Er is een nieuwe Total War game in de maak.
Het speelt zich af in het romeinse tijdperk, en heet dan ook Roman: Total War.
Ik open dus maar ffkes een topic, hoewel er niet bijster veel info is...

Er zijn meer screenshots op:
Gamestar.com
Deze zijn echter voor abonnee's.
Het lijkt erop dat ze geleerd hebben van de grootte fout die ze gemaak hadden bij Medieval: Total War. Namelijk het gebruik van Sprites, ipv de veel beter ogende polygonen.Er worden dus wél polygonen worden gebruikt in Roman. En ik moet zeggen, de screenie's zien er flex uit.
Er is ook een topic op het officiele forum van Medieval te zien:
Medieval: Total War Forum 1
Medieval: Total War Forum 2
Edit: Behalve een betere look, lijkt het erop dat ook het verdedigen van verstingen een grootte beurt krijgt. (pubers

Zo zullen er waarschijnlijk stormtorens, ladders en tunnelgravers worden gebruikt.
Lijkt me wel cool, maarja... het lijkt me wel lastig te maken allemaal voor de developers? Je moet dan ook mannen op de muren kunnen zetten... en dat met de grootte aantallen units...?
Meer info word waarschijnlijk losgegeven in de Januari-editie vanm PC-gamer.
Ik ben zeeer benieuwd
Wat vragen en antwoorden
Er is nog GEEN Demo voor Rome maar die komt er wel!
Release date is Q4 2004 maar dat zal wel later worden
Quote van Mike B een van de makers van het spell
"...is still working towards a Fall 2004 release. I know I've said this about a zillion times before, but the message gets lost in the static!
That means that, at this moment, I have a copy of Rome: Total War sat on this machine, running (fairly) quietly in the background. All of the main features are in the game, but it's not polished and perfect enough for release by our standards.
You can, for example, fight cool battles (I had one the day before yesterday where my Roman marching column was ambushed by Gauls - discipline and a lucky counter-charge won the day). On the other hand, Generals develop VnVs for, shall we say, inappropriate reasons. There are other issues still to be resolved.
But every day something new crops up, 'stuff' gets changed, and progress creeps forwards. And I know that it's frustrating for people waiting, but we are doing our best to get the game out. Be patient, just a little while longer!"
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. 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.
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Previous Questions
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!
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!) 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. 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.
Met dank aan VRD
[ Voor 119% gewijzigd door Kwartjuh op 24-07-2004 12:23 ]
-[ Het Kwartjuh Valt... ]-