A new FAQ will be provided for 0.50 release /DaVinci
About the mod:
Chivalry Total War is a historical modification of the game Rome: Total War. Its aim is to recreate the historical period of medieval Europe from roughly 1072-1500.
The original purpose of the mod was to make a small medieval multiplayer mod that tried to capture the gameplay of Medieval: Total War. Since then the mod has tuned into a Total Conversion, meaning that all aspects of the original game (campaign, custom battles, historical battles etc.) are now converted into Chivalry's medieval setting (the exact features are listed below).
The 034 release is solely focusing on the Early medieval period (1072-1250). Because of time constraints we cannot include all the Era's at the moment (High and Late), though these are expected to be provided in future versions as soon as possible.
Frequently Asked Questions:
Q: Is this a mod for RTW?
A: Yes
Q: When is this mod set?
A: The mod is based in the Medieval period from the years 1072 - 1500
Q: Will you be releasing the mod all at once?
A: No, we plan on releasing the mod in the three medieval periods, Early, High and Late. The next beta will be of th Early era.
Q: Has the Mod been released yet ?
A: Yes, a BETA version of the mod has been released already (version 0.34), you can get it on this on the website. Once again remember it is only a beta, so it is recommended that you post feedback and bugs that you encounter in the appropriate forum topics.
Q: Does the current version feature a Campaign mode ?
A: Yes. We are the first RTW Total Conversion mod to properly feature one.
Q: Where are all the flashy Chivalric knights and Gothic Halberdiers ??
A: The current version covers only the EARLY medieval period, the more hi-tech ( and sometimes more classical) units will be added in a later patches of the mod. Look at our Late and High era sneak peak topics for some screenshots.
Q: What factions are in the mod ?
A: The Factions are as follows
The Kingdom of Bohemia
The Kingdom of Norman-Sicily
The Holy Roman Empire (Germans)
The Kindom of France
The Kingdom of England
The Kingdom of Denmark
The Kingdom of Poland
The Kingdom of Hungary
The Principality of Novgorodian Rus
The Principality of Kieven Rus
The Byzantine Empire
The Kingdom of Castille and Leon (Spain)
The Kingdom of Aragon (Spain)
The Moors (Almohads/Almoravids)
The Caliphate of Egypt
The Seljuk Turks
The Horde (Mongols/Golden Horde)
The Teutonic Order
The Crusader States
The Kingdom of Cilician-Armenia
Q. Is this for RTW or the Barbarian Invasion expansion?
A. Either one can play it, though by default the Chivalry executable runs through RTW. If you want to play it through Barbarian Invasion then you have to right click on the Chivalry executable file, then go to properties and in the target line replace "RomeTW.exe" with "RomeTW-BI.exe".
Q. What patch do you need to run ChivalryTW?
A. You need patch 1.6 for BI or 1.5 for RTW depending on what you want to run it on (see above).
Q. I get an error about some mount database
A. Make sure that the RTW data has not been changed. If there are any changes at all to the vanilla data files then you will probably get this error.
Q. I get a ctd when I go to play custom battles or start a campaign
A. Make sure you have installed everything 100% correctly. Check things like:
*You already had RTW 1.5/BI 1.6 installed
*No mods in your RTW data folder
*You have RTW installed to C:\Program Files\Activision\Rome - Total War
Q. Will there be medieval castles and sieges?
A.Yes, we have them done but there were problems in the 1.3/BI conversion. If alpaca is given enough support then he will fix this problem quickly in a patch.
Q. How come I'm losing lots of money each turn? How can I make more?
A. In Chivalry we have made general income costs higher for units. This balances out our 0 recruitment system, but also represents attrition for large armies quite well. There are two general things to keep in mind when you want to keep upkeep costs down:
1. Only use relatively cheap units (such as urban militia and spearmen) as town guard units during times of peace or in settlements that aren't near your frontline.
2. When recruiting large armies send them straight to their objective as soon as possible. Once they have served their purpose disband them immediately, preferably in one of your settlements to keep the population levels up for the next mass recruitment.
Hopefully the economy will be stronger in the next patches with the inclusion of resources, but this general concept will stay the same.
Q. Can you please include X faction/ Why weren't they included?
A. We are all for including other factions in our mod. However, we are not super modders or paid developers so we can't be expected to make all the units and graphics necessary for each one. Furthering that, RTW has a limit of 20 factions at one time in a campaign.
We can, however, include more factions through batch scripts. This still requires some people to externally make all necessary elements for the faction though. Contact the mod leaders for more details.
Team Members
Current team members
alpaca (Stefan Reutter) - mod leader, coder, scripter
militiaman (Peter Cooper) - mod leader, coder
Dirty Peasant (Fyodor Nadtoka) - skinner, modeller, animator
Adherbal (Lukas Nijsten) - skinner, modeller, coder, scripter (right now more of an advisor)
Hody - research, Bohemia
Polak966 - research, coding
Earlier/inactive team members
Kor Khan (Daniel Hungerford)
Robert D'Artois
Randarkmaan
Arakorn-Eir
CNSW
Andriyko
Lance
Drak10687
Darth Fenrir
Alin
BuuKenshin
VikingHorde
NinjaCool
Special Thanks
Testing and balancing:
Alexandros
AggonyDuck
Crow
Antek
Tom
Jhonny
Lu Bu
- Strategic Command Center - for forum and mod hosting
- Vercingetorix - for his awesome modding tools
- Edgen Animations - for the excellent music track
- Europa Barbarorum - for animations, and research on several modding aspects