Sega PC GAMES ROME: TOTAL WAR (3 OF 3) User Manual

59
IGNITED MINDS
4499 Glencoe Avenue Marina del Rey, California 90292
T
310.754.3210 F310.754.3204
CLIENT PROJECT TITLE
DATE % OF SIZE SHOWN
FILE NAME JOB CODE
SIZE CONCEPT NUMBER
Activision
08.09.04 100%
RTW_PC ACT-ROME-MN1
4.5” x 6.875” R7 section 3 FINAL
Rome Total War PC Manual
RTW_PC_rv7_60toEnd.qxd 12/13/05 7:06 PM Page 59
60
• Select one or more units within a group and click on the group button on
the control panel. The selected units will be removed from the current group and create their own group. At least two units must remain in the group, otherwise it will be completely broken up.
Groups can be put into
group formations:
Click on this button to show the group formations buttons.
• Eight group formations can be selected. Each one has its own strengths and weaknesses. If you move the cursor over the buttons, tool tips appear describing the formations.
• Click on the relevant button to select the formation you want the selected group to use.
• Alternatively, hold down the
Shift key and press numbers 1 through 8 on
the main keyboard—not the numeric keypad—to select a group formation.
• You can select more than one group before deciding on a formation. Your selected groups will collectively adopt the group formation you choose.
Groups can be placed under
AI assistance:
With a group selected, click on this button to toggle
AI assistance of
the group on and off. A group under
AI assistance has a red outline
on the control panel.
• Units within an
AI assisted group will ignore your combat orders in favor
of those of their commanding officer.
• However, you can order the group to move to a location, and the computer will handle the detailed movement orders for units.
• Units in an
AI assisted group will stay in formation.
• You can cancel
AI assistance at any time by clicking on the Control Panel
button to toggle it off.
61
Right-click and drag on a destination to make the selected units form
a line. As you drag the cursor sideways, a set of yellow chevrons appears showing the frontage and depth of the selected units. Release the mouse button when you’re happy with the line’s position.
Right-click on a target unit for an attack order.
Double right-click on a target unit for a charge order.
• Use the < and > (comma and period) keys to form a line of units and change its facing. Yellow chevrons appear to show the units’ final destinations. The line forms at a point that’s the shortest march for the selected units.
Use the
stop button on the control panel or press the backspace key
to cancel the units’ collective orders.
Once multiple units have been selected, they can be
grouped together, as well as
put under
AI assistance.
Grouping Units
Groups can be a very useful way of managing a large force.
With a collection of units selected, click on this button to
group them
together. You can also press the
G key. The relevant unit cards in the
control panel will be collected together into one numbered group. Grouped units don’t have to be of the same type. When grouped like this, the new group has the lowest group number that’s currently available.
• Alternatively, with a collection of units selected, hold down the Ctrl key and press one of the number keys on the main keyboard—not the numeric keypad—to create a numbered group.
• A grouped unit is displayed like this in the Control Panel.
Left-click on the numbered group tab to select all the units
instantly or press the number key that corresponds to the group number (shown in Roman numerals in the tab).
Groups can be split or modified at any time:
• Select two or more groups of units and then
group them again using one
of the above methods to create a new, larger group that includes all the units of the old selected groups.
• Select a single group and click on the
group button in the Control Panel (or
use a keyboard shortcut) to
break up the group. The units become single
units once again, though they remain selected.
RTW_PC_rv7_60toEnd.qxd 12/13/05 7:06 PM Page 60
Unit Morale
Morale is the willingness of a unit to fight on while taking casualties. As long as a unit’s morale remains good, it will fight. But sooner or later, even the bravest of men will realize that their lives are in more danger if they stay than run. Morale, therefore, is more noticeable when it’s lacking: a unit with no morale will run away.
Not all units are equally blessed with good morale. For example, peasants aren’t keen on going to war. Professional Legionaries, on the other hand, are likely to stay and fight against great odds.
Some units in the game have morale effects in addition to their combat value:
• Generals (usually) and captains boost the morale of nearby troops.
• There are some traits, such as personal cowardice, that reduce the morale of warriors under a general’s command.
• The death of a general or captain is usually a severe blow to the morale of his whole army.
• Some units
frighten nearby enemy units, either because of their terrible
appearance and fearsome reputation or because they’re armed with cruel and unusual weaponry. Enemies are more likely to run when faced with frightening units.
Routing units can cause other friendly units to rout: if lots of other people
are running from the enemy, soldiers tend to think it might be a good idea to run, too!
Routing Units and Pursuit
As has been noted, generals can rally routing units. This won’t work if enemy forces are too close to the routing unit. They will ignore the general and concentrate on escaping death!
Therefore, it can be a good idea to keep some speedy forces available to pursue fleeing foes to prevent them from rallying. There’s also a good chance of killing some enemies as they run, saving you the trouble of having to fight against them on another battlefield. Traditionally, light cavalry were used for this task. Units in guard mode will not pursue enemies.
Romans and Legionary Eagles
Some types of Roman units carry Legionary Eagles. These appear in the campaign game after the reforms of Gaius Marius have occurred, but they’re always available in custom battles.
A First Cohort unit carries a Legionary Eagle. This battle standard is regarded as the soul of a Roman Legion, and is an inspiration for any Roman units nearby. Its presence raises the morale of friendly Roman units. Losing a Roman Legionary Eagle is the height of disgrace, and a terrible blow to the battlefield morale of an army that loses one.
63
62
How to Get the Most from Unit Abilities
Many units have a special ability that makes them more useful in battle. Select the unit, then click on the special ability button (or press the F key). Most special abilities
can be toggled, but a few are “one use”:
The
Cantabrian Circle formation is used by light, missile-armed cavalry
to keep up a barrage on an enemy unit. Rather than firing a mass volley against an opponent and then retreating to reload, a unit executing a Cantabrian Circle gallops around with each soldier firing before dropping back to prepare a new missile. The effect is a steady—and demoralizing— rain of missiles on a target unit, rather than a single volley.
Many archer and artillery units can fire
flaming projectiles instead of their
normal missiles. These can set men and buildings on fire.
Many spearmen, hoplites and pikemen, particularly those schooled in Greek ways of warfare, can form a
phalanx. This is a solid mass of infantry who
rely on mass and discipline to punch into an enemy line.
A general can
rally nearby routing units, recalling them to the fight by
sheer force of personality. If this works, the unit re-forms, ready to fight on (for a while, at least).
The later types of Roman Legionaries can form a
testudo or tortoise
formation by closing up and interlocking their shields. Snug inside an armored shell, the Legionaries can then advance through missile fire and survive.
A
warcry gives a temporary boost to the combat power of the unit as it
enters combat.
Some cavalry units can form a
wedge, a formation that aids them when
charging into other units by increasing their shock value on attack. The mass of cavalry is concentrated against a small portion of the enemy’s line, and then the enemy unit is split apart (if the wedge charge works).
Some barbarian units can
chant or let forth fearsome keens and
screeches. This increases the morale of nearby friendly units and decreases the morale of nearby enemy units.
Should an elephant unit panic and run amok, the drivers can be ordered to kill their beasts. This is very useful if the elephants are running amok through your own troops!
RTW_PC_rv7_60toEnd.qxd 12/13/05 7:06 PM Page 62
Unit Characteristics
There are a couple of other unit abilities that are worth remembering:
• Some units are rated as
hardy or very hardy. They don’t tire quickly
when running or charging—they’re not supermen, just fitter and tougher than average soldiers.
Impetuous or berserker units may charge into combat without orders.
Hiding
Many units can hide in forests. Hiding is automatic when a unit moves into terrain where its men can hide. A few highly specialized units can hide in less promising terrain, or even in relatively open terrain. On the battlefield, hidden units are shown with their soldiers crouching down.
• Enemy forces cannot see hidden units until they’re very close. This makes it possible to stage tactical ambushes with hidden units.
• The same holds true for enemy forces, of course. It’s possible for an enemy unit to hide and not be visible to you on the battlefield!
• Generals cannot hide, nor can captains.
Using a General in Combat
A general is the most important unit in an army:
• In a campaign battle, the general’s abilities and personality traits can have effects on army morale, unit performance and the combat power of his bodyguard unit. An army lead by a 7-star general, for example, will perform with greater effectiveness than one under the command of a 1-star general.
• Man for man, a general and his bodyguard are among the most powerful forces at your disposal. As a reserve to be thrown into battle at the critical point, they can make the difference between victory and defeat!
• A general is the only unit that can
rally routing troops.
• The death of a general can have catastrophic effects on the morale of every unit in his army.
• In the campaign game, the death of a general is also the death of a family member. When the ruling family is dead, the faction is destroyed!
How to Assault a Settlement or Fort
Sieges can occur when an army assaults a settlement or attempts to break into a fort. They have much in common with field battles, but with the important qualification that one side is “safely” behind a set of defenses. All the normal rules of the battlefield apply to sieges; orders for attacks and movement are issued in the normal fashion.
64
There are, however, extra conditions that apply during sieges, and new weapons and tactics for both the attacker and defender.
Sieges and Victory
Victory in a siege is very simple: the side that controls the center of the settlement wins! You can also win by killing or routing the entire enemy army off the field.
Siege Equipment
Siege equipment is constructed in the campaign game when an army is besieging a settlement. In Custom Battles, siege equipment can be obtained during setup.
• In either case, suitable siege equipment is automatically assigned to units when battle deployment begins.
• Without siege equipment or suitable artillery, it’s almost impossible for attackers to break into a settlement.
Rams, ladders and siege towers are assigned to individual units. The unit cards of relevant units are marked with one of these symbols to show they have siege gear. Units with ladders, towers and rams cannot charge.
Saps (or sapping points) are placed on the battlefield in front of suitable
sections of wall. They cannot be moved during deployment.
Once the battle starts, units with siege equipment can be ordered to advance against city walls:
A unit equipped with a
ram can be sent against a gateway or wooden
wall. The cursor changes to show a suitable target gate or wall section for the ram. The unit will push the ram toward the gate or wooden defense and then attempt to smash a way through. If it’s successful, it will haul the ram out of the broken gateway so a clear path is available into the settlement.
• Elephants can be ordered to attack gateways or wooden walls without siege equipment. They just batter a hole!
• A unit equipped with
ladders can be sent to scale a suitable stretch of
wall (not a tower). The cursor changes to show a suitable wall to assault.
The unit will march toward the walls, raise their ladders and climb up. They’ll have to fight any defenders on the walls!
• A unit equipped with a
siege tower can be sent to assault a suitable wall
(not a tower in the defenses). The cursor changes to show a suitable wall to attack. The unit will push the siege tower toward the wall, then clamber up before launching an assault directly over the battlements. Units in siege towers can fire arrows, and they’ll have to fight any defenders on the wall.
65
RTW_PC_rv7_60toEnd.qxd 12/13/05 7:06 PM Page 64
Most types of units can be ordered into a sap in front of a stone wall. Progress in digging a tunnel toward the defenses is shown by a line of disturbed earth between the sap and the wall. When the diggers reach the wall, there will be a pause while they undermine the walls and set fire to the sap; this brings the walls crashing to the ground, opening a hole in the defenses. The sapping unit(s) will then emerge from the tunnel.
• While any or all of these attacks are happening, the defenders will not be idle. As an attacker, you should expect missile fire from defenders within a settlement and on top of the larger walls. Towers will also fire missiles at your troops.
When a
breach in the defenses is caused (either a gateway is broken or
walls are knocked down), the camera view switches to show the breach.
Units can be ordered to drop siege equipment by clicking on this button in the Control Panel.
A unit that’s not currently equipped with siege gear can be ordered to pick some up. The siege equipment has to have been abandoned by its previous users.
Sieges and Artillery
Artillery units can fire at walls and buildings in settlements, as well as other units on the battlefield:
This cursor appears whenever it’s possible to target walls or defenses with a selected artillery unit. The artillery unit will continue to fire until its target is destroyed or it runs out of ammunition. Note that it can take a very long time for artillery to batter a hole in a stone wall.
This cursor appears whenever it’s possible to target a building with an artillery unit. The artillery will fire as long as the target is standing or until there’s no more ammunition.
Click on this button in the Control Panel to toggle flaming missiles on
and off. Flaming missiles can set buildings on fire, and the fires can
spread through a settlement.
• Artillery fire can be a little inaccurate. Large stones, for example, are rarely very aerodynamic and it’s possible for shots to scatter instead of landing exactly on target. Flaming missiles are also inaccurate. Experienced artillery crews are better at consistent targeting, but don’t be surprised if there’s an occasional missile that goes astray!
66
Capturing Walls
Wooden walls serve only as a barrier to keep out attackers. Stone walls, on the other hand, can be actively fought over by the attackers and defenders:
• Any infantry (i.e. non-mounted) unit can be ordered to move to the top of a wall, or ordered to attack defenders on a wall.
• If an attacking unit is in sole possession of a wall, gatehouse or tower, it will capture the structure.
• The defenders can recapture walls.
Within the Walls
Once inside a settlement or fort, the attackers need to capture the central plaza area to take the settlement. Naturally, the defenders need to keep control of this area. This may involve fighting through every street if the defenders are feeling particularly bloody-minded and obstinate.
• The longer street fighting takes, the more damage done to the settlement. This damage needs to be repaired, as explained in the Campaigns section of this manual.
• If the fighting takes a long time, it’s possible that fires will break out in the settlement. The fires will spread unchecked until the battle is resolved.
Sally Battles
Sally battles occur when a settlement garrison emerges from behind their walls to drive off their besiegers. The
garrison is always treated as the battle attackers
and the besiegers as the battle defenders even though, in strategic terms, the situation is the other way around.
The besiegers appear on the battlefield outside the settlement with any siege equipment they have constructed. Attacking the unit to which it is attached can destroy siege equipment. This can be a good way of thwarting the progress of a besieging army that might be about to assault the town.
It’s also possible to time sallies out of a besieged settlement so reinforcements from a relief force are also present on the battlefield. See
How to Use
Reinforcements and Allies
on page 68 for more information.
One point to remember: it’s possible for sally battles to go horribly wrong if the besiegers get into the settlement during the battle. The settlement defenders can all be committed to taking the fight to the enemy, leaving their town or city vulnerable to a sneaky incursion!
For the attackers (sallying out) to win, they must kill or drive off all the defenders (the besieging army).
67
RTW_PC_rv7_60toEnd.qxd 12/13/05 7:06 PM Page 66
68
• While your camera view onto the battlefield can be in any direction, the mini-map is always oriented with north at the top. This can be useful in working out where reinforcements are likely to appear.
• Reinforcement units won’t necessarily arrive on the battlefield at the start of a battle. They can be delayed by intervening terrain, weather and sheer bad luck. You may also notice that cavalry and light forces arrive at a battle before heavier units.
Direct control of reinforcing units depends on the following:
Allies are always controlled by their own leaders, and are never placed
under foreign command—in this case, your command. You won’t be able to issue orders to allied units. An allied army will arrive on the battlefield as a single force.
•A
friendly army that’s led by a general will be independent and under
computer AI control during the battle. You won’t be able to issue orders to units in that army. An independent army like this arrives on the battlefield as a group, all at the same time.
•A
friendly army under the command of a captain appears as
reinforcements under your command. There are restrictions on when reinforcement units become available to you:
Armies can have a maximum of 20 units. A unit with only one man
still counts as a unit, and occupies one of the 20 slots that exist within an army.
Unless a spare slot exists, a reinforcement unit cannot enter battle.
The unit will wait in the out-of-bounds area until a spare slot opens to receive it. This may be because one of your original units has been eliminated in combat, you ordered it to withdraw or it has routed off the battlefield.
A reinforcement’s unit card is transparent when it’s out of bounds
and about to come into battle. When it enters battle, the unit card becomes opaque; it can then be selected and given orders like any other unit.
Once a reinforcing unit is on the battlefield and under your control,
it’s treated as being part of your army.
A reinforcing captain’s unit has its unit card marked with a silver
star, in the same fashion as a subsidiary general.
Once a battle is over, any surviving reinforcements and allies return to their original position on the campaign map.
69
How to Deal with Ambushes
Ambushes—when you’re the ambusher—are much like any other battle, but hopefully rather one-sided in your favor! When you’re ambushed, however, things can very rapidly get out of hand:
• The
ambusher gets the chance to deploy units before the battle as normal.
Unlike a normal battle, the deployment zone nearly surrounds the enemy, rather than being a section of the battlefield.
• The
ambushed army is always deployed in a column formation because it’s
on the march, not prepared for battle. The general (or captain) is always at the head of the column. There’s no chance to alter the deployment of the army.
The first rule when ambushed is the simplest:
Don’t Panic! It takes the enemy some
time to get into combat formation, and those moments can be used to form your army into battle lines for the coming assault.
Ambushes may feel like harsh and uncompromising battles, but they’re intended to be! A skilled leader will make use of all the weapons at his command, and this includes not fighting fairly!
Failed Ambushes
It’s possible that an ambushing army will not “get the drop” on an enemy. In such cases, a battle will still take place. Thus, each side must make the best of the day that it can!
How to Use Reinforcements and Allies
Battles that are part of campaign games can sometimes involve more than one army for both the attackers and defenders:
• When you’re attacking, the army that makes the attack on the campaign map is always the one you control directly.
• When you’re defending on the campaign map, the army that’s attacked is always the one you control.
• Other adjacent armies on the campaign map can appear on the battlefield as
reinforcements and/or allies. Friendly reinforcements are armies or
units belonging to the same faction;
allies are friendly troops that belong to
another faction.
• Reinforcements always arrive on the battlefield from the direction that corresponds to their position on the campaign game map. A supporting army on the campaign map to the north of the current battlefield will always appear on the northern edge of the battlefield.
RTW_PC_rv7_60toEnd.qxd 12/13/05 7:06 PM Page 68
70
• The check box for Arcade Style Battles turns off many of the realistic
features of the battle system. The emphasis in arcade battles is on action and excitement, not on clever tactics and command skill.
• The
Show Advanced Conditions tick box brings up more options so
you can precisely tailor the battlefield and the conditions you’ll face. As you’ll see, these can let you practice sieges, face different weather conditions and even practice fighting at night!
Season allows you to choose the time of year for your battle. This
has an influence on how much (if at all) the weather changes during the course of battle. Fighting in the depths of winter can affect how tired your troops become.
Weather allows you to set the initial weather for the battle (but
you probably guessed that!). Rain and snow have negative effects on bow-armed troops.
Time of Day sets the starting light conditions for the battle.
Time Limit sets the timer for the battle. It’s entirely possible to
run out of time before achieving victory when attacking, or deliberately run out the clock to achieve a defensive victory.
Advice Level determines how active Centurion Marcus (your
battlefield advisor) will be in giving you information and tactical hints during the battle.
Settlement Level runs from none to Huge City. If you want to
fight a siege or sally battle, you’ll need to include a settlement on the map.
Settlement Culture only applies if there’s a settlement present.
This allows you to choose the look and layout of the settlement from the six cultures in the game. Barbarian settlements can be no larger than a minor city.
Settlement Defenses only applies if a settlement is present. This
allows you to choose the type and size of the walls around a settlement. A settlement without walls is pretty unlikely in the ancient world, and not much of a challenge to any besieging army.
• When you’re happy with your choices, click on the
continue arrow.
Return to the Single Player menu at any time by clicking on the U-shaped arrow.
71
Going to the Aid of Allies
When one of your armies is adjacent (on the campaign map) to a battle involving one of your allies, you’ll be given the option of going to your ally’s aid. You’ll be in control of your army during the battle.
Settlement Assaults and Allies
If you and an ally are assaulting an enemy settlement and conquer it, the new owner of the settlement is the faction that initiated the assault. If you attacked the settlement on the campaign map during a siege, you become the new owner. If your forces go to the aid of your ally, then you have the satisfaction of having helped your friends gain some new lands!
CUSTOM BATTLES
A custom battle gives you the opportunity to command any army you want in battle. This is a “
sandbox mode” that allows you to try any kind of combination
of terrain, armies, units, allies and enemies you want. Custom battles are an excellent way of learning the battle game and an ideal way to hone your skills before trying your command abilities online!
• Select
Custom Battle from the Single Player menu to begin the
process of setting up and fighting your own battle. You’ll be given the option of saving away your custom battle setup during the creation process.
Choosing Conditions
Initially, this screen appears in the express setup version that only allows you to select a limited number of variables for your custom battle:
Game type determines the victory
conditions for the battle. For example, Last Man Standing is a fight to the death.
Difficulty sets the behavior of your opponents. At easier difficulty levels,
you’ll find that enemies tend to have lower morale, for instance, while high difficulty levels present you with a greater threat.
Terrain allows you to choose the landscape for your battle. As you might
expect, troops tire more quickly in hot, dry conditions such as a desert. Some armies are not at their best in some terrain—usually an army fights best on its home ground.
RTW_PC_rv7_60toEnd.qxd 12/13/05 7:06 PM Page 70
Customize Battle
This screen allows you to select the faction armies you want in the battle, and assign them to different sides for the coming struggle:
• Team Denarii allows you to set a purchasing budget for each team (side) in the battle. This money is used to purchase individual units. It’s also used to purchase equipment and experience upgrades for units. If there’s more than one army on a team, the money is split equally between the whole team; each army does not get the full budget! Indirectly, the amount of money sets the maximum size for each army in the battle (there’s still the option to have lots of cheap units or a few expensive ones).
• The first army in the central list is always controlled by a
human
player
—you! All other armies are shown as “CPU player” and are
controlled by the game or are
empty and not in use.
• The list in the center of the screen shows the armies that have been selected. There are a couple of methods for choosing an army for each slot on this list:
Left-click on the name box, and then left-click on any of the
faction shields on the right of the screen. Duplicated factions are
not allowed in custom battles, so any faction that’s already been chosen has its shield grayed out.
Left-click on either arrow to cycle through the full collection
of available factions. A faction that’s already been used is not available. Each large faction shield is highlighted in turn.
If you want to clear one of the armies from the list, left-click
on the deselect shield icon on the right hand side of the screen. Alternately, you can click on the arrows on either side of the small shield icons until the small version of the deselect faction shield appears.
There can be up to eight teams (I through VIII in Roman numerals) in any battle. Click on the arrows to change the team number for an army. Armies with the same team number are automatically allied. Any force with a different team number is fair game!
72
If there’s a settlement involved in the battle, there can only be two teams, and one of these must be defined as the settlement defenders.
Left-click on this icon to select the settlement defenders.
When you’re happy with your choices, click the continue arrow to move on to selecting units for each army. You can return to the new game menu at any time by clicking on the U-shaped arrow.
Customize Army
This screen allows you to select the individual units in each army. The only limit is the budget—you can select any mix of units you like.
Denarii Left shows the remaining
budget for unit selection and upgrades. Every unit costs denarii, and no more than this budget may be spent. Overspending is not allowed!
• Click on a
faction shield to change armies and select another force. The
army currently being selected has a glowing faction shield.
If this icon is displayed, the unit counts as an attacking force. This is always the case in field battles where no settlement is involved. When attacking a settlement with defenses, extra siege equipment options are shown on this screen for the attacking army. It’s almost impossible to get into a settlement without siege equipment, so make sure the attackers have some!
If an army is defending a settlement, a shield icon is displayed.
• The screen has two boxed areas that are used for unit selection. The upper area shows all units that belong to the selected faction. The lower area shows selected units that are part of the army.
Move the cursor over any unit card. A tool tip appears giving a brief
description of the unit.
Left-click on a unit in the upper area to add it to the army.
The unit cost is immediately deducted from the available money.
The first unit selected is always the army leader. Unless this
is a
general or a (barbarian) warlord, the army will be led by
a
captain.
73
RTW_PC_rv7_60toEnd.qxd 12/13/05 7:06 PM Page 72
74
Click on this button to make the computer select an army for you. It will do its best to spend your budget efficiently and create as flexible a force as possible. This can be a good way of giving yourself a starting point when creating an army: you can change the computer’s initial choices to match what you want.
Click here to
save the custom battle setup or load a custom battle you
created earlier.
The game automatically saves the last custom battle setup you created,
but this file is overwritten every time you start a custom battle.
When you’re happy with all your choices, click on the
continue arrow. You can
return to the
Customize Battle screen at any time by clicking on the U-shaped arrow.
MULTIPLAYER GAMES
Multiplayer games allow you to battle against other people, either over the Internet or across a Local Area Network (LAN). You can create multiplayer customized battles or fight one of the special historical multiplayer battles that have been included with
Rome: Total War.
There are three options on the multiplayer menu:
Online Battles—Click here to host or sign in to an online battle hosted
through GameSpy™. You’ll need an active Internet connection before starting and any firewall software on your PC needs to be correctly configured. See the separate technical notes supplied on the
Rome: Total War CD-ROMs for
further information. You won’t need a GameSpy profile to play
Rome: Total
War
online.
LAN Battles—Click here to host or sign on for a battle across your
LAN. This battle will be fought on local machines and doesn’t require an Internet connection but the process for setting up a LAN battle is the same as the Internet.
Change CD Key—Click here to change the CD key used for multiplayer
battles. You may want to do this so that two (or more) people can use the same PC, each with their own unique CD key.
75
Right-click on a unit in the lower area to remove it from the
army. The unit cost is credited to the available budget.
You can drag-and-drop units to select them for the army. To
deselect units, drag from the army and drop them in the top unit box.
You can drag-and-drop units within the lower army box. You can
drag-and-drop a unit into the first place in your army (the upper
left-hand box) to make it the commander’s unit.
• You can upgrade some units in an army. This costs money for every improvement you make. Not all units can be upgraded:
Left-click on a unit in the army to select it—not a
right-click since this removes the unit from the army!
Click on the arrows next to the chevrons to change the unit’s
experience rating. The more chevrons, the greater the unit’s
experience. Gray chevrons indicate no experience.
Click on the arrows next to the sword to change the unit’s
weapon quality. Gray indicates standard weaponry. Bronze
(+1), silver (+2) and gold (+3) indicate increased quality.
Click on the arrows next to the shield to change the unit’s
armor
quality
. Gray indicates standard armor. Bronze (+1), silver (+2)
and gold (+3) indicate increased quality.
• In siege battles you can provide
siege equipment for the attacking army:
Click on the arrows next to each of the siege equipment items to add them to the army.
Note that all of these have a cost, so make allowance in your budgeting for some siege gear! These options are only available during siege battles, and only the siege equipment that’s needed for the battle is shown.
Click on this button to
clear the selected units in an army and start
again.
RTW_PC_rv7_60toEnd.qxd 12/13/05 7:06 PM Page 74
Setting Up a Multiplayer Battle
Once you’ve confirmed your name for the game, you are taken to the Lobby Screen for both online and LAN battles.
Here, you can choose to host a game by setting up the initial conditions for the battle.
Or join a game that’s ready to play.
Chat
At the bottom of all multiplayer screens is the chat area. Type a message and it appears on-screen for everyone in the lobby. Between the message window on the left and the player list on the right are a set of toggle buttons that allow you to filter and/or ignore messages.
• Select the player you want to ignore (or filter) and then click on the appropriate toggle. You can change your mind later.
Hosting a Game
Hosting a game is similar to setting up a Custom Battle. See Customize
Battle
on page 72 for more information.
• The host gets to decide on the overall battle conditions, but each player gets to select his or her own army.
Unlike a Custom Battle, the host has access to a special
kick feature. This
kicks a player out of the game at the host’s discretion, a useful tool for excluding abusive individuals!
Multiplayer Historical Battles
In addition to creating custom multiplayer battles, the host also has the choice of selecting one of the special versions of
Rome: Total War’s
historical battles. This limits the number of players to a total appropriate to the battle. Simply select the battle from the on-screen list.
76
Joining a Game
Once you‘ve decided to join an existing game, you’re committed to the setup selected by the hosting player.
Once you’ve made your choice on each screen, click on the continue button in the lower right-hand corner. Until all players have completed their choices, you’ll see a “Waiting for…” message on-screen. When all players are ready, the multiplayer game moves on to the next part of setup or into battle itself!
After a Battle
When a battle is concluded, you’ll see a report on how well or badly you fared, and then be returned to the Lobby.
77
RTW_PC_rv7_60toEnd.qxd 12/13/05 7:06 PM Page 76
79
78
LIMITED WARRANTY:
SEGA of America, Inc. warrants to the original consumer purchaser that the game disc or cartridge shall be free from defects in material and workmanship for a period of 90­days from the original date of purchase. If a defect covered by this limited warranty occurs during this 90-day warranty period, the defective game disc or cartridge will be replaced free of charge. This limited warranty does not apply if the defects have been caused by negligence, accident, unreasonable use, modification, tampering, or any other causes not related to defective materials or manufacturing workmanship. This limited warranty does not apply to used software or to software acquired through private transactions between individuals or purchased from online auction sites. Please retain the original, or a photocopy, of your dated sales receipt to establish the date of purchase for in-warranty replacement. For replacement, return the product, with its original packaging and receipt, to the retailer from which the software was originally purchased. In the event that you cannot obtain a replacement from the retailer, please contact Sega to obtain support.
Obtaining technical support/service
To receive additional support, including troubleshooting assistance please contact Sega at:
• Website: www.sega.com/support
• E-mail: support@sega.com
• Telephone: 1-800-USA-SEGA
LIMITATIONS ON WARRANTY
ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE HEREBY LIMITED TO 90 DAYS FROM THE DATE OF PURCHASE AND ARE SUBJECT TO THE CONDITIONS SET FORTH HEREIN. IN NO EVENT SHALL SEGA OF AMERICA, INC., BE LIABLE FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING FROM THE BREACH OF ANY EXPRESS OR IMPLIED WARRANTIES. THE PROVISIONS OF THIS LIMITED WARRANTY ARE VALID IN THE UNITED STATES AND CANADA ONLY. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, OR EXCLUSION OF CONSEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. THIS WARRANTY PROVIDES YOU WITH SPECIFIC LEGAL RIGHTS. YOU MAY HAVE OTHER RIGHTS THAT VARY FROM STATE TO STATE.
To register this product, please go to www.sega.com
NOTES
RTW_PC_rv7_60toEnd.qxd 12/13/05 7:06 PM Page 78
NOTES
80
81
NOTES
RTW_PC_rv7_60toEnd.qxd 12/13/05 7:06 PM Page 80
82
NOTES
83
NOTES
RTW_PC_rv7_60toEnd.qxd 12/13/05 7:06 PM Page 82
84
NOTES
RTW_PC_rv7_60toEnd.qxd 12/13/05 7:06 PM Page 84
Loading...