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March 06, 2014, 08:24 PM
#1
Senator
What changes in Terra Incognita vs vanilla ?
Hi, this manpower thing looks interesting, but what other changes are made compared to vanilla ?
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March 11, 2014, 01:51 AM
#2
Re: What changes in Terra Incognita vs vanilla ?
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
More here;
http://www.twcenter.net/forums/showt...ads-Changelogs
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April 02, 2014, 11:26 PM
#3
Re: What changes in Terra Incognita vs vanilla ?
Try it, you won't be sorry.
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