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Catiline
02-26-2003, 20:40
The followeing was posted by The Shogun at .com. Enjoy


Quote[/b] ] Q. When is Rome: Total War (RTW) out?

A. When it's finished, polished and has met the expectations of the developers and publishers.

Q. What spec machine will it need.

A. We're still hard at work on Rome, and we've only just started optimising. The min spec is not nailed down yet but it's is a really important issue for us, and rest assured we'll do our utmost to keep it down. At the moment the game runs quite happily on a PIII/900 laptop with a GeForce2Go - and that's development rather than release code

Q. When is it set.

A. Timeframe = 264 BCE (1st Punic War) through 14 BCE (death of Augustus) - the main campaign will be the rise of the Empire from the Republic, including Civil Wars and the various reforms of the Roman army - Velites/Triarii/Hastati vs Marius' mules and so on. There's loads of juicy stuff in that period: the Punic Wars, Hannibal, Spartacus, Pompey, Caesar in Gaul just to name a few of the big ones... add more historical depth and it's almost more than we could cover in one game. But we may stretch that a little in the historical battles, to include the Teuteberg Forest and maybe one or two other notable battles.


Q. So is this a full on RTS. Is there still a turn based campaign map? Has it really evolved much from Medieval: Total War?

A. No, it's not a 'full' RTS - it's much much more... Rest assured, the campaign map is still turnbased. Also on the battlefield you can now pause the game, give orders, even queue them - all orders are now queue-able, not just movement ones - and then unpause and let it roll. There are no provinces in RTW. Unit "characters" are 3D animated on the Campaign map. Income and Revenue/Resources are generated via controlling the Cities. Cities can be assigned AI "Governors", city governors can be positioned in any of your settlements, and - if you wish - govern it in your stead, according to your own priorities. . We've now got full-scale cities with troops fighting in the streets, huge siege towers and ladders releasing troops to storm the battlements in the face of defenders trying to repel them, battering rams smashing through city gates, spectacular fire and explosions, and much, much more.


Q. Can you make your own treaties.

A. The player now has the option to negotiate specific treaties and other agreements with allies. This lets players do things like allowing military access to allies so you can move troops through each other's territory, make trade agreements, threaten weaker factions and demand tribute - and also to trade for money, information and even territory.


Q. are maps fully dynamic i.e. what happens on the battle map has a physical effect on the strategy map and vis versa?

A. Rome: Total War features a continuous 3D map covering the whole of Europe, North Africa and the Middle East, and you can zoom down at any point on the map to the battlefield. The Campaign map is comprised of thousands of "Battle maps", rendered topographically, the Battle Maps will be up to 9x9 km in size (scaled). In theory you could walk your army across the 3D terrain all the way from France to Egypt." This means that you can expect to meet on approximately 10,000 battlefields, each of which changes according to your actions in the game.

Every mountain, hill, forest, farm, volcano, city and wonder of the world that you see on the campaign map is right there on the battlefield. As the map changes with roads, forts and farms being built it is reflected on the battlefield. As the seasons change you see snow on the north of the campaign map and on the battlefield. This continuity between the two levels of the game opens up all sorts of strategic options. You can build forts to guard mountain passes, set ambushes in forests, make beach landings, launch fast raids into enemy territory, move your armies through allied territory to co-ordinate campaigns, capture wonders of the world, ford rivers and generally try to out-manoeuvre your enemies. It really helps to make you feel like you are in one epic, continuous world.


Q. Can you give me some details on the main campaign modes that make up the game.

A. Senate missions give the Imperial Campaign structure without limiting the freedom of the player to pursue their own strategy. They are a bit like an expanded version of the Pope in Medieval: Total War. The player controls one Roman faction competing against other Roman factions for influence in the Senate while also fighting against external enemies. Early on in the game the Senate will help the player out by giving them missions and rewards for completing those missions. The missions the Senate will hand out will be things that are for the greater good of Rome, such as going to war against enemies of Rome, suppressing Rebels or building temples to the greater glory of the Empire. Later on when the player's power gets great enough and he challenges the Senate in his quest to become Emperor he will need to fight civil wars against the other Roman factions in his attempt to conquer Rome."

You will be able to play the Imperial Campaign as other factions besides the Romans. The Senate just won't be active in that case. It would be a little silly to remove all of that ... after all, those factions have their own troops, tech trees, etc. That's a lot of work if nobody's going to play them.


We have also added cut-down campaigns for the player if they're feeling intimidated by the expanse of the main game. "The goal is to make campaigns which take a couple of nights. The other fun thing about the mini-campaigns is that we can balance them differently and give them different victory conditions. For example, if you play as Caesar conquering Gaul you get a very military-focused campaign - a bit like Shogun's Mongol Invasion. Some of them are also balanced to be easier to get into for new players, so they are a gentler introduction to the game. None of this compromises the huge depth and replay value of the Imperial campaign."

Nelson
02-26-2003, 21:09
Quote[/b] ]the various reforms of the Roman army - Velites/Triarii/Hastati vs Marius' mules and so on.

Jupiter Optimus Maximus bless them, one and all

Stormer
03-02-2003, 12:19
nice Q&A i hope the bring them out every few weeks, a months tops http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

wordsmith
03-15-2003, 05:27
Quote[/b] (Catiline @ Feb. 26 2003,13:40)]We've now got full-scale cities with troops fighting in the streets, huge siege towers and ladders releasing troops to storm the battlements in the face of defenders trying to repel them, battering rams smashing through city gates, spectacular fire and explosions, and much, much more.
street fighting booooja http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Stormer
03-16-2003, 12:36
street fighting where they run into houses or just a long with with houses to block you flanks.

you could burn houses so they fall on the enemy http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

Leet Eriksson
05-11-2003, 02:32
Quote[/b] (Catiline @ Feb. 26 2003,13:40)]The followeing was posted by The Shogun at .com. Enjoy


Quote[/b] ] Q. are maps fully dynamic i.e. what happens on the battle map has a physical effect on the strategy map and vis versa?

A. Rome: Total War features a continuous 3D map covering the whole of Europe, North Africa and the Middle East, and you can zoom down at any point on the map to the battlefield. The Campaign map is comprised of thousands of "Battle maps", rendered topographically, the Battle Maps will be up to 9x9 km in size (scaled). In theory you could walk your army across the 3D terrain all the way from France to Egypt." This means that you can expect to meet on approximately 10,000 battlefields, each of which changes according to your actions in the game.

Every mountain, hill, forest, farm, volcano, city and wonder of the world that you see on the campaign map is right there on the battlefield. As the map changes with roads, forts and farms being built it is reflected on the battlefield. As the seasons change you see snow on the north of the campaign map and on the battlefield. This continuity between the two levels of the game opens up all sorts of strategic options. You can build forts to guard mountain passes, set ambushes in forests, make beach landings, launch fast raids into enemy territory, move your armies through allied territory to co-ordinate campaigns, capture wonders of the world, ford rivers and generally try to out-manoeuvre your enemies. It really helps to make you feel like you are in one epic, continuous world.

could somebody elaborate on this?i don't want my army fleeing outside of the battle map and spreading over several territories.or fleeing from france to egypt in that case.

Sir Robin
06-02-2003, 23:34
I can't remember which review it was in but basically here is how it will work.

You have a 9km by 9km battlemap representing a 45km by 45km piece of europe.

The whole map is nothing more than thousands of these battlefields tied together.

When there is a battle however it takes place in only one 9km by 9km battle map.

Whoever survives to retreat will only end up in the map next door.

As an extra visual you can even see what the battle maps next door look like.

However when you are in a battle the action is restricted to that one 9x9 map.

MiniKiller
06-03-2003, 23:10
[QUOTE]The player now has the option to negotiate specific treaties and other agreements with allies. This lets players do things like allowing military access to allies so you can move troops through each other's territory, make trade agreements, threaten weaker factions and demand tribute - and also to trade for money, information and even territory.


YAHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif http://www.totalwar.org/forum/non-cgi/emoticons/shock.gif http://www.totalwar.org/forum/non-cgi/emoticons/idea.gif http://www.totalwar.org/forum/non-cgi/emoticons/pat.gif http://www.totalwar.org/forum/non-cgi/emoticons/flirt.gif http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif http://www.totalwar.org/forum/non-cgi/emoticons/joker.gif http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif http://www.totalwar.org/forum/non-cgi/emoticons/dizzy.gif

alman9898
06-04-2003, 03:15
great, isn't it? http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif http://www.totalwar.org/forum/non-cgi/emoticons/wacko.gif

Sir Robin
06-18-2003, 17:41
The FAQ has been updated on the .com site. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Monk
06-18-2003, 18:18
Quote[/b] (Sir Robin @ June 18 2003,12:41)]The FAQ has been updated on the .com site. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
indeed it has been

MiniKiller
06-18-2003, 20:50
Heres a preview I picked up.

*Thinks of a lead in question......*
What is this game? lol ya thats the best I could do http://www.totalwar.org/forum/non-cgi/emoticons/mecry.gif

Rome: Total War will feature expansive outdoor areas for its massive battles, just like the previous games. However, the new game will feature an enhanced 3D engine that will render individual units that will have their own animations and will even square off individually against enemy soldiers, rather than stand in formation and wave their swords around in the general direction of their enemies. The game's updated graphics engine will represent actual features of your holdings in true 3D--if you've invested in agriculture, you'll have grassy fields in and around your cities, fields that can get trampled by squadrons of Carthaginian elephant riders. Rome: Total War will let you play as one of many historically modeled political factions, including Hannibal's Carthaginian armies, the barbarian hordes of Gaul, and numerous political factions within Rome, such as Julius Caesar and his supporters, or the retinue of the renowned general Scipio Africanus. In any case, the developers at Creative Assembly have stated that with Rome: Total War, they'll attempt to create truly enormous and cinematic battles. The new game will even feature scripted strategic AI for its historical campaign battles that will mimic the tactics used in some of the greatest battles in the ancient world.

However, the developers have also stated their intention to make the game more attractive for new players. To that end, Rome: Total will feature a revised interface that can be controlled entirely with your mouse. In addition, the game's strategic mode will take place on an all-new 3D map that can be zoomed in on to view your pieces and your cities in full 3D. You'll be able to build huge cities with different architecture (the architecture in Greek and Roman cities will favor pillars and arches, for instance) and zoom in on them to view your citizens as they go about their daily business. If you've ruled your holdings like a tyrant and caused your citizens to revolt, you'll see them lighting fires and rioting in the street. If you've built a coliseum to amuse your citizens, you'll be able to watch the actual gladiatorial matches in action.

Of course, the game was named "Total War" for a reason. Rome: Total War will let you recruit armies composed of soldiers entirely unique to your faction--siding with one of the Roman factions may let you recruit legionnaires or praetorians, siding with the Greeks will let you recruit hoplites, and so on. Just like in the previous Total War games, you'll need to carefully choose your troop types and formations in order to succeed. You'll want to look for opportunities to lower their morale, possibly by pulverizing them with artillery or another powerful unit (like war elephants, which will crash right through infantry ranks and toss enemy soldiers into the air). You'll also be able to demoralize your enemies by defeating their commanding officer--the game will actually render a different-looking character model on the battlefield for each commander. These powerful units will make for critical targets, as they'll not only let you issue specific formation orders to your battalions, but they'll also grant various bonuses (such as morale) to nearby friendly troops.



--Content Courtesy of GameSpot

Stormer
06-19-2003, 19:08
This is the new Updated FAQ


Quote[/b] ]Q. When is Rome: Total War (RTW) out?

A. Rome wasn't built in a day so... when it's finished, polished and has met the expectations of the developers and publishers.

Q. What spec machine will it need?

A. We're still hard at work on Rome, and we've only just started optimizing. The min spec is not nailed down yet but it's is a really important issue for us, and rest assured we'll do our utmost to keep it reasonable.

Q. When is it set ?

A. The timeframe covers approximately 264BC (the start of the 1st Punic War) to around 14AD (the death of Emperor Augustus). The main campaign will be the rise and eventual death of the Republic, including Civil Wars and the various reforms of the Roman army. The most important of these reforms, under Marius, changed the whole Roman 'way of war', and the game reflects these changes. There's loads of juicy stuff in the period: the Punic Wars, Hannibal, Spartacus, Pompey, Caesar in Gaul, the conquest of Spain, the rise of Roman 'Imperial' pretensions in the leading families, and finally the seizure of power by the Imperators... That's a lot of gameplay and history We will be including a couple of smaller campaigns and a selection of tasty and exciting historical battles for those who want a snack rather than a full-on Roman feast http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

Q. So is this an RTS. Is there still a turn based campaign map? Has it really evolved much from Medieval: Total War?

A. Total War games are in genre of their own. If you love strategy games, you will love RTW, but this isn't an RTS, it's much, much more. You can tailor how you play the game to appeal more to your tastes. If you want a perfect balance of politics, micro management and real time epic sized battles you've got it. If you want to spend more time in the senate than on blood stained battle field you've got it. If you want to prove your might purely on how you master the art of war then you've got it.

The biggest change you'll notice is on the campaign map. The 'Risk-style' provinces have disappeared to be replaced by point-to-point movement for armies, and settlements with their own regions (hinterlands) that they draw on depending on the size of the settlement. A big, advanced city will have more influence on its surrounds than a small town. Armies and characters on this map are now fully animated and march (or sneak, in the case of spies&#33http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif to fulfil your orders.

Cities generate income and train new troops, drawing on local resources. Each city can be assigned a governor, who will do his best (well, probably) to manage the place and keep order.

What is cool and new is that when you fight a battle to control the city, every building that's in a city on the campaign map is there on the battlefield. Destroy a building in a siege, and it's gone on the campaign map. Storm a city and take it with siege towers, batterings rams or artillery and you'll find that you can use any buildings still standing to further your plans of conquest. Better still, the buildings in a town even show who made them, as each culture has its own style of architecture

Q. Can you make your own treaties?

A. You will be able to negotiate specific treaties and other agreements with other powers. This lets factions agree military treaties, trade agreements, trade cities and territory, arrnage diplomatic marriages, demand tributes, pay blackmail money, swap information and so forth. Deals don't have to be symmetrical, so you can trade a city for military access, and some cash if you want

Q. Are maps fully dynamic i.e. what happens on the battle map has a physical effect on the strategy map and vis versa?

A. Rome: Total War features a continuous 3D map covering the whole of Europe, North Africa and the Middle East, and any point on this map could be a battlefield. The Campaign map is comprised of thousands of 'battle maps'. This means that you could fight on approximately 10,000 battlefields, each of which can change according to your actions in the game.

Every mountain, hill, forest, farm, volcano, city and Wonder of the World that you see on the campaign map is right there on a battlefield. As the map changes with roads, forts and farms being built it is reflected on the relevant battlefields. As the seasons change you see snow on the north of the campaign map and on northern battlefields. This continuity between the two levels of the game opens up all sorts of strategic options. You can build forts to guard mountain passes, set ambushes in forests, make beach landings, launch fast raids into enemy territory, move your armies through allied territory to co-ordinate campaigns, capture Wonders of the World, ford rivers and generally try to out-manoeuvre your enemies. It all helps to make you feel like you are in one epic, continuous world.

Q. Can you give me some details on the main campaign modes that make up the game?

A. The main section of the game will be the Imperial Campaign. As one faction contending for ultimate power within Rome, you won't control the whole of the Roman world. Instead, you'll have to deal with external and internal enemies and listen to the demands of the Senate.

The Senate will ask you to carry out task for them from time to time; these will be missions like suppressing barbarians, fighting common enemies, developing the Empire, or crush rebels. Do well, and your influence in the Roman Senate will grow. Do badly - or attack your fellow Romans without permission - and you'll be in serious trouble You might even trigger a damaging civil war and let Rome's enemies crush the Republic. The Senate, by the way, is one route to getting enough influence and political 'clout' to be declared Imperator (Emperor) of Rome and winning the game

You will be able to play as a non-Roman faction. The good news is that if you're commanding the Carthaginians you don't have to worry about the Senate. The bad news is that you have the mighty Roman army on your case

Each faction, by the way, has its own version of the tech tree, its own collection of exclusive units, and some even have their own Vices and Virtues for characters to collect.

The smaller campaigns are just that: small campaigns (doh). By concentrating on the important action we can highlight the exciting bits of ancient history: the Spartacus slave revolt is a good example. Spartacus never left Italy, so his war can be fought on a smaller, more detailed map. Likewise, Caesar conquering Gaul only really needs a map of Gaul (Doh Again). We're also including a special 'Prologue' campaign to ease players into the new game.

Q. Are the playable factions decided?

A. The list of factions is pretty much finalised. We have divided them into a set of broad 'cultures' who share architecture styles and units, but individual factions within each culture can still be added. At the moment we're arguing about exactly who and who isn't a 'Greek/Macedonian' at different times in history. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif This isn't quite a simple as it sounds, given Alexander's ability to conquer everywhere he fancied. At the moment, we're looking at around 20+ factions in total, but not all of these are worth making playable in the full campaign.

Q. Is there an option to save during battles?

A. The chance to save immediately before a battle will be included, but not during.

Q. Is there a chance to witness dynamic weather systems on the battlefield (imagine your elephants dealing with ice wind and blizzard...)?

A. Yes, there's weather on the battlefield and changes to the light as the day progresses. Start fighting in the afternoon, and you may end up pursuing your enemies from the field in the gloom of twilight.

Q. How do the naval battles work?

A. Abstractly. For the moment, we're concentrating on making land battles the most exciting and immersive things anyone has ever seen in a PC game.

Q. Will there be an editor so players can make their own battles, create personalized banners/shield devices, repair Greek hoplite shields?

A. Rome: Total War is going to be the most moddable game in the Total War range so far, and there will eventually be a range of editors and tools to make it easy for anyone to create new campaign worlds, units, factions, cities and much more besides. Rome: Total War won't just be a game, it'll be a tool kit for empire building It's going to be fun

Q. What about decimation?

A. We can't go out and kill 10% of our players That would be bad, in fact very bad, on the whole good-bad scale of things.

Finally, this is just the latest version of the FAQ. We'd like to keep updating at regular intervals, so keep questions coming in.

RisingSun
07-03-2003, 21:00
Is the "updated" FAQ just a revamp of he old one or is it the one you were taking questions for in the Coloseum?

scsscsfanfan
07-11-2003, 00:47
[/QUOTE]. Rome: Total War is going to be the most moddable game in the Total War range so far, and there will eventually be a range of editors and tools to make it easy for anyone to create new campaign worlds, units, factions, cities and much more besides. Rome: Total War won't just be a game, it'll be a tool kit for empire building It's going to be fun
[B]

[I]

WAAAAAAhhh, this is going to make me very happy. I'm waiting for a good Romance of the 3 kingdom game for a long time, now I may build myself. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Maedhros
07-23-2003, 05:34
I couldn't be more excited about this game.

I never did get tired of playing Shogun and only stop Medieval when I need a fantasy, modern or space game.

Someone asked about burning houses in city battles. I am fairly certain I read somewhere you could destroy things during battles (like other games) and it would have an effect in game.

So yeah, you probably can destroy houses, though I doubt you will see troops storm inside.

Though fighting inside an enormous temple or palace might pose an interesting challenge...a cut away view with no roof? only know about the rooms you can see.

The carnage involved in storming something like that would be frightening. but oh so much fun.

mercian billman
12-13-2003, 22:42
Just wondering how large the map will be? On my new Rome: Total War Calendar(came with my Computer Gaming World magazine) it shows a map the size of MTW.

Monk
12-14-2003, 21:55
http://www.legiontotalwar.com/PDVD_001%5B1%5D.jpg

that is how big teh Map is http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

RisingSun
12-21-2003, 20:44
They updated the FAQ. New questions. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Scipio
12-21-2003, 20:50
Quote[/b] ]They updated the FAQ. New questions.

Who did? The Org

Monk
12-21-2003, 21:32
Quote[/b] (Scipio @ Dec. 21 2003,14:50)]
Quote[/b] ]They updated the FAQ. New questions.

Who did? The Org
No the .com, they are updating the FAQ there every few days and on the 17th they updated it once again.

Scipio
12-22-2003, 02:47
That just about made my day http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

Sociopsychoactive
07-22-2004, 23:50
This is what they have as of yet.

Hi every one we will be releasing the latest set of FAQ's here, every week, over the next few weeks.


Latest Questions (last updated 26th January).


Q. Can we adjust time of attack at enemy (for example at 6:00 o'clock in the morning or at midnight)?and can we see real time of the day in the screen instead of time limit and when a battle continues for a long time, and night falls then opponents leave the battles for tomorrow.

A: Night battles will be in there, but you won't be able to pick a specific starting hour. The enemy get some say in when a battle starts, after all. :) At present battles do not continue into a second day.


Q.
Will there be different Legionary units for the later Roman period from the 3rd to 5th centuries ?

A: Not in Rome: Total War. This is after the end of the game. You'll finish with Roman armies that mostly field "Julian" or very early Imperial-style legionaries.


Q. Will you be able to build siege towers and battering rams while besieging a city, or will you have to bring them along with your army from the get go?

A: Yes. The longer you beseige a town, the more time you have to build your siege equipment from local materials. Go early, and you have only the siege gear you can make easily and quickly; go too late and the defenders may have been able to call in a relief force...

Q. Will we be able to choose our own capital city rather than have the AI select it for us?

A: No. Your faction capital is established at the start, and the name of the game is a (subtle) clue to where you should ultimately be trying to conquer...



Q. Can we have the official list of playable factions.

A: As soon as we have it, yes. There will be Greeks, at least, there may be Greeks... And Romans. And Carthaginians. And, and... and about 20 others. Not all of these will be fully playable, if only because they'd not be that exciting to play. No nationalistic or other slur is intended if your ancestors have been confined to the status of non-playable, by the way, so try not to get too cross when your favourtie wee tribe of barbarians hasn't been included.


Q. Will travel be inhibited or obstructed by mountains (i.e., to cross a mountain range, will an army HAVE to go through a pass)?

A: Mountains definitely get in the way of marching armies. Mountain passes are another collection of strategic choke points that can shut down an attacker who isn't prepared properly.


Q. Will there be a Caesar at Alesia custom battle? Also is the battle of Jerusalem planned? I'm more interested in the custom battles, and would like to know all the ones that are even speculated as being included.

A: We're looking at including [historical] battles in large and bowel-burstingly exciting numbers. These historical battles will include Caesar's battles, and those of Hannibal and Pompey. Jerusalem is a little outside the period of the game, but all the units you'll need will be in there, which means that, with the historical battle editor...


Q. Will it be possible in the game to use Testudo formation (classic turtle formation) in the game.

A. Yes both Testudo and Phalanx formations are available (to the relevant units) in Rome: Total War.


Q. Will there be supplylines in the game? If so, will this result in making it very expensive for an army to remain for longer periods of time behind enemy lines?

A: Supply lines are in the game, but they've been abstracted slightly to avoid hideous quantities of micro-management.



Q. After I essentially beat the game by staying Imperator of Rome for 20 years do I have the option to continue to play and conquer the world???

A: Oh, all right then, seeing as you asked nicely. The game will be open ended if you wish to continue after "winning".

Q. How much will you be able to customize the campaign map? Just change the unit/city status of each faction? change the borders of the provinces as well? Will you even be able to change the landscape and maybe even create a completely new campaign?

A: Yes. If this game had a middle name, it would be "moddable".

Q. How about changing unit statistics and appearance with a special idiot-friendly tool? Maybe you could even create completely new units with this option. Those who have no expertise in 3d-graphics could simply create super-legionaries
(Legionaries with only one man per unit, but with awesome fighting capabilities) or any other unit, that looks identical to another. For those who ARE good with 3d, the sky's the limit.
You could create a completely new game

A: We won't be shipping the game with idiot-friendly tools. We have to keep those safely within our own walls. :P Once again, though, it's worth pointing out that Rome: Total War is going to be very moddable. On the other hand, if you go around creating forces of super-legionaries don't moan when your game isn't fun any more. Our very own RTS [?] is spending his entire life between now and release carefully balancing and honing the game, and he won't be pleased if you come along and break it...


Q. Can a horse-archer fire his weapon while he is in motion

A: Yes. We've even included the famous "Parthian Shot" for, well, the Parthians. Bit of surprise to other factions, that one.



Q. How is the game going to handle leaders and heirs? If you're leading one of the Roman factions, what is your title, and how do you have an heir if you are a general or senator and can't expect your son to automatically succeed you like a monarch would?

A: With skill, style, aplomb and a witty smile. :) A faction leader's title depends on who he is leading, so a Roman leader will be the "pater familias" of his particular faction. Other characters in his faction will be related to him by blood, marriage or adoption. An heir is nominated for the faction - usually it's a son, but not always - and if he's still alive when the old man snuffs it, he gets to take over the 'family business'. The Romans were a pragmatic lot when it came to family matters and inheritance, and would make good strategic marriages to keep power and wealth in the family, not to mention gaining both through new connections. Just look at Julius Caesar and Octavian (Augustus): they were cousins, as well as "father" and "son". Alternatively, you could look up the Caecelii Meteli or the Scipios to see the kind of family shennanigans that went on.

Q. Will I only be able to train only one unit per city per turn again???

A: Yes. It's a nice simple system that works.


Q. How "historical" will the big campaign be over time? Will it follow a historical Ariadne thread or will it just be "everything goes"?

A: "Historical" is one of those cans of worms that means different things to different people. We're setting up the game to have accurate starting conditions, but after that your actions as the player will start to change the future. A game that only evolves along a predetermined - or fated - path will rapidly become very boring. If you know precisely when the Marian reforms are due, you'll start "bending the rules" to take full advantage - and that's playing the system, not enjoying the game Historical "stuff" is in there - huge great heaps of it - but it won't all appear in every game, and it won't always appear on precisely the right date. Political and military events cannot be tied solely to the date, simply because in that case the game would have no idea "what's really happening" in the world, and the events may not be that relevant.

Q. Will we be able to put stakes in the ground and make traps for the enemy to walk on? Also, now knowing it is TB mode, how will we be able to set ambushes...like the ones in MTW or say you know where the enemy is coming from so you put units on either side of the road they will going on lets say.....Will we be able to do this when not in Battle-mode?

A: No, stakes are not part of the gameplay.

Q. How important is Naval units in RTW. How do you get your men across the Mediterranean Sea, with out walking.

A: NAval combat is abstracted in Rome: Total War. We've chosen to concentrate on the land battles of the period and make those as insanely great as possible. However, naval units do exist and can be used to convoy troops across stretches of water.


Q. Have the devs done any testing on multi-processor systems, or on Intel's hyperthreaded processors? And what kind of performance improvement have they seen?

a. Multi-processor and hyper-threading systems have both been tested and work, as one would expect, but performance improvements are fairly minor, on the order of 5%, which is mostly due to peripheral code being sped up rather than the game core.



Q. Can I buy the Time Commanders game?

A. Time Commanders uses the Total War engine and Rome: Total War will ship with a number of historical battles - as is usual with the Total War series. There are, however, currently no plans to release an official Time Commanders game.



Q. Are strategic ambushes possible?
I hide an army in a forest, in... say Germania, and an enemy army comes along, say a Roman one, will they always see me or can they stumble upon me?

A: Yes. Full details of how the ambushes work will be revealed soon. Suffice to say they're very cool - and make for a completely different kind of battle within the campaign game.


Q. Can your allies start inside your city's walls and help defend it?

A: Allies can't start in a city, but a nearby allied army could march to your aid during a siege battle and fall upon a besieging army from the rear. This is quite fun *when* it happens.

Q. Now that sieges have been largely revamped will there will be more than one gate for the besieged army to undertake sorties against neuralgic spots as baggage trains (assuming they'll be included) or siege machines?

A: Cities have more than one gate. With forts, it depends on the realworld prototype. The besiegers do have the option to leave their walls and sally forth, usually in an attempt to destroy artillery and siege equipment. Sometimes this can be enough to make the besiegers lift the siege and go home. Sometimes it just hastens the end... But, surely, this is what cavalry locked inside a besieged city are there to do?

Q. How will river crossing be handled now? At both tactic and strategic level.

A: Rivers on the campaign map are barriers to movement - armies have to find a river square that has a crossing point before they can get to the far bank. This creates a whole bunch of strategic chokes points that can be guarded and fought over. On the battlefield crossings will either have fords or bridges - and it'll be worthwhile sending out scouts to look for secondary fords even if you think you've found the only route across the river.