634 Fire & Swords DLC

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Author: Anisvara

Last revision: 8 Mar, 2022 at 08:16 UTC (6)

File size: 134.03 MB

On Steam Workshop

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.