*16 = 12, still a 50% increase to their research points.

Let's assume they had a college before with 13 research points, afterwards they'll have 0.75*21 = 15.75 RP - this looks a lot worse but halt! if they have a college they won't have a base research of 1 but at least 1.05 because of the prerequisite techs. If they have 1.05 BR they get 13.65 RP which is modified to 16.8 RP (21*0.8 RP) by the new school (still a 23% increase even before they ramp up their new school to a college).

So let's now assume they build a third school in the second example. Their base research would drop to 0.65 so they'll end up with 29*0.65=18.85 RP - a two-point increase still worth something like 12% though.

You get the idea.
This trait will be replaced with a more suitable mechanism that balances research speed by taking into account a number of factors such as number of slots, number of regions, wealth, army size, government type, etc. In general, research should be slower for larger factions - historically this would represent a certain reluctance to change your ways and a higher cost of introducing the new techniques everywhere in your big empire, and gameplay-wise it's an important balancing issue. The idea behind this is that you should be able to be tech leader with a small republic (like the United Provinces) because you'll be much more innovative than big Austria or the Ottomans.
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Lazy Knight
Old March 24, 2009, 05:09 AM / Re: Terra Incognita (current version: 0.1)   #5
 
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Furthermore, I have a feeling that the AI isn't using that feature properly (if at all) since I've come across too many half-depleted units than you'd expect with replenishing left and right.
From what i saw, the AI uses the replenish function if it has the money for it.

The northern Americans don't have the money for it, so they don't, but most European Nations do.

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OTZ
Old March 24, 2009, 05:28 AM / Re: Terra Incognita (current version: 0.1)   #6
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Quote:
Originally Posted by Lazy_knight View Post
From what i saw, the AI uses the replenish function if it has the money for it.

The northern Americans don't have the money for it, so they don't, but most European Nations do.
I concur. I've seen the AI replensih, much to my dismay.
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Old March 24, 2009, 07:30 AM / Re: Terra Incognita (current version: 0.1)   #7
 
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Originally Posted by alpaca View Post
No, replenish doesn't work anymore no matter whether inside or outside the city.
Is it possible to make it so you can use the replenish units button in the region where the units are available? Or is it either/or ?

And yes, I have seen the AI replenish units on several occasions.
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alpaca
Old March 24, 2009, 07:38 AM / Re: Terra Incognita (current version: 0.1)   #8
 
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Ok, then nevermind that about the AI. It wasn't my primary point anyways. Unfortunately I don't think that enabling it in certain regions based on a complex condition is something I can do right now. It would be possible if CA had decided to expose to LuA representations of their game objects but that isn't the case.

I forgot to answer about making factions playable: Yes, I'll have a look at how it's done and implement it. I wasn't too interested in playing the small factions yet as I didn't even play most of the bigger ones
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OTZ
Old March 24, 2009, 07:45 AM / Re: Terra Incognita (current version: 0.1)   #9
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One question - is it possible to increase dissent with each additional school?
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alpaca
Old March 24, 2009, 07:55 AM / Re: Terra Incognita (current version: 0.1)   #10
 
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Originally Posted by OTZ View Post
One question - is it possible to increase dissent with each additional school?
Yes it is. It could be added to the schoolmaster trait, why do you think it'd make sense?

Edit: On the minor factions. For this you have to change startpos.esf which is a pretty big file...

Last edited by alpaca; March 24, 2009 at 08:06 AM.
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OTZ
Old March 24, 2009, 08:47 AM / Re: Terra Incognita (current version: 0.1)   #11
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I think, if it can be done without too much pain, it would help reduce school spamming - or at the very least penalise it.
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alpaca
Old March 24, 2009, 09:32 AM / Re: Terra Incognita (current version: 0.1)   #12
 
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Hmm maybe but it'd need to be ramped up quite considerably. Also I think it should be an effect that accrues over time instead of being instantly there because it reflects people being better educated and therefore more critical towards the government.
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OTZ
Old March 24, 2009, 09:49 AM / Re: Terra Incognita (current version: 0.1)   #13
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Hmm maybe but it'd need to be ramped up quite considerably. Also I think it should be an effect that accrues over time instead of being instantly there because it reflects people being better educated and therefore more critical towards the government.
Absolutely. Can it be done progressively like that?
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alpaca
Old March 24, 2009, 03:32 PM / Re: Terra Incognita (current version: 0.1)   #14
 
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Absolutely. Can it be done progressively like that?
Well... yes. In principle. The feedback for the user wouldn't be good though because it'd end up in a trait instead of a building I think.
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grbo
Old March 24, 2009, 03:56 PM / Re: Terra Incognita (current version: 0.1)   #15
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By the way, is there any possibility to remove the "replenish" ability for the AI as well ?
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I Don't Work Here
Old March 24, 2009, 03:59 PM / Re: Terra Incognita (current version: 0.1)   #16
 
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Sorry but the removal of replenish units kills whatever you're planning for me. I can see it maybe for theaters that are not in your home nation, but if they're garrisoned in their own capital I can't retrain them? Part of the fun is watching a unit (I always like watching the 1st regiment of a unit I train) and its progress but if I just have to collapse it where's the fun in that? Don't mean to sound harsh but that's my honest opinion.

Also I have seen the AI use it, you can tell because a plus symbol appears by in a unit card on the campaign map, seen it many times.
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Old March 24, 2009, 04:04 PM / Re: Terra Incognita (current version: 0.1)   #17
 
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Originally Posted by I Don't Work Here View Post
Sorry but the removal of replenish units kills whatever you're planning for me. I can see it maybe for theaters that are not in your home nation, but if they're garrisoned in their own capital I can't retrain them? Part of the fun is watching a unit (I always like watching the 1st regiment of a unit I train) and its progress but if I just have to collapse it where's the fun in that? Don't mean to sound harsh but that's my honest opinion.
same here. I am a big fan of naming and following each unit and historically units would get replacements. Its not like the 33rd would just lose men then disappear. perhaps there is another way to fix this. maybe a style like Rome or MTW where you have to be in a city to get reinforced? but to each his own. besides the no replenish button i like your other features. good work
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grbo
Old March 24, 2009, 04:08 PM / Re: Terra Incognita (current version: 0.1)   #18
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The problem is that, IMHO, it's not realistic to replenish a full stack of 20 depleted units in 2 turns, while using the "normal" recruitment method would take you much more time.

Besides, "replenish" completes your units with fresh recruits, so you'll lose chevrons anyway. I personally find it much more interesting (and satisfying) to merge the veteran units... Or, just get a few (unnamed) "reinforcements" unit, and merge them to your established regiments - does the same than "replenish", but less automated and doesn't blast the recruitment limitations of your cities/barracks.

Another reason for this question, is that I'd like to vastly increase the training time for some of the units (especially elite infantry). The replenish function makes this kind of mod impossible (or, at least, not very consistent).
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Torque
Old March 24, 2009, 04:51 PM / Re: Terra Incognita (current version: 0.1)   #19
 
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HI alpaca.
I will try this for sure, and looking forward to your next installments as well. I have 2 questions:
- will you address probably the most annoying issue: passive campaign AI?
- can we hope for another awesome Oppida mod to enable the city view mode from the campaign map (and not just in battles)?
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Old March 24, 2009, 06:19 PM / Re: Terra Incognita (current version: 0.1)   #20
 
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Quote:
Originally Posted by I Don't Work Here View Post
Sorry but the removal of replenish units kills whatever you're planning for me. I can see it maybe for theaters that are not in your home nation, but if they're garrisoned in their own capital I can't retrain them? Part of the fun is watching a unit (I always like watching the 1st regiment of a unit I train) and its progress but if I just have to collapse it where's the fun in that? Don't mean to sound harsh but that's my honest opinion.

Also I have seen the AI use it, you can tell because a plus symbol appears by in a unit card on the campaign map, seen it many times.
Tell you what, I'll create a preferences file and allow you to switch it off. That's not something I'm planning to do for all parts but if they're completely scripted it's quite easy to switch them on and off. In general though I'd like people to play the mod, but as long as you're not a dev your influence is limited

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By the way, is there any possibility to remove the "replenish" ability for the AI as well ?
I don't think so but I'd be careful with can/can't statements because we don't know enough yet to say this with any certainty. Let's say I didn't find a way yet. Besides, feel free to copy the feature into your own mod it's just enabled in the campaign script.

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Originally Posted by Wiz View Post
HI alpaca.
I will try this for sure, and looking forward to your next installments as well. I have 2 questions:
- will you address probably the most annoying issue: passive campaign AI?
- can we hope for another awesome Oppida mod to enable the city view mode from the campaign map (and not just in battles)?
I think that other people are currently looking into the AI - there's not that much of a point for everyone to do the same so I'd rather focus on other things at the moment (you guys can use their mods with TI plugged in on top). As for a city view mod: So far I haven't even seen the cities on the battlemap, did you?

Last edited by alpaca; March 24, 2009 at 06:22 PM.
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