Total War: ATTILA

Total War: ATTILA

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634 Fire & Swords DLC
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Tags: mod, Maps
File Size
Posted
Updated
140.544 MB
Jun 12, 2020 @ 8:27am
Mar 8, 2022 @ 12:16am
77 Change Notes ( view )

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634 Fire & Swords DLC

In 1 collection by Anisvara
634 Fire & Swords - Latest Version & Allowed Mods
12 items
Description
- This DLC sets the Attila map historical as accurate as possible to the year 634
- English language game settings are required
- The "required objects" on the right are optional, do not enable Supply for MP Campaigns
- 37 up to 51 factions are playable (depends on the DLCs you have)

Hint: On Saturday March 5th at 11:00 GMT a not 100% save game compatible update is done. The Longbeards DLC units got exchanged, that players without Longbeards DLC can use them too. For running campaigns it is recommended to use the: Backup Version

642 players can continue their current campaings with: 642 Dark Ages - Classic

Get here the Optional Reskin Submod

Please support this mod and all other mods you use with a "Thumbs Up"! It is extremely frustrating for all modders that there are usual subscriber/like rates about 5%. We spend so much time to keep Attila interesting, so a bit attention for all the hard work would be nice.

634 AD - The people enjoy the last days of peace, there is absence from the war between Romans and Persians. Samo's Slavs defended their freedom against the Franks. In the Caucasus and even in Britain will not be fought, alike as in other regions, almost everywhere. But that will change soon. Some want to take vengeance for suffered disgraces, others want to spread their true religion, or the realm is too small. There are many reasons to make war, so the era of Fire and Swords is coming up. Take part in the bloody wars of the early Middle Ages and have fun!

Any bugs or whatever seems illogical, please report to the 634 Bug Report!

634 Fire & Swords is based on 642 Dark Ages, but many things changed and a lot of new ideas have been performed. I needed 8 month to set up 634 (estimated time about 2.600 hours), click here for More Details. Please check the building browser after campaign start and then especially after you have conquered a building of a different culture, e.g. Barbarians can only build ram, artillery and fire ships when they conquer a non barbarian military port. The Muslims are nasty to fight. Now they have the Hun scripts. If you want a challenging mid or end game, fight them (active from turn 101 on). If you want them stronger, use the "Dark Ages - better Public Order for Muslims - Submod". If the Goths are too strong for you, use the "Dark Ages - Submod Weaker Goths", both savegame compatible.

Use only the recommended mods from the 634 Mod Collection. Additional graphical stuff as reskins, also battle & AI mods should run. 634 has own settings, so you could easy destroy the game.

My modmaps are made for players as me, who are searching for demanding new settings, but want to be directly in the game. Most units have Vanilla settings and anything I changed and/or ballanced new is well tested. 634 is more or less made by me alone. I am not a scripter and also not a designer (I do not see nice designs while fighting). If you set priority on historical accurate units and designs, use the 555 Age of Justinian modmap. For the best scripts play MK 1212. However, I reskinned the Byzantine units and some Muslim units.

Credits and special thanks to:
maksk - for the awesome cavalry unit cav card fixes
Ryouji - for the Northmen flagsets
Normie - for testing
KING$TON - for testing
David - for testing
Kun "Ak Tatar" Balaghan - for the Turk Name Setting
Athanasios95gr - for advice & Middle Greek translations
wibblywobblywonder - for the logo, the frontend minimaps and some more graphical work
Unavailable Animators - for the fight animations
Athanasios the Great - special thanks for the fix of the missing building slots (Argentoratum in Vanilla & more)

The workshops of maksk, Ryouji, David, Athanasios95gr, wibblywobblywonder & are linked.
Popular Discussions View All (5)
45
Feb 18 @ 9:24am
PINNED: 634 Bug Report
Anisvara
14
Jan 24, 2022 @ 1:39am
What is new?
Anisvara
9
Dec 9, 2022 @ 9:31am
634 Faction Labels
Anisvara
1,013 Comments
[受賞者]kekid23 Apr 4 @ 11:07am 
Yeah, I thought so. Another commenter mentioned muslim factions being Christian and they might've been wondering about this tribe.
Anisvara  [author] Apr 4 @ 9:49am 
[受賞者]kekid23 - This is intentional. Bakr ibn Wa'il, Al-Yamama, bedouin sections migrated before Islam to Diyar Bakr in Al-Jazira and then somehow returned.
[受賞者]kekid23 Mar 30 @ 2:51am 
Bakr Ibn Wail starts christian I think.
Anisvara  [author] Mar 29 @ 9:56am 
@Life Could Be a Dream - after many years you are the first who claim this.I have no idea.Maybe conflicting mods? All Muslim factions should have the Islam setting and no allowance to change religion.
Life Could Be a Dream Mar 25 @ 1:40am 
Hi! Amazing wiork. But I'm confused. Why it shows christianity religion for muslim faction
TheMilkMan1.o Mar 18 @ 7:44pm 
Why can't I play as the Lombards or Irish or Danmark, do I need a DLC or what.
[受賞者]kekid23 Mar 9 @ 10:47pm 
Got it, thanks.
Anisvara  [author] Mar 9 @ 8:29pm 
@Kris - from turn 101 on you can defeat them as you can defeat the Huns in Attila. And you need good troops. The battles against them are amazing and a challemge!
@[受賞者]kekid23 - the available factions are set by the game. I cannot recomment MP Campaign, only MP Battles!
[受賞者]kekid23 Mar 8 @ 12:51pm 
I get that some players may be frustrated by Muslim Arabs mechanics but there is only so much that can be done to simulate an unexpected overwhelming threat in Attila.

Besides, when playing Eastern Rome/Sassanids it is possible to contain them effectively if you know your way around.


My question still is, how do you play some of the nations in co-op/PvP multiplayer? Like Exarchate of Ravenna or Defensores Aquae?
Kris Mar 8 @ 5:15am 
If I fight the muslims on from turn 101, do they disappear? Is there any way to make them go? cheers dude, great mod