Total War: ATTILA

Total War: ATTILA

2,115 ratings
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
11 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)
47
May 7 @ 5:27am
PINNED: 634 Bug Report
Anisvara
15
Apr 2 @ 12:38am
What is new?
Anisvara
9
Dec 9, 2022 @ 9:31am
634 Faction Labels
Anisvara
1,025 Comments
Digenis Akritas Mar 3 @ 4:49pm 
Good mod with minor issues
Hampuzio Nov 28, 2024 @ 6:59am 
shit mod crashes in battle
Amīr al-Umarā Nov 17, 2024 @ 4:29am 
Don't be fooled by the description and the comments, the mod is really bad. None of the hordes states had a mounted archer unit really funny :D to play, you choose the horde state
and an army full of infantry appears haha :D Also, when I look at the unit stats of other states, it is not balanced either very strong or very weak. So mod is garbage dont waste your time
Ligma Bababooey Oct 18, 2024 @ 6:15pm 
this mod with some better unit reskin would be so lit
idiotdoomspiral Sep 9, 2024 @ 10:27am 
Do I have to wait for 101 turns before the Muslim invasion? That is a long time to wait, I'm 30 turns in as Sassanids, I have like 100k in the bank with a huge army, because no one ever really threatened me, just one stack from Ethiopia came over the sea, but were not a problem. In the description for Sassanids it says Very Hard, and you said the mod was supposed to be hard, but I don't know how. I'm playing on VH campaign difficulty by the way.
Leroy Sinclair Aug 24, 2024 @ 11:53pm 
?
Leroy Sinclair Aug 23, 2024 @ 5:45am 
whats the difference between 634 and 642 rise or fall of islam ?
fanhouxizao Aug 8, 2024 @ 11:03am 
the arab unit roster is busted, why do they have 100 plus moral units? and all their melee units have high ap, and why is the frankish realm called exarchtes of Africa? pls fix those bugs
Ggmu17 Jul 23, 2024 @ 8:57am 
great mod!btw do you know what hapenned to the 555 justninian mod made you and wibblywobly and others?
Megarian Jul 20, 2024 @ 2:59am 
muslim raiders don't have weapons