A mod of a mod THERA but with new.. most things!!! THERA is: Romans, Knights, Pirates, Orcs, Vikings, Reptiles, Samurai, Pike and Shot, Gunpowder, Monsters and moarrrr!!!
Full install of THERA: REDUX. Includes all previous additions.
This is a complete install and includes all the previous patches
======================SETTINGS======================
I HIGHLY recommend "Normal/Normal" difficulty settings for campaign and battle settings
- v.high campaign difficulty just makes the AI senseless and completely ruins diplomacy
- v.high battle difficulty just makes ALL AI units unbreakable, pointless
Normal or Hard battle and Normal campaign is the proper way to play this mod.
I also recommend NORMAL SIZE for units.
Units were balanced with Normal size in mind AND the AI is better at controlling them.
======================Patch 5 notes======================
MANY NEW MODELS added.
Several as new units entirely:
CRUSADER/P KNIGHTS: 19
GURKISH: 8
VALIENTE: 5
MINOR/MERC: 5
AVALON: 2
MERAVANGI: 2
GREYSTOKE: 1
TEUTONIC: 1
SYCORAX: 1
PAYNAL: 1
FAUST: 1
GAELS: 1
ROMAN: 1
VASHTA: 1
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FIXES:
fixed some pike units having shorter actual weapon range than they do on screen
several faction captains were silver surfers if captains unit was mercenary - fixed
Espania Espada and Mounted Espada fixed textures (scrambled)
Medici Sergeants fixed textures (new model)
cavalry better able to get full charge off
missing priest limit re-addded to 1st tier for eastern_european cultures
stopped surviving late rebels minor factions going on a recruitment bender
Lessened chance of ill-health triggering due to general remaining outside settlements in enemy territory during winter
boosted all generals/fm characters general starting health
papal and council missions will start to be given later on in game, no pointless "blockade" missions
cavalry and small size units better balanced in autoresolve
removed armor piercing attribute on thrown weapons but boosted regular power
(throw weps get autobonuses againt multi-hp units, with ap they were VERY OP against them)
multiple balancing sweeps of units stats/recruitment, load of tweaks and adjustments
CHANGES and NEW content:
Paynal are Reptilian lead faction - Generals are Golden Saurus
Lot of additional scripting added to improve campaign enjoyment, turn time speed unaffected
New character portraits for most factions
New portraits for Lao Che generals at campaign start
Faction background/info, lore updated
New loading screens/quotes added
New unique Stone Forts added in several places in campaign
Diplomats (including several Inquisition) added from start in useful locations for most factions, AI much more interactive
Pop growth boosts added on several specific buildings
GARRISON extra spawns added in key areas
ELEPHANT overhaul, new deadlier weapons, bit more resistant to projectiles, quicker to charge.
Grey Pirates gain settlement in Syriana, 1 less in Mesocala
Uruk settlement in Ibellica changed to mainland, bestas island is now Minor Faction Pirate Clans
Northmen gain Sraken island (AI would repeatedly land troops there and not attack)
Untainted Minor Faction (rebel Reptilians) hold especially resource rich regions
Many, many other little things
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NOTABLE RECRUITMENT CHANGES:
Skull cult Minor Faction now has own dedicated infantry unit, recruitable at low levels by Uruks, Pirates, Lao-Che if you capture one of their regions
Other rare units available for certain factions, if you capture the right region
Sycorax gets much stronger mounted regular general unit
Pale knights crusading ritterbruder now wears Teutonic armour but with red helm
Pale knights regular recruitment boosted and reorganised
Merc pikemen and gunners (v.slow to reappear) and 2-hander mercs now recruitable at Acre docks for Pale Knights
Outremer sellswords recruitable in any Syrianna port for Pale Knights, any Syrianna port above tier 1 for several others
Amerindian factions rebalanced
MERC:
New mercenary units added
Ship mercs now cheap during crusade
Sweeped and rationalised merc pricing
BOOST to all mercenary spawning times, will appear sooner in game
(Remember, there are NONE at start of campaign, they will come available as campaign plays through!)
MINOR FACTIONS added/improved:
Untainted (Reptilians) - 3 provinces
Spartan League - 2
Skraelings (Norse/Rus) - 2
Hdar Heretics (Tribes and Ratmen) - 1
Serpa Tribes (Kukula riders) - 1
Norse Warbands - 2
Install instructions PINNED to main page.
More info in the README file
THANKS to Katzbalger88 for helping catch bugs
If you find a bug/ctd, post info on ModDb.
GIVE THE MOD A VOTE >>>>>
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-----Enjoy-----
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Nice!!!)
Any advice on how to deal with the Sycorax's Mammoths? I marched on their capital with a full-stack of my best units, playing as the Dracule. And my army was smashed by the Mammoths when they sallied out to attack me.
Mammoths/elephants hate javelins and thrown axes.
If you can get these troops to distract and pepper them they will go down quite quickly.
Fortify archer and arty units with stakes, if the mammotha charge they will suffer for it.
Also, tarpitting them with cheap spear units whilst you hammer them with projectiles is a good tactic.
Hey mate, great mod, only problem is CTDs every battle with the Spanish Conquistador faction - all other aspects of the game are fine. Have tried re-downloading and re-extracting twice but still seems to have same error. Just an FYI and something I can live with. Any chance of the next version implementing a dwarven faction from TA?
can you test them out on custom battle.
see if any unit is causing it.
Send me your error log after a crash too
Hello friend, my congratulations on your great mod. I have found a small error with the free company of pikemen. These mercenaries when you move the camera too far away the suits turn blue. It is a very small error. But it would be good to fix it. Continue with this great mod, has a lot of potential
I tried to get the mod out of the windowed mode, but I could not edit the cfg file for some reason. I was wondering if you can help.
Right click the cfg file, select properties, untick 'read only', save.
Open cfg file, change the windowed mode to fullscreen, save.
Right click the cfg file select properties, tick 'read only', save.
(This insures your settings will not auto-revert, weird med2 bug).
Thanks.
its not a bug it was
made to prebent piracy
Greetings, after having dedicated a few hours of play to your mod I wanted to give you a couple of suggestions ... For example, the faction of the uruk domain, its captains could be orks ... the human captains are not very realistic ... you could also add some artillery unit and crossbowmen ... then the Romans could all the units throw the pilum ... that would look really great. Those are my suggestions, the rest is great.
Glad your enjoying it chief.
To your questions:
I intentionally limited pilum use and separated them into heavy (no pilum, good armour, stronger) and light (has pilums, lighter armour, swifter) legionary troops to assist the AI after a lot of testing.
This means the AI will move its heavy legionaries directly towards the enemy (the player) to engage in melee whilst the 'light' attack with missiles first then engage after. Otherwise the AI tries to use the heavy troops like missile troops and gets them decimated instead of attacking.
The 'light' legionaries still have pilums and should be used alongside the heavys.
Regarding the Dominion, I intentionally made the captains Hadean humans, the Dominion has limited access to loyal human (hoplite, sword and archer) troops from the cities of Hadea.
Factions have deliberately built in strengths and weaknesses, so no crossbows/cavalry or heavy arty for the Uruks. All factions can however recruit limited mercenary units to take on some of these roles.
Hi, how do i get the green and red highlights which are under the units on battlefield. Thanks.
Its ok worked it out. Thanks
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I've played thera for years and I love this world, lore and factions but I always felt like mod is kinda unfinished.
I had no idea it has a remake, what a shame. Many thanks I'll test soon
Its not working for me, i've followed all the instructions to the letter but every time i start it up an error pops up saying "we can't start this because we can't find kingdom.exe"
Copy and paste your medieval.exe into the same folder that the med.exe is in, rename the copy to kingdoms.exe
Run the 4gb patch on both exes.
start the game with the Thera shortcut
Let me know if it works.
Can this work with SS Portrait mod, or is there a portrait mod separately for Thera ?
There are already a bunch of new portraits added on last release. You would have to manually add what you want, simply dropping the SS version in will create a lot of weird and unwanted mixups.
"One thing I think a med2 mod of this type needs is much better/quicker artillery loading/firing animations, as the med2 are very slow and clumsy.
It is simple enough to edit the gunpowder infantry troops anims to make them more effective too, vanilla has a glitch that has some troops reloading twice."
Please tell me how to do this
If you go to TWcenter, there are guides to animation/skeleton modding that explain it all. It seems complicated, but it makes sense if you follow them. You'll need a tool first, then you unpack the pack and skeletons. Here is a guide and dl link for a unpacker Tool. Twcenter.net
What's up with all the salt the mod gives you if you try to play as the Inquisition? They look so cool I just wanted to try them out :(.
HA! That's a plant from the original vanilla mod. But yea, idea is you don't play as them.
Been thinking of making them playable though, with some special mechanics.
I enjoy this mod immensely but I've never seen a mod make a more anti player choice decision than adding a script that if you choose the rebel faction causes the Uruks to conquer all your land. Same with the Inquisition's land being conquered by the Greystrokes. Just don't add the script at all.
Edit: For anyone who wants to play as the slave or the Inquisition the code that causes all the territory to get annexed is in data/world/map/campaign/imperial_campaign and open campaign_script using notepad it goes as follows,
";-- Start --
monitor_event FactionTurnStart FactionType papal_states
and not I_IsFactionAIControlled papal_states
give_everything_to_faction papal_states sicily false
end_monitor
;-- Start --
monitor_event FactionTurnStart FactionType papal_states
and not I_IsFactionAIControlled papal_states
increment_kings_purse papal_states -10000
end_monitor
monitor_event FactionTurnStart FactionType slave
and not I_IsFactionAIControlled slave
give_everything_to_faction slave saxons false
end_monitor"
I opted to delete instead of changing the false value to true but you can do whatever. Cheers! (To my knowledge The Inquisition does not have the ability to recruit naval units at all so you'd have to use the "move_character" command.)
when i select grand campaign, the game says, pick another choice. But it crashes when i start custom or quick battles
Is this version in English??
Of course!
Greetings, I would like to ask the author for permission to make a Spanish translation of this beautiful mod.
Yes. By all means, fire away brother
Hello, I can't extract the folder because it stops when I try to load in a file in the Aztec Large_Town folder, the file named az_large_town_animistances. I also can't delete that file because I can't edit anything.
Weird and baffling.