Lord Adherbal 08:36 11-07-2005
We don't have a thread for info, updates and discussion yet so I though I'd make one.
For those who've been living under a rock for the past year: Chivalry Total War is a mod that brings roughly the same time period as Medieval TW to the RTW engine. It starts in 1072 a year after the Byzantine defeat at Manzikert, covers the Crusades (including a special crusading campaign) in 1095 and follwing decades, the hunderd years war between France and England, the Mongol Invasion and goes all the way to +/- 1500 AD, when early firearms were starting to get more popular.
We are currently focusing on the early era: 1072 to ~1200.
Here are a couple of recent screenshots:
Vassal Steppe Cavalry
Improved Feudal Knights
Improved Feudal Foot Knights
Late Foot Knights
The new knights are indeed a great improvement, not that the earlier version was bad, though.
You´re already working on High and Late units, too?
SomeNick 14:29 11-07-2005
Wow!
Very nice
The Late Foot Knights look very cool!
Like the FAQ at your other site too. Good idea.
Can't wait for Campaign play : )
al'Callaendor 22:58 11-07-2005
nice!
killerxguy 08:25 11-09-2005
Cool!
HahnHolio 09:10 11-09-2005
very awesome looking units ... CTW is the most anticipated project ...
at least for me that is !!!
keep u with dis kewl modding and i shall die sitting infront of my screen, playing CTW when i´m 75 !!!!
cheers
HahnHolio
Lord Adherbal 12:23 11-09-2005
the Late FKs have been improved a bit
AquaLurker 12:46 11-09-2005
Looking forward to the completion of this mode, is it going to be made for BI or 1.2 only, maybe it would be great to use BI combat system as it seems better in my opinnion.
Lord Adherbal 14:45 11-09-2005
the full version will be for BI, and there will be a limited version for RTW (battles only)
killerxguy 18:13 11-11-2005
Good BI with CTW will make an exelent game! Anything changed from the mod's plans due to different features in BI?
Myrddraal 14:04 11-13-2005
Excellent as usual
We expect no less from you now
Geoffrey S 17:50 11-13-2005
The best thin about the mod is that it all looks just right; everything fits together perfectly, from the units to the landscape. Certainly an improvement over a lot of other mods, where colours sometimes don't match nicely or don't fit with the landscape.
Lord Adherbal 17:55 11-13-2005
screenshot to show that the conversion of the Grand Campaign to BI is almost completed
So pretty...
Excellent, Adherbal. Don't forget to correct the spelling of *Leicester*. Sorry for my pedantry.
al'Callaendor 19:15 11-13-2005
very nice!
I Can't Wait!
al'Callaendor 03:05 11-14-2005
"WE" can't wait!
HahnHolio 07:34 11-14-2005
wow ... with more provinces!
i have to admit that i love this mod!
keep us posted with this great stuff, as it will ease the pain of waiting :)
greetz
HahnHolio
Too bad the campaign will probably never released, according to this:
http://www.stratcommandcenter.com/fo...howtopic=13599
It requires a new patch for BI and I´m less than optimistic about the probability of CA making one, and one fixing what´s required for this mod, too.
Meneldil 20:50 11-19-2005
Jerome said the issue would be solved in the next patch...
Lord Adherbal 23:19 11-19-2005
there's a way around this with scripting, it's just annoying. And meanwhile I have enough other stuff to spend my time on.
Pompei the Great 03:18 11-23-2005
Not bad. It's getting better every day.
Sun Tzui 13:49 12-01-2005
Great Mod!
Great Units!
Meneldil 23:11 12-01-2005
Originally Posted by [cF]Adherbal:
there's a way around this with scripting, it's just annoying. And meanwhile I have enough other stuff to spend my time on.
Hum, sorry, but how did you solve the building issue with scripting ?
Pompei the Great 02:31 12-02-2005
Pretty good stuff...but do you need help on the Crusades and Hundred Years War?
Cesare diBorja 09:52 12-02-2005
I can't wait for the SP Campaign. I don't want to play MP. To much work unless you got a tight group. I'll be waiting an eternity. Oh well
Lord Adherbal 10:47 12-02-2005
Originally Posted by :
Hum, sorry, but how did you solve the building issue with scripting ?
buildings can be placed through scripting (console_command create_building town_name building_name IIRC). So I can first generate the rwm file without buildings, then add the new techtree, then add the new buildings with a script. But it's annoying and it might be slow adding 100s of buildings with that method.
Pompei the Great 17:40 12-03-2005
Glad to hear that there is progress and now buildings. Do you think that there will be another beta version?
tutankamon 21:18 12-04-2005
you gues are incredible

can't wait to play this mod
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