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Thread: must have mods for 6.4

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  1. #1
    romanlegion13th's Avatar Semisalis
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    Default must have mods for 6.4

    hi im comeing back havent played since 6.2...... looking forward to 6.4
    what are the best submods to have just a little lost with there being so many

  2. #2
    Serbian Hussar's Avatar Semisalis
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    Default Re: must have mods for 6.4

    I would recommend Karaislams Turkish Project that gives you Broken Crescent models for muslim factions. http://www.twcenter.net/forums/showt...hlight=turkish
    But I would advise you to copy just models folder. The music and loading screens are not very likable to non muslims

    And you can also try the two in my signature

  3. #3
    romanlegion13th's Avatar Semisalis
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    Default Re: must have mods for 6.4

    thanks im not keen on muslims factions hate them ..........
    im more of a england man .... like the scots and vikings to ..... also love knights templers :-)

  4. #4
    The Source's Avatar Senator
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    Default Re: must have mods for 6.4

    northern generals fix-creates a number of different models for your general on the battle-map
    twinbirds nobility mod
    twinbirds conquered blood-lets you have of blood traits such as irish,swiss etc.
    teutonic order royal family
    stainless steel historical characters project-pretty much its awesome and it will be released very soon,
    historical charters project- consits of 5 different downloads so you can choose what you want from- better traits, historical leaders
    next heir ancillary-lets you choose your heir
    and names for rebel factions

  5. #5

    Default Re: must have mods for 6.4

    Quote Originally Posted by popovic View Post
    Fred Putz`s "Carl the Taxman" (and prolly his "Roma" submod aswell) and
    Soulson`s AI.


    Fred Putz`s "Taxman" makes the AI handle themselves WAAAY better in regards of economy, "Roma" is just an excellent addon for making a generally more challenging campaign, while the Soulson`s AI has, from the limited testing I`ve done with it and other AIs, proven that it is more balanced and realistic than other campaign AI`s.
    came to love those mods in terms of gameplay, experience and difficulty as well as BGR IV.

  6. #6
    romanlegion13th's Avatar Semisalis
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    Default Re: must have mods for 6.4

    Quote Originally Posted by The Source View Post
    northern generals fix-creates a number of different models for your general on the battle-map
    cant find this mod do you have a link?

    stainless steel historical characters project-pretty much its awesome and it will be released very soon,
    historical charters project- consits of 5 different downloads so you can choose what you want from- better traits, historical leaders
    next heir ancillary-lets you choose your heir
    i have looked at this mod so is it released..... i see some files .... or do i wait for it to be released

  7. #7

    Default Re: must have mods for 6.4

    Quote Originally Posted by totalwar13 View Post
    hi im comeing back havent played since 6.2...... looking forward to 6.4
    what are the best submods to have just a little lost with there being so many
    Well, what do you like?
    The thing about submods is that there's so many options. You really got to pick what sort of gameplay you like.

  8. #8
    SoulBlade's Avatar Vicarius
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    Default Re: must have mods for 6.4

    6.4 is good as it is. If you're looking for certain features just read the info of the submods. I'd recommend first playing plain 6.4. It has many features over 6.2.
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  9. #9
    romanlegion13th's Avatar Semisalis
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    Default Re: must have mods for 6.4

    tanks guys for the heads up
    is there a list of submods ....... i see on as a sticky but is for 6.1....... is there a list for 6.4
    just so i know where thay all are

  10. #10
    The Source's Avatar Senator
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    Default Re: must have mods for 6.4

    Quote Originally Posted by totalwar13 View Post
    tanks guys for the heads up
    is there a list of submods ....... i see on as a sticky but is for 6.1....... is there a list for 6.4
    just so i know where thay all are

    i too am a fan of the western european faction so i recomend you use the ones that i listed, they both add role playing elements and historically accuracy so you dont fall victim to the old abandoning the game after turn 70

  11. #11
    romanlegion13th's Avatar Semisalis
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    Default Re: must have mods for 6.4

    Quote Originally Posted by bɑne View Post
    No. None that is maintained anyways...
    Quote Originally Posted by The Source View Post
    i too am a fan of the western european faction so i recomend you use the ones that i listed, they both add role playing elements and historically accuracy so you dont fall victim to the old abandoning the game after turn 70
    once again thanks guys
    so do i just look thur the threads?

    i will give the list of sub mods a go are these the only mods you use source?
    yeah that allways happens to me ...... once i make my kingdom end up quiting and restarting as some one els
    Last edited by romanlegion13th; July 15, 2011 at 07:23 AM.

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  13. #13
    The Source's Avatar Senator
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    Default Re: must have mods for 6.4

    i use all those and im deciding between sh's new map submod or fair prince's upcoming map submod. which may lower turn times with the replacing of regions
    im also just downloading bane's recent sepia mapmod.

    currently fair princes traits + ancillaries and half of his map mod is released( which changes the names of regions) so pretty much half of the total submod is released but you can still download the already released sections of it

    here is the northern generals fix- http://www.twcenter.net/forums/showt...light=northern

  14. #14

    Default Re: must have mods for 6.4

    Quote Originally Posted by The Source View Post
    i use all those and im deciding between sh's new map submod or fair prince's upcoming map submod. which may lower turn times with the replacing of regions
    im also just downloading bane's recent sepia mapmod.

    currently fair princes traits + ancillaries and half of his map mod is released( which changes the names of regions) so pretty much half of the total submod is released but you can still download the already released sections of it

    here is the northern generals fix- http://www.twcenter.net/forums/showt...light=northern
    To quote from the northern generals fix topic:
    Northern Generals models fix Stainless Steel 6.3
    I was convinced that this was included in 6.4 After all this is based on Barsers mod - his models are those addressed in this fix.

  15. #15
    romanlegion13th's Avatar Semisalis
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    Default Re: must have mods for 6.4

    ahh so no need to install
    wow just love this site
    i would be lost with out it

  16. #16
    Lurtz's Avatar Laetus
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    Default Re: must have mods for 6.4

    Is there a submod where the LoD on the battle map isn't as aggressive as in Stainless Steel? It's really a bad difference to the vanilla version for me.

    And is there yet a mod for reduced turn times? The only ones I found were meant for 6.3.

  17. #17
    The Source's Avatar Senator
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    Default Re: must have mods for 6.4

    ^a map submod recently released has known to reduce the turn time, link here.http://www.twcenter.net/forums/showthread.php?t=464781

    also you can delete the princesses and king events to slow them down in ui/northern european/eventpics

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