Totally Accurate Empires II - Tuning Pack (BETA)

Totally Accurate Empires has finally returned and caught up with all the new patches and civilisations.

I would like to thank all of you whom have enjoyed the first version of this mod from years back.

This mod is designed to enhance PvE gameplay.
Balancing and other changes were made specifically for this.
You can still use it for PvP environments but I don’t think it would be as smooth as PvE.
That being said, I am more than happy to make a PvP variation so long as you all request that from me.

My Tuning Pack works extremely well with the game mode “Advanced Game Settings”.
It is not needed to enjoy the mod, but can add additional settings for you to tweak.


What my mod offers:

  • Bountiful resources
  • Enhanced AI
  • Arrows will no longer home on targets however units can lead their attacks
  • Structures have better fire resistance
  • Some siege units can go on walls
  • Structures have increased health
  • Wall towers have additional abilities
  • Springald has increased attack range
  • Springald has decreased sight range
  • Springald is better specialized vs ships
  • Scout has increased movement speed
  • Scout has increased sight range
  • Villager has reduced pop cap
  • Villager has reduced cost
  • Camel melee is better specialized vs cavalry
  • Knight has increased charge bonus
  • Light Cavalry are better specialized vs archers
  • Gunpowder infantry are better specialized vs armour
  • Gunpowder infantry are better specialized vs crossbowmen
  • Gunpowder infantry have reduced base damage
  • Spearman are better specialized vs cavalry
  • Manatarms are better specialised vs spearman
  • Crossbowmen have increased attack range
  • Crossbowmen are better specialized vs cavalry
  • Archers have increased attack range

I am still working on the AI as there are certain things I still would like them to be doing.
For instance, building walls.
I am not sure why they just hate making them, but through brute force I’ll find the root cause that prevents
them from doing so.

AI difficulties past “Hardest” and not including “Hardest” have also been tweaked
to the point where they are more active in combat and are aggressive.
Some factions are way more aggressive than the others, in this case Delhi is one of those I can offer as
an example.

AI retreating and attacking is also still under work. It works fine right now but I am aiming to make them retreat less and harass a lot more the higher the difficulty settings go.

AI Villagers also have a cap to how many villagers they can make so you wont see armies of peasants running around or being idle. The ratio is somewhere around 1 villager per 5 soldier pop cap.

There will be more things I will add over time aside from AI related.
For example: heavily armoured units returning some damage back to the attacker.
Or shielded units blocking full damage every now and then.
Handcannons getting piercing projectiles and so on.


If you have anything you would like to request for this mod, please don’t hesitate to ask.
I’ll leave my Steam ID available here so you can comment on my profile for a quicker response time.

  • 91456410

I hope you enjoy.

6 Likes

Here are some examples of how arrows and bolts interact with the environment and targets.

ARCHER interaction:


CROSSBOWMEN interaction:


TARGET interaction:

3 Likes

BETA 1.2.1

PATCH NOTES:

  • Ottoman Handcannons are now specialized to counter War Elephants
  • Malian Handcannons now have additional range and better anti armour
  • Delhi War Elephants now have 1000 Health for Tower Elephants and 1500 health for other Elephants
  • Wall health has been increased by 50%
  • French Crossbowmen are more specialized vs cavalry and heavy
  • French Crossbowmen have increased rate of fire in Imperial Age
  • English Longbowman have increased base damage at each Age
  • HRE Black Riders have increased range by 50%
  • Japanese Ozutsu range have been increase by 50% and are more of a role of siege unit

More to come!

2 Likes

BETA 1.2.2

PATCH NOTES:

  • Rams have less resistance to ranged units by 15%
  • Arrows from structures have increased accuracy as they were struggling to hit stationary targets due to hitbox location
  • HRE Black Riders have reduced production time
2 Likes

BETA 1.2.3

PATCH NOTES:

  • HRE Black Riders base damage reduced from 45 to 20
  • HRE Black Riders are now specialized vs heavy armour
  • Chinese Fire Lancers are now more specialized vs siege units
  • Mongol Horse Archers are now more specialized vs light melee infantry
  • Mongol Horse Archers are now more specialized vs light gunpowder units
  • Rus Warrior Monks are now specialized vs archers
  • Rus Warrior Monks are now specialized vs light gunpowder infantry
  • Rus Warrior Monks have 3 ranged armour
  • Byzantine Cataphracts now have increased ranged armour
2 Likes

BETA 1.2.4

PATH NOTES:

  • Knights Templar Genoese Crossbowman now have 0.5 increased range

Knights Templar will be getting more changes. Generally the aim is to make each unique unit to have a special bonus vs other factions uniques however they will also have their base damage reduced to make them a more specialized unit type.

2 Likes

BETA 1.2.5

  • Crossbowman are now more accurate against targets running directly at them, but will still missed if the enemy attempts to avoid the bolts.
  • Knights Templar Hospitaller cost has changed
    from: Food 50 Gold 60 to: Food 50 Gold 30
    Wood 30
  • Knights Templar Hospitaller are now specialized siege units
  • Knights Templar Chevalier Confrere are now specialized vs war elephants
  • Knights Templar Serjeant are now specialized vs light infantry
  • Knights Templar Serjeant cost has change
    from: Food 70 Gold 50 to: Food 70 Wood 70
1 Like

SHORT NEWS

Hey guys! I’ve been spending a lot of time these past few weeks tweaking and editing units to best fit the roles I would like them to be able to.
So far it has been going extremely well and I am able to continue to update every 1-2 days until the primary goal has been met.

On the other hand, I have been looking in to making / editing abilities to add more spice to units, primarily the generic unit compositions like spearman, archers, light cavalry and so on. My issue currently is that I have hit a wall where I CAN add existing abilities to units, and I can tweak their cooldown but not the duration the ability lasts. This brings the issue to the fact that I am so far, unable to change specific and core stats the ability offers. Let us use movement speed as an example, I am not able to tweak the speed itself. If the original ability was 1.5 speed I cannot make it 1.4 or 1.6. I’m currently contacting the Devs to try and get some information in regards.
The reason why I would like to make new abilities instead of using existing ones is because I do not want to make faction unique abilities turn in to something generic and make that faction lose it’s originality. I want to offer units basic abilities with general buffs and debuffs which can be used to enhance that unit to have more viability in the match.
I’m hoping I can get some positive information from the Devs. If I can make it possible this will add a huge new layer to the game mechanics that I have envisioned.

I will continue to update the mod and make sure everything runs smoothly.
One thing that will happen over time as you may have already noticed is that the current specialty bonus units have are a base increase and not age specific. I will make the specialties addition more effective with each age-up upgrades facilities offer. So for example Feudal Age spearman 5 damage bonus vs cavalry, Imperial Age spearman 15 damage bonus vs cavalry.
This however will come around BETA 1.5.0 - 1.6.0

Eventually what will be consuming most of my time will be getting AI to function exactly how I imagine them to.
Easy Difficulty = Bronze Ranked Player
Intermediate Difficulty = Silver Ranked Player
Hard = Gold Ranked Player
Hardest = Platinum Ranked Player
Ridiculous = Diamond Ranked Player
Outrageous = Conqueror Ranked Player
Absurd = Conqueror+ Ranked Player

In addition to that I want AI to be more functional defensively too.


ROADMAP

1.0.0 - 1.4.9
Focus on implementing all the backbone / placeholder changes like bonus stats, example abilities
1.5.0 - 1.6.0
Focus purely on balancing
1.6.1 - 1.8.0
Focus purely on AI functionality and balance
1.8.1 - 1.9.0
Replace new abilities with ones that best suit my envisionment
OR
Make custom abilities for general purpose use for each unit class (if possible)
1.9.1 - 2.0.0
Focus on balancing custom/new abilities


At PATCH 2.0.0 the mod will officially be out of BETA and from then on will receive bug fixes and updates to include new civilizations and new changes.

Thank you all once again for your support since Totally Accurate Empires I

3 Likes

BETA 1.2.6

  • Ottoman Handcannon at early ages have reduced damage vs elephants
  • Resources have more… resources.
2 Likes

Nice amount of work
Tremendous effort
Thanks!

1 Like

I appreciate it thank you!

2 Likes

BETA 1.2.7

  • Byzantine Command Centre no longer invisible.
  • Ottoman handcannon base damage reduced drastically
  • Ottoman bombard stronger vs structures
  • Ottoman bombard has 1 additional pop cap requirement
  • HRE Black Rider reduced base damage
2 Likes

BETA 1.2.8

  • Byzantine ram that is created from the siege workshop is no longer invisible
  • Ayyubids command centre no longer invisible
1 Like

BETA 1.2.9

  • Ottoman handcannon damage vs war elephants reduced

Updated AI today as there was a patch this morning which made AI hesitant to go to combat.
There will be a few more updates to come to fix the AI back to a functional state.

1 Like

This looks bad crossbows literall shoot the ground.

Bro can you make a mod where meele horsemen can attack while moving.I want to see how it will effect gameplay.

Crossbows accuracy have come along way. It is still in progress as I have mentioned in the roadmap post.
I’m throwing everything in first, and then will work on making them function properly over time.
There was a section in the files which made crossbows aim in a weird way. However, they look better now compared to the short clip that was posted originally. Those units are being designed to be used as a “support” rather than the main army. They will require you to get the enemy to lock themselves in to a battle which will make both archers and crossbowmen deal with units you target much more smoothly.
On top of that both crossbowman and archers have increased range.
So yeah, “zig zagging” will help you avoid hits from arrows and bolts but they are still capable of hitting moving targets. I’ve got more work to do with crossbowman as their function is a little more different than archers.

2 Likes

This can be something to look in to but can certainly become overpowered.

2 Likes

Just a heads up, I am currently working on creating a PvE map. So for a few days there will be no updates aside form making sure this tuning pack works. Once I am confident with making maps I will continue with this.

1 Like

BETA 1.3.0

  • Added 300 pop cap and will display it in the description of the tuning pack
  • Food from fish has been increased
  • Knights Templar condottiero are more specialized vs gunpowder units
  • Knights Templar condottiero are more specialized vs siege units
  • Knights Templar condottiero have increased movement speed
1 Like