Total War: ATTILA

Total War: ATTILA

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642 Dark Ages - Submod Stronger Islam & Tougher Muslims
   
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26 jun, 2020 @ 8:32
4 sep, 2020 @ 3:41
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642 Dark Ages - Submod Stronger Islam & Tougher Muslims

I 1 samling av Anisvara
642 Dark Ages - Latest Version & Allowed Mods
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Beskrivning
- Submod Stronger Islam for 642 Dark Ages - Rise or Fall of Islam

- Savegame compatible
- This submod improves the faction trait of the Arabs (watch screenshot)
- Furthermore they are able to recruit cavalry also in cities & towns
- Arabs have more garrison troups
- Asawira is not limited as in basic game
- Working for AI and real player.

- Please take a look at your subscribed mods you use and give all of them a "Thumbs Up"!

Feedback - please report your experiences here

Have fun!

AD642 - the whole world in crunch. The Arabs overran Palestine, Syria, Egypt and Mesopotamia and advanced to the Persian highlands. The showdown there is imminent. The Byzantine Empire, led by the 12-year-old child emperor Constans II, is on the edge of a catastrophe. The tribes are becoming renitent throughout Africa. The Avars rage in the Balkans and in Italy the Langobards are out for revenge. Furthermore Turk tribes threaten the empire. The Persians are also in a two-front war and lost areas in the north to the Göktürk Khaganate. After the death of King Dagobert, the Franconian Empire was divided into 3 allied realms, two are run by children. The Slavians have their first realm, Sámová Riše, and the Thuringians are insurgent. In Britain everyone fights everyone as usual.
Populära diskussioner Visa alla (1)
3
23 aug, 2024 @ 14:13
KLISTRAD: Feedback - Please report your Experiences!
Anisvara
20 kommentarer
Frejth King 6 sep @ 12:59 
trash, mudslimes are crooked back wheezing horde
Anisvara  [skapare] 10 jan, 2022 @ 0:56 
@ThreadyKitten95 - yes it should, but I never tested it. For Muslim players it is a cheat mod, cause game gets much too easy. I played only the 642 Dark Ages - better Public Order for Muslims - Submod, that they have less interior problems. In 634 the Muslims having the Hun Scripts, so you can defeat them from turn 101 on. An early attack on their their territory makes no sense. I recommend to secure and expand your empire. Research large onagers, good units and then fight them. But of course, if you want a little harder challenge you can try it. In this case could you please report, if the game run stabil.
I recommend this mod:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2220347028
Hannibal Barca 9 jan, 2022 @ 20:52 
does this work on dark age 634 ??????
Anisvara  [skapare] 9 jan, 2021 @ 17:21 
@j.rodgers657 - sorry, I see no way to move them to Africa. Only a script could take regions and spawn new units. A friend made such a script. But I am not shure if people want this. In mos of my Campaings the emergent Tripolitanian and Libian Tribes performed good. They are muslims. Mostly AI liberated them.
Joe129 9 jan, 2021 @ 13:13 
Weaker***
Joe129 9 jan, 2021 @ 13:13 
Hey, so it seems that the faction usually becomes later after the game begins and they usually don't spread into Africa. Is there any way you could make the AI spread west like that?
Anisvara  [skapare] 18 okt, 2020 @ 6:05 
@Ἀντίοχος - sorry for late response. I cannot do own designs. @ALL - I played one new campaign as Avar Khaganate. The Sassanids (Eranshar) got Puppet of Byzanz and after 39 turns they had one region left. The Muslims were first in ranking and had a lot of strong mixed forces (as my spy reported). But I could need more feedback about experiences (new campaigns started later than 4th September). Thanks!
Κωνσταντῖνος 2 okt, 2020 @ 11:31 
Have you actually managed to get the Sassanid inspired helmet coverings for the Romans as depicted in your picture above. I could never find anyone to make that model for our Justinian or Heraklios mod
Carniez 4 sep, 2020 @ 13:05 
I get home form work to start the weekend and I see this :) Guess what Carniez is doing now.
Anisvara  [skapare] 4 sep, 2020 @ 3:53 
I updated this mod and in combination with the today updates in the 642 mod (new campaign necessary to see the changes, more food and armies for Arabs) the Muslims should perform much better as before. And If they are to strong when you attack, disable this mod. The most important change is that I added more garrison for the Arabs. The added garrison disappers when you disable the submod in next turn!

All you have a nice weekend!