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!!!
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Full install of THERA: REDUX Includes all previous additions.
This is a complete install and includes all the previous patches/fixes up to 1.3
(YOU NEED to download and install THE "HOTFIX FOR AXE THROWER CTD" after this.
Just extract folder, and cut and drop the PROJECTILE.TXT file from it into your Thera_Redux/data folder and click yes to overwrite.)
Install instructions are in the mods readme file.
Will also post them as a pinned article here.
======================SETTINGS======================
I HIGHLY recommend "Normal/Normal" difficulty settings for campaign and battle settings
- v.high campaign difficulty just makes the AI senseless and completley 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 much better at controlling them.
======================Change notes===================
I ran several auto campaigns for over 100 turns with no ctds or factional collapses and no absolute snowballing faction.
Did a ton of campaign and battle tests and found no issues. If you find one, post it on ModDb.
ADDITIONS:
new battlefield unit models added, mostly replacing old models:
4 for Espania
3 for Avalon
3 for Meravangi
3 for Greystoke Pirates
2 for Pale Knights
2 for Uruk Dominion
1 for Dracule
1 for Sycorax
NOTABLE RECRUITMENT CHANGES:
Pale Knights can now recruit some crusading troops from allied Teutonic and Blood orders.
-They are recruitable from the docks in Acre Castle ONLY.
These include:
crusading footknights from the Teutonic Order
impaler infantry sent by the Dracule.
-(several immediately available but very slow to replenish after that.)
Vashta can recruit ratmen units anywhere in the holy lands (Syrianna) but ONLY from Varnavik castle docks (Slavia) OUTSIDE of the holy lands
(they can recruit ratmen runners from temples anywhere)
Legionary names for all recruited Roman legionary troops in the core recruitment regions
- i.e Legio X Constantinopolous, Legio V Sirmium etc
- Roman core Legionary recruitment is good in Avernus, Hesperos, Eastern Hadea, much lower outside of these regions and won't get a legio name/number
Uruk dominion human troops (hoplite etc) only available in Hadean town/city regions
NEW SCRIPTS:
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Faction early collapse Script:
Some flourishing AI factions were previously prone to early collapse due to no faction members bug, this has now been FIXED
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Mod is now 4 Turns per year + script for normal aging
- each turn represents 3 months, starts in winter/january
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Capital garrisons script:
All AI capitals will spawn some extra defenders if attacked/sieged, original capitals only
- makes sense that THE major settlement/castle of a faction would always be capable of attempting to defend itself
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AI:
Enemy faction campaign AI improved using portions of Beermugs AI (on twcenter)
Minor factions are also more active and reactive
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CAMPAIGN CHANGES:
Tonder island is now owned by Greystoke pirate faction
Fulgora province goes to Uruks
Cusco province (in fire islands) goes to Paynal
Three new strong Minor factions to encounter, holding potentially wealthy regions:
Pirate Clans (Non Greystoke Pirates) - 3 regions
Skull Cultists (Uruk led cult with a secretive and deadly unit) - 3 regions
Northern Orcs (Uruk led orc warbands) - 2 regions
- Minor Faction boosts in key regions
some more interesting minor faction armies also lurking
AI major factions focus on attacking minor factions settlements (rebel) will lessen considerably after an initial free for all
(bunch of rounds) and focus more on enemy major factions thereafter
- longer survivability for a portion of minor factions - more fun for player
new strat map visual resource markers (fishing villages, mines, camps, market towns etc)
- visible resources much better reflected as regions actual resources, scout for visible resources and see if its worth the fight
trade income boosted, you now make decent money with the market chain, develop your markets + ports and get those trade deals!
lowered starting money and overall income for all
gold and silver mines make real money now and will make more again through trade
armies and agents less movement points per turn on campaign map
boosted army devastation to enemy land, rebs will cost you money
public order and settlement growth better balanced, you will have to manage public order
persistantly low loyalty generals can and will rebel, keep your lads content
zero general bodyguard recruitment at start, they will become available at low recruitment as you play
AOR local 'wall' recruitment starts at zero, they will become available at low recruitment as you play
- stops player taking a new settlement and being able to immediately spam recruit AOR troops
zero mercs at start - will appear regionally as game goes on so no instant merc spam
BATTLE CHANGES:
New battle map looks
lowered all siege power against walls
boost wall strength
catapults able to fire on all walls/gate types (bug fix)
less ammo for all artillery
removed fire arrows for cavalry archers and most lower tier foot archers
balanced/better scaled archer projectile effectiveness (bodkins, composite etc)
improved javelin attacks, will throw more as a group
battle map movement speeds on all ground types reduced a little - more tactical
OTHER:
"Freezing" issue when defeating a factions last settlement - FIXED
unit stats and unit recruitment adjustments after testing
(went through for many, many hours)
many building costs/times boosted/tweaked/adjusted and rationalised recruitment for castle/city
Sycorax have new family general units, very cool and a needed boost
Avalon non family generals are Armoured Foot Guards
Valient non family generals are Armoured Palace Guards
Gurkish infantry are now in extra sized "Cohorts"
Gurkish Empire now have a "Deckgunner" unit, like the Pirate Marines or Faust Stormtroopers, short range and very limited ammo but devastating.
No more free upkeep. Pay your men!
scutati guarda fight in the "Roman" style
kukulcan faction member general cav now has far more effective attack animations
Many minor bugs and issues squashed
And a whole bunch of other little things that I haven't mentioned.
Enjoy.
P.S.
In order to update Theras battle models, I used a few models from BOTET, Third Age, De Bello Mundi, For King or Country and some others.
As well as several defunct or never finished mods (war of the west, especially)
and unit packs (western unit overhaul), as well a few personally modded models.
I give full credit to their incredible work without which this would not have been possible.
Cheers
Awesome!
Can't wait to play :D
On a related note, have you considered overhauling the Romuli faction's units? I know you've done some work on them already but I was thinking it would be cool if their faction could reflect the varying eras of Rome to an even greater degree with things like reforms, a wider variety of auxiliaries, perhaps an area of recruitment feature and even unique named and numbered legions that could evolve as you progress through the various eras for example, the Late Republican/Early Principate through to Imperial, Late Imperial and Byzantine periods of Roman History.
Would require a lot more unit slots than the games hardcode has available, would mean replacing other factions units. Also would be an absolute ton of work to properly implement.
Thinking of adding a Roman "Marine" unit recruitable from docks though.
for some reason i can't download this mod. any ideas on how i can resolve this issue?
?
You can't dl the mod?