Totally Accurate Empires - MOD

Current Version: 1.0.2

  • Population Cap [Completed]
    Has been raised from 200 to 300.

  • Unit and Animal size [In Progress]
    Unit and Animal sizes are now a little more accurate compared to the structures.

  • Villager tweaks [Completed]
    Villagers have a reduced population value, from 1 to 0.5.
    Villagers have a reduced production cost, by 40%.

  • Siege weapons on walls [In Progress]
    Siege weapons can now climb on walls.
    If possible, in the future only Trebuchets and Springals will be allowed to siege on top.

  • Resourceful Nodes [Completed]
    Gold and Stone deposits now have more resources.
    Large 15k.
    Small 10k.

  • Better walls and and fortifications [Completed]
    Walls and fortifications have had their hit points raised by 100%.
    Walls are now more espensive to build.
    Walls take a little longer to construct.

  • Better AI [In Progress]
    AI has been tweaked to be more strategical, they are more aggressive and usually produce counter units to your composition.
    AI has been made to retreat less and reinforce more.
    AI will now build units vs your units at a ratio of 3:1.
    Hard and Hardest AI have been given a slight income advantage to allow them more strategical versitility in the early stages. (This will be balanced to a degree comparable to players estimated age transition time and unit composition).

  • Enhanced Combat [In Progress]
    Units will be able to deflect incoming melee attacks, and redirect the base damage back to its owner.
    Archers will have a chance to miss in the future.

  • Better unit speciality, strength and weaknesses [In Progress]
    Enhanced unit speciality to be more effective. (This will be tweaked until a suitable value is achieved).
    Scouts have been given a slight increase to their sight. Rus still has the 20% bonus for the scouts.
    Spearmen are more effective against cavalry


  • Future plans
    Blood and Gore, if applicable
    Longer lasting corpses
    Better camera

Mod link:

12 Likes

interesting mod!Keep up the good work.

2 Likes

Version: 1.0.1

Changes

  • Unit and Animal size
    Increased unit and animal size slighty.

Added

  • Better unit speciality, strength and weaknesses
    Enhanced unit speciality to be more effective. (This will be tweaked until a suitable value is achieved).
    Scouts have been given a slight increase to their sight. Rus still has the 20% bonus for the scouts.
    Spearmen are more effective against cavalry

  • Enhanced Combat
    Melee weapons can now be deflected back to its owner. There is no critical or any other bonuses genrerated when doing so. (This is an experimental enhancement, it will be removed if it causes issues).

1 Like

Version: 1.0.2

Patches

  • Fixed an error that caused the mod to crash at start up

  • Fixed an error that prevented the new stats for specific units being updated.

1 Like

Version: 1.0.3

Changes

  • Better unit speciality, strength and weaknesses
    Tweaked the spearmans damage slightly to make it more reasonable.
1 Like

Version: 1.0.4

Changes

  • Enhanced Combat
    Deflection has been tweaked to only allow ground units to deflect. As lack of penetration vs armor causes constant deflection against cavalry.
    This will be looked in to, to allow all melee units to be able to deflect. For now, grounds units will be the primary source for deflection.
1 Like

Version 1.0.5

Changes

  • Resourceful Nodes
    Reduced small nodes from 10k to 7.5k
1 Like

Version 1.0.6

Patches

  • Fixed issue with spearman damage not being calculated against cavalry
1 Like

Version 1.0.7

Patches

  • Rus outposts for some reason had a value of 1000 wood. Reduced to 300 wood, and raised hp to 7000.
1 Like

Version 1.0.8

Changes

  • Better AI
    Hardest AI has been tweaked to be more aggressive.
    (Currently hardest AI is the only one effectively being worked on. Once it’s ready and working,
    the rest of the difficulties will be tweaked accordingly).

  • Enhanced Combat
    Deflection has been removed until further testing with penetration and armor to allow room for damage
    to properly calculate.

1 Like

Version 1.0.9

Changes

  • Better AI
    Easy, Normal and Hard AI have been tweaked accordingly. They are now better than before.

  • Resourceful Nodes
    Food and Wood resource values have been doubled.

1 Like

Once again, everything done here is under constant maintenance, making sure the game is playable and only offering a higher challenge. If you encounter issues or have any suggestions, let me know here and I can see what is possible.

And thank you for the possitive ratings, helps keep me motivated with this project.

1 Like

Version: 1.1.0

Changes

  • Better unit speciality, strength and weaknesses
    Cavalry is now more effective against Archers.

  • Stronger Structures
    Building health has been doubled.

AI is still in the works, there are several areas that we do not have access to currently, further limiting the changes we can do. Still figuring out how to cause AI to build walls more frequently. There seems to be a specific rule that they follow in order to build walls. Once that is unravelled AI will be more effective in their defensive gameplay.
If you are familiar with this, and know how to make it work, do let me know.

Siege weapons are also in the works. I am trying to limit only Springalds to siege on walls.
If you are familiar with working around this, do let me know.

When you do rate the game, whatever rating. I would REALLY appreciate your reasons behind it, good or bad. As this helps me keep track of the state of the mod and allows me to focus on key issues you mention.

1 Like

In the beta we could build cannons on stone wall towers, any chance you can add that option back?

I can try to look in to it, but most core things have been denied access from the start.
I have however, already allowed the ability to just let siege walk on walls in the first place.
I was thinking of limiting it to only Springalds and Culverins in particular.

I have found what you were looking for. I’ll add it in to the game.
But I’ll remove siege from walls for now as it would make it too powerful.

1 Like

Version: 1.1.1

Added

  • Better walls and and fortifications
    Towers on walls now have the cannon upgrade.
    Rus outpost now have a slightly better springalds.
2 Likes

Awesome, i think the cannon upgrade for towers is much better than siege on walls. It was a shame the devs removed it.

Current Version: 1.1.2

  • Population Cap [Completed]
    Has been raised from 200 to 300.

  • Unit and Animal size [Completed]
    Unit and Animal sizes are now a little more accurate compared to the structures.

  • Villager tweaks [Completed]
    Villagers have a reduced population value, from 1 to 0.5.
    Villagers have a reduced production cost, by 40%.

  • Resourceful Nodes [Completed]
    Large 15k.
    Small 10k.
    Wood 500.
    Food 500.

  • Better walls and and fortifications [Completed]
    Walls and fortifications have had their hit points raised by 100%.
    Walls are now more espensive to build.
    Walls take a little longer to construct.
    Towers now have access to cannons.
    Rus outpost now has stronger springalds.

  • Better AI [In Progress]
    AI has been tweaked to be more strategical, they are more aggressive and usually produce counter units to your composition.
    AI has been made to retreat less and reinforce more.
    AI will now build units vs your units at a ratio of 3:1.
    Hard and Hardest AI have been given a slight income advantage to allow them more strategical versitility in the early stages. (This will be balanced to a degree comparable to players estimated age transition time and unit composition).

  • Better unit speciality, strength and weaknesses [In Progress]
    Enhanced unit speciality to be more effective. (This will be tweaked until a suitable value is achieved).
    Scouts have been given a slight increase to their sight. Rus still has the 20% bonus for the scouts.
    Spearmen are more effective against cavalry.
    Cavalry is now more effective against Archers.
    Bombards have been modified to be more expensive and more effective only vs Buildings and Naval Units.
    Their base damage has been nerfed drastically to Prevent an overflow of bombards only armies.

  • Stronger Structures [Completed]
    Building health has been doubled.


  • Future plans
    Blood and Gore, if applicable
    Longer lasting corpses
    Better camera
    Springalds on walls

Changes

  • Siege on walls
    Siege on walls have been removed. Until I figure out how to only allow Springalds.
2 Likes

Current Version: 1.1.3

Added

Changes

4 Likes