This is one of the best mods for Empire: Total War as reviewed by thousands of fans.

It improves greatly the Gameplay & AI

 while it includes
hundreds of new units,
dozens of graphics & sound mods
and many selectable gameplay features.

Witness now... Empire: Total War
as the game it should have been... from the beginning.

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DarthMod Empire
DarthMod Empire

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Part 1 Part 2


Part 1 Part 2

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Strategy Informer or Modsaholic or Torrent or Ausgamers

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DarthMod Empire v8.0.1 Platinum Patch [Beta 5]!

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Blog RSS Feed Report abuse Latest News: DarthMod Empire v8.0.1 Platinum Patch Released!

22 comments by DARTH__VADER on Mar 20th, 2013

The DarthMod Empire Launcher made by HusserlTW


This patch comes with an automated installer, fixes many DME Launcher issues and enhances the gameplay.

Download mirrors



DarthMod Empire Promotional Pictures

It is save game compatible (you have to set the launcher to the previous campaign state to load successfully a campaign) although the new CAI changes may affect undesirably your ongoing campaign. In any case it is advised to upgrade DarthMod Empire with this patch. Please read and follow the below installation instructions.

DarthMod Empire Promotional Pictures

Installation instructions

Step 1
You have to have installed the Full Version of DarthMod Empire v8.0. Find all download mirrors here: DarthMod Empire v8.0 Platinum Download.

Step 2
Open the Launcher and do Settings->Enable Restore Mode->Close Launcher->Select "Vanilla Ready" It is necessary to do this so to be sure that all the gameplay files get updated correctly. (If you have previously installed Beta Update 20+ you do not need to do this procedure).

Step 3
Run the Patch installer and follow the instructions (they are similar to the installer of the full version).

You can now play DarthMod Empire as previously with all the newest enhancements and fixes by using the launcher and re-applying your preferred settings.

DarthMod Empire Promotional Pictures

What it includes

  • Different mass settings for even more realistic melees. 
  • Better musket accuracy balance. Muskets are now more lethal at close range. 
  • Dagestan overprotectorship bug should now be toned down significantly or completely fixed. (Needs a new campaign to test). Generally the region trades should be much less. 
  • The AI should attack/defend/make musket lines more effectively. 
  • Morale tweaks. Morale much more dynamic. 
  • Combat animation mechanics tweaks. The melees should now be much more brutal and good looking. 
  • Some Unit Balance costs/stats changes (corrected some old vanilla clone units like the Cuirassiers that were exactly the same for French and for all other nations). 
  • Major CAI tweaks & improvements. CAI should repair ships more frequently and all issues that have been reported have been addressed (Needs testing). Now also tries to disband unnecessary units. Also it should research military technology more (Needs to follow the installation instructions above to see this effect in x2,x4,x8 Technology rates). 
  • AI Cavalry will not attack so prematurely or at least this undesirable situation is less frequent.
  • Formation AI improvements. 
  • Ottoman turn lag issue possible fix.
  • Land and Naval autocalc should be much improved.
  • Artillery and Mortars less accurate. 
  • All the necessary Launcher HotFixes that husserlTW has offered according to your helpful feedback:
    • Added a new option in Settings menu where the player can choose if the game will start automatically by launcher or manually by player. If the manual way is selected then the launcher will make all the necessary mod preparation and finally will prompt the player to start the game. Leave the launcher open and start the game using vanilla shortcut or exe.
      Note: If you select the manual way, you can access the final user script from file menu since the launcher will already have created it. I strongly recommend to keep using the Edit Script utility from launcher menu to add your mods and edit the final script only to try to load the packs in different priority. Anyway edit manually the user script only if you know very well what you are doing!
    • Added a disable option for fonts mod.
    • Added Large Address Aware utility in Utilities menu pointed by c.ryo in DME Sub-Mods forum.
    • Added a Light Unit Editor in Utilities menu, I've made to help players make some basic changes in units. If there is another usual change that you like to do just post it to include that in a next update.
    • Fixed a misspell of 13 Colonies save file name, that prevents the file to be copied in the Empire saves folder.
    • Fixed the error "On Click: Line 325..."
    • Fixed an error when the Off is selected as an Audio/Drum option.
    • Fixed the handover bug for the american protectorates in saved x40 campaigns.
    • Launcher checks if there are critical critical game folders and if not it creates them.
    • Blue Arrows option fixed. 
    • 8.0.1 Mod version indication in Launcher added. 
    • Spanish Language support added. 
    • Corrected Increased Deployment Mod not working. 
    • Other minor fixes. 
    • Replaced the help file that invoked Antivirus alerts (wrongly) with a simple PDF. Once you start the Launcher it willl make sure to delete any trace of it automatically. 

PS. To be sure check that the DME_darthmod.pack file has date 20/3/2013. If yes then the patch is installed correctly.You can find the file in the games data folder usually in C:\Program Files (x86)\Steam\steamapps\common\empire total war\data

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DarthMod Empire v8.0.1 Platinum Patch

DarthMod Empire v8.0.1 Platinum Patch

Oct 26, 2012 Patch 83 comments

Fixes Many DME Launcher issues and enhances the gameplay.

DarthMod Empire v8.0 Platinum Part 2

DarthMod Empire v8.0 Platinum Part 2

Sep 17, 2012 Full Version 43 comments

The most anticipated mod for Empire: Total War is finally available!

DarthMod Empire v8.0 Platinum Part 1

DarthMod Empire v8.0 Platinum Part 1

Sep 17, 2012 Full Version 63 comments

The most anticipated mod for Empire: Total War is finally available!

[OBSOLETE] DMUC Patch 6.2->7.0+

[OBSOLETE] DMUC Patch 6.2->7.0+

Nov 14, 2011 Patch 17 comments

*There is a new Version 8.0* The new version improves the gameplay in all levels, especially the BAI, the CAI and the strategic formations!

[OBSOLETE] DarthMod Empire Commander v7.0+

[OBSOLETE] DarthMod Empire Commander v7.0+

Nov 7, 2011 Full Version 18 comments

*There is a new Version 8.0* This is the best mod for the PC game "Empire: Total War" as reviewed by thousands of fans.

Post comment Comments  (710 - 720 of 1,007)
GriffinZ Jan 12 2011, 3:02pm says:

I've done some counting and found out that the musket reload time is between 17 and 23 second. The delay between the order and fire in a already deployed formation is 15-20 seconds, it's just not worth marching up to the enemy, since he will always get the first shot, even when you closed in.

+1 vote     reply to comment
DARTH__VADER Jan 13 2011, 3:59pm replied:

The delays are lowered as much as possible. There are also many parameters I changed that make soldiers more human like, not like robots. These may cause some extra delay. Everything is balanced to make the AI actually fire and hold the lines. I hope you agree in that (remember the vanilla). Nothing else can be touched without braking something else from the balance.

+1 vote     reply to comment
GriffinZ Jan 14 2011, 1:26pm replied:

aw, that's sad. I really thought and hoped it was a balancing and realism thingy that also got implented to the swedes.

But! You know the Pirate Corsairs? They fight like exactly how the caroleans fought, the difference being their formation (which is visually), but basicly it's the same. I've actually made some playtesting with them and found out that this tactic does indeed work, probably only because of the faster draw. (which I gues is because that they shoot like skirmishers) so maybe swedish line infantry equivalent should have skirmishing firing system, but with other cons?

+1 vote     reply to comment
DARTH__VADER Jan 15 2011, 6:43am replied:

Yes the skirmishing ability makes them do that. They all fire simultaneously 1-2 shots (this is their ammo) and charge. I could implement that to Swedes. It could work in some cases but I think in most occasions it would make them unable to work as line infantry. If they have much ammo, as they should, they would stand and fire all the time like skirmishers (unrealistic, too powerful) and never charge.

+2 votes     reply to comment
GriffinZ Jan 15 2011, 2:49pm replied:

you know what, I'm starting a thread in the forum instead, it will be easier there for both of us

+1 vote     reply to comment
GriffinZ Jan 11 2011, 6:52pm says:

I was pretty glad Sweden was playable for once in a RTS, however the reason Sweden became a empire during this era is not even in the game since this game mostly involves the regular line tactics used by everybody else at the time, swedish tactics aren't even present. (and made impossible to effectively recreate, becasue of the fire delay when issued an attack order. (4 ranks of line infantry. 2 rear ranks fire at 50 meters, draws rapiers, continues marching, front ranks fire at 30 meters or in melee range), also unlike all other countries they had still pikemen in the "late era" though not in the game.

With the current tactics used by all factions (sweden is played like everybody else) they would never ever stood a chance, they just didn't have the manpower.

Sadly Swedish heavy cavalary doesn't even exist (they are just like eveyrbodys else), and nor does the ability of their special formation. It was a V charge, except the V was narrower then a needles eye. Oh, and they was armed with 2 carbinish pistols which was fired just before clashing into enemy infantry to brake the lines of bayonets.

I wonder if theres any chance to change the fire delay and add gun cavalry other then light dragoons to factions that actually used them. And if it isn't already done higher swedish line infantrys morale (in presence of a general) and drasticly lower their numbers. This would be much more realistic and also make sweden more prone to losing their general since then they just have less numbers but no possitive attributes.

+1 vote     reply to comment
DARTH__VADER Jan 12 2011, 4:57am replied:

Already Sweden line Infantry is different than other line infantry. In Vanilla all is the same, not in DarthMod. Also, Sweden has many special units in DMUC version of the mod. About pistol equipped dragoons, may have asked for this but it demanded hard work from my part and great risk of hidden CTDs, so for the time being I cannot offer it.

You may be right that the sweden tactics are not special comparing to other nations but this cannot be implemented due to limitations of hard coded parameters of the game. The Creative Assembly did at first try to put different formations for special nations but the AI did not accept that easily. It blobbed and charged without to musket. It was DarthMod that introduced first a fix for this matter by applying thin straight line formations. Later the official patch 1.6 implemented this idea.

+1 vote     reply to comment
GriffinZ Jan 12 2011, 11:38am replied:

I can understand that, but if it doesnt work automaticly, it should be possible to "recreate" the tactic manually. The problem now is that when you are 30 meters infront of the enemy and order your infantry to fire, there is a pretty long delay before firing, during the enemy line infantry reloads. Then it takes even more time for enough ranks to fire, and then you can finally charge. Now at very CLOSE range the enemy once again opens fire, often leading to a swedish route. It's very seldom the Caroleans even manage to close in (or for more then one rank to fire)

<--reduce fire delay time, and rank firing drill (meaning ingame it will be alot less like continuing fire and more like a "broadside") to Caroleans, and increase morale would be the solution to this I think.

And it wasn't the dragoons that carried pistols or carbines but the heavy cavalary. There is already mounted firing carbines used by light dragoons in the game, is it possible to give them to heavy cavalary?

+1 vote     reply to comment
DARTH__VADER Jan 12 2011, 4:50am replied:

The DarthMod has become a trademark for Total War games mods. This is why you see these promo images. It is too late to stop that now. Every DarthMod must have this concept, because users are familiar with it and know what to expect. Every DarthMod has primary target to improve the AI and the gameplay of a Total War Game. It does not insert sci-fi things except the promo pictures.

+1 vote     reply to comment
DARTH__VADER Jan 12 2011, 5:26am replied:

Yes, you must shout about that anywhere you can. Realism is fun. Maybe the developers will listen sometime.

+1 vote     reply to comment
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Release Date
Released Mar 21, 2009
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420 votes submitted.

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Ratings closed.

Highest Rated (17 agree) 10/10

I wonder why you guys still not working in CA company

Mar 18 2011, 8:22am by MIAPsycho

Lowest Rated (7 agree) 1/10

ruined my entire game cant play empire now it just crashes at start.

Sep 19 2012, 10:03am by joeman2nd12

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