Games PC Rome - Total War - Barbarian Invasion
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Rome: Total War -- Barbarian Invasion [PC Game]Developed by The Creative Assembly - Sega of America (2005) - Empire-Building - Rated Teen
While Rome: Total War explored the rise of the Roman Empire, this expansion pack follows its fall, which comes at the hands of the "uncivilized" tribes of Northern Europe that eventually tore the overextended empire apart at its seams. Gameplay offers the amalgam of turn-based and real-time strategy established by earlier games in Creative Assembly's Total War series, and players can choose to lead what remains of the Roman Empire Proper, one of its rising former factions, or the i... Read more
Details
Platform: PC
Developer: The Creative Assembly
Publisher: Sega of America
Release Date: September 27, 2005
Controls: Keyboard, Mouse
UPC: 010086851571
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Manual
Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
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Games PC Rome - Total War - Barbarian Invasion
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Rome Total War Barbarian Invasion siege game
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| cobrajc |
8:00am on Saturday, October 16th, 2010 ![]() |
| Barbarian Invasion is an expansion for Rome which takes the action forward to the period of the decline of the Western Roman Empire. | |
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Documents

SEGA PC DISC NOTES ON USE
HEALTH ISSUES
Use this software in a well-lit room, staying a good distance away from the monitor or TV screen to not overtax your eyes. Take breaks of 10 to 20 minutes every hour, and do not play when you are tired or short on sleep. Prolonged use or playing too close to the monitor or television screen may cause a decline in visual acuity. In rare instances, stimulation from strong light or flashing when staring at a monitor or television screen can cause temporary muscular convulsions or loss of consciousness for some people. If you experience any of these symptoms, consult a doctor before playing this game. If you experience any dizziness, nausea, or motion-sickness while playing this game, stop the game immediately. Consult a doctor when any discomfort continues.
CONTENTS
WELCOME TO ROME: TOTAL WAR BARBARIAN INVASION.2 INSTALLATION.3 WHAT'S NEW?.4 How to Win.7 GAME FEATURES.7
Romans and the Senate.7 Hordes.7 Religion.12 Battlefield Abilities.16 Generals.18 Rebellions & Civil Wars.20 Factions Emerging During Play.20 Night Battles.22 Custom Battle & Multiplayer Preset Armies.23 Appendices.24
PRODUCT CARE
Handle the game discs with care to prevent scratches or dirt on either side of the discs. Do not bend the discs or enlarge their centre holes. Clean the discs with a soft cloth, such as a lens cleaning cloth. Wipe lightly, moving in a radial pattern outward from the centre hole towards the edge. Never clean the discs with paint thinner, benzene, or other harsh chemicals. Do not write or attach labels to either side of the discs. Store the discs in their original case after playing. Do not store the discs in a hot or humid location. The ROME TOTAL WAR: BARBARIAN INVASION game discs contain software for use on a personal computer. Please do not play the discs on an ordinary CD player, as this may damage the headphones or speakers. * Also read the manual of your personal computer. * The game discs may not be used for rental business. * Unauthorized copying of this manual is prohibited. * Unauthorized copying and reverse engineering of this software is prohibited.
CREDITS.26 LICENCE TO USE THE GAME SOFTWARE WARRANTY.27
PRODUCT SUPPORT.29
WELCOME TO ROME: TOTAL WAR BARBARIAN INVASION
Welcome to Barbarian Invasion, the expansion pack for Rome: Total War (but then if youve got as far as reading this, you almost certainly know what youve bought). If you read nothing else in this manual, please take a moment to read the Whats New? section, as itll explain whats going to be different when you play your expanded game. The original game was all about the conquest of much of the known world by the Roman legions and the transition from the Roman Republic to the Roman Empire. The expansion pack moves the action forwards 350 years to a point just before the collapse of the Roman Empire. Whether that collapse is inevitable is up to you. Can you lead a horde of barbarian warriors over the walls of Rome and crush civilization? Or will you lead the legions into battle to remake the Pax Romana? The world of Barbarian Invasion has changed from that of the original game. The Roman Empire has split into two, and old enemies have vanished to be replaced by new ones. Historians have been arguing for generations about exactly when Rome fell - the Empire had several shaky periods in its history. We feel that the death of Emperor Julian (called the Apostate because he reverted to the old pagan ways and persecuted Christians) in 363 AD and the permanent splitting of the Empire into Eastern and Western states marks the beginning of the end. After Julian no one man was ever quite up to the job of holding together the Roman world as a single state. The task may have been beyond anyone, but the later Emperors were not a stellar selection. In 476 AD the very last Emperor in the West was deposed. He wasnt killed, as his retirement only recognised the fact that the Roman Empire was a set of Germanic tribal kingdoms. In the East Rome survived after a fashion as the Greek-speaking Byzantine Empire until it too fell to invaders in 1453. But it doesnt have to be that way So take up the sword, and cut a new path to glory!
Religion is now an important part of the game. By 363 AD Christianity had become a major faith within the Roman Empire and tensions between Christians and pagans were rising. In the east, the Sassanid Empire had established Zoroastrianism as the state religion and set about persecuting Christians within its borders. There are completely new factions and new units. The world has moved on between the period of the original game and the time of Barbarian Invasion. Old foes have disappeared and new ones arrived. Each faction still has a distinctive mix of units, nearly all of which are new to Barbarian Invasion. Its worth spending a few minutes looking at the new factions and their victory conditions to get a feel for the flavour of the game. Its now possible to recruit Generals directly with a unit of cavalry bodyguards. This can be expensive, but it is a way of gaining new leaders when you need them. If there are too many generals in your faction already youll only get a Captain as a leader instead (but he may still be adopted or married into your family) plus a good unit of cavalry. Some factions do not die out when they lose their last settlement. Instead a Horde is formed. A faction that has formed a horde no longer owns any territory and is made up only of armies. The faction cannot recruit new units it has no training buildings after all - but mercenaries can be hired. Until a new homeland settlement is conquered the faction lives on only through its soldiers. When it settles some military units will be automatically disbanded to rejoin the general population. This is quite an important aspect of Barbarian Invasion, and you should read the more detailed section on Hordes later even if you normally ignore game manuals. Its a pity if you do ignore manuals, as writers have fought and died to bring you these words. Honest. Sacking Settlements is now possible for horde armies. This is a level of devastation beyond the mere extermination of a settlement: virtually the whole population is put to the sword and the settlement is plundered of absolutely everything of any value. It can be incredibly profitable, but the sacked settlement isnt good for very much afterwards!
Some generals can now fight Night Battles. Generally speaking (if youll pardon the pun) only the more able commanders and those who have already been attacked at night will get the option to lead their troops during the hours of darkness. Rebellions and revolts can now flare up into full civil wars for the Roman factions and the Goths. Generals now have a loyalty attribute, and when a revolt takes place it is now possible that generals with low loyalty values will join the rebels! There are new battlefield abilities for units: swimming and the schiltrom and shield wall formations. Swimming is something that suitable units simply do: they can be ordered to (move) swim across rivers. The schiltrom and shield wall are new defensive formations that suitable units can be ordered to use. The surviving Wonders of the World no longer have effects in the game. They are still there and still wonderful but do not confer additional benefits to the owning faction. There are changes to the regions and settlements on the campaign map. Roman administrative changes over 350 years needed to be reflected in new borders, and the distribution of tribal lands in the Barbaricum (the lands beyond Roman borders) has also changed. For both custom battles and multiplayer games you can now create, save and load preset armies for your faction. This allows you to set up your favourite mix of forces and save it away for repeated use.
Some units have the word Horde as part of their unit title. This is to identify exactly which units have been formed because the faction has turned into a horde. Horde units are often similar to regular military forces, but only appear when a horde forms they cannot be trained in a settlement before the moment comes to flee. The number of horde units created depends on population in a factions last settlement. Horde units are made up from the ordinary people of a faction, not trained warriors. Horde units are the ones that will disband automatically when the horde settles in a new homeland (see below). If a horde loses men in combat then fewer people will be available for resettlement. It is quite possible to lose all your Horde units. In this case, you only have military units when your horde settles, and no extra population to make your new homeland viable. Horde units might seem like cheap even free sword-fodder, but this is to underestimate their importance. Your faction will need these troops if it is to secure a viable homeland. Incidentally, killing the horde units of a rival faction is an excellent way of crippling them in the long term. If and when your rival settles, his economy will be weakened by the losses sustained on the march. No upkeep costs need to be paid for a factions units while it is formed into horde armies. Regular military forces work for free while the faction is on the move as a horde. Any mercenary units will not be so charitable, and will be paid as normal from the treasury. Characters can still come of age, get married and have children even though the faction is currently a horde. The bodyguard unit for a named character is the only way that native warriors (i.e. faction units, not mercenaries) can be recruited into a horde.
There are major military and economic drawbacks to being a horde rather than a settled faction. Your armies will only grow weaker over time as you fight and take losses; your treasury will bleed away as you pay mercenaries: New ordinary military forces and agents (spies, diplomats and assassins) cannot be trained once a faction has become a horde by default, the faction lacks any settlement and therefore any training facilities. Military units cannot be retrained in any way until a faction stops being a horde. By definition a horde has no settlement and therefore has no buildings that could recruit new men, or improve experience, weapons and/or armour. Units can be merged within armies to make good numerical losses, if you wish. No income other than by sacking settlements is ever added to the factions treasury. Mercenary units must still be paid in full, or disbanded. Hordes & Mercenaries While a faction is made up of horde armies its leaders can still hire mercenaries if any are available in the regions they march through. Mercenaries expect to be paid in full, and their initial hiring costs and upkeep must be met from the factions treasury. Even though no other units have to be paid during a time when a faction is on the move as a horde, the costs of mercenaries can still drain the faction treasury. It can be a good idea to have some money, as there are likely to be immediate expenses that will need to be met when a faction horde settles in its new homeland(s). Mercenaries who are part of an army that sacks a settlement will expect and take a disproportionate part of the plunder. Your treasury will only be credited with what is left over after any mercenaries have stolen all that they can carry away!
Attacking Settlements: Sacking and Settling When a horde army successfully attacks a settlement you will be presented with two options: sack the place, or settle down. Sacking is a step up on completely exterminating a settlement, and an excellent way of gaining funds. Nearly all the population will be killed; most buildings will be destroyed and much of the cash value of the town will be stolen. If the army sacking the settlement includes mercenaries they will help themselves to some (or maybe most) of the cash before it is added to your treasury. Once a settlement has been sacked it will take many turns to recover. It cannot be profitably sacked during this time. There simply isnt anything there worth stealing, or anyone worth murdering! A sacked settlement can be conquered in a later turn, either by the horde that did the sacking or someone else. It wont offer much resistance, of course. Settling is slightly more complicated, and a horde can settle in up to three settlements (regions) when it finds a new homeland. Settling involves conquering up to three regions and their settlements. These do not have to be contiguous (i.e. sharing borders) regions. When you choose to settle down in your first conquered settlement rather than sack it, half of your surviving horde units will be quickly disbanded. The people in these units revert to their non-combatant status and join the conquered settlements population. When you choose to conquer a second settlement half of the remaining horde units (i.e. a quarter of your original horde) will be quickly disbanded and added to the settlements population. When you choose to conquer a third settlement all remaining horde units (i.e. probably around a quarter of your original horde, depending on losses) will be quickly disbanded and added to the settlements population.
Your purely military forces will not be disbanded, although now that you have settlements you will have to restart paying upkeep costs for these units. This is in addition to any mercenary wages that you are already paying each turn. Choosing where to settle your horde is an important choice, and can be vital to your future prospects of victory and survival. Hordes and Diplomacy Diplomacy is still possible for a horde faction. When a faction has become a horde it can only initiate diplomacy if a diplomat is available (as always), but once a faction has become a horde it has no way of training new diplomats. Some diplomatic options may be closed (such as offering settlements to rival factions) but it is possible to negotiate a peaceful passage for your horde through another factions territory. Equally, if a horde enters your lands you can offer it safe passage in the hope it will not attack.
any pagan practices, and were themselves subject to Zoroastrian persecutions. The Christian Roman Empire used these persecutions as an excuse for war against the Sassanids. Pagans seem to have been reasonably tolerant of other pagans, but often treated their Christian captives with great cruelty. The result of all this is that religion has an impact on the way settlements are managed in Barbarian Invasion. Religion and Settlements
Settlements are where the effects of religion are most clearly seen. Public Order is affected by religion. Each settlement in the game has an official religion. There are three things that can determine what the official religion is considered to be:
Religion
In Rome: Total War the role of religion in your settlements was largely limited to making sure your people were kept happy, and to providing a few additional benefits depending on the shrines constructed. By and large, though, religion was not a powerful force in peoples lives. By the time period of Barbarian Invasion this has changed, and religion does matter enormously to a great many people. There are three main faiths in Barbarian Invasion: Christianity (including variants such as Arianism), Zoroastrianism (the dominant faith of the Sassanid Persian Empire), and Paganism (a catch-all category for everything else). This is a deliberately simplified representation of what could be a very complex reality, but these divisions represent the broad fracture lines of religious faith at the time. Christians, for example, did not approve of
The religion of the temple in the settlement defines the official religion: a Christian church, a Zoroastrian Temple, or some other Pagan temple (everything else). If there is no shrine or temple, then the religion of the governor is treated as the official religion.
If there is no shrine and no governor then the religion of the faction leader is the official religion. As long as this is the same as the majority of the population in the settlement, it will not cause unrest, and may even add to the happiness of the people. However, when the official religion and the actual faith of the people are different there will be negative effects on public order. This will be shown on the public order display for the settlement. It is possible for religious differences to cause unrest, rioting and even outright rebellion. There are two ways of dealing with this religious unrest: construct the temples that the people want, which has the effect of reinforcing their existing beliefs and may not fit with the religion in the rest of your empire. convert them to a new faith, either by constructing a religious building belonging to a different faith, or by using the influence of characters to convert the population. The lower part of the Settlement Details scroll shows the state of religious belief in a settlement. It is divided into two parts:
The second element of religion is conversion to a faith. This is shown at the bottom of the Settlement Details scroll. There are two local sources of religious conversion power: buildings, and characters. The main temple, shrine or church in a settlement converts some of the locals every turn. Other religious buildings such as Hermitages and Abbeys make local Christians feel better about their lot in life. Individual characters (and their retainers) in the settlement and region can convert some of the population to their own religion. It is quite possible for rival agents and generals to have an impact on conversion rates in your territory; a spy or diplomat can also convert people to his religion in addition to his other duties. This is a tactic that you too can use against your rivals, of course. Religious conversion can also spread in from neighbouring regions and settlements, if the level of a particular faith is strong enough in a given region. This leakage can be beneficial if a region is surrounded by other areas that follow a faith you wish to encourage. Throwing Games (in the old fashioned gladiatorial style) can also have an impact on religious belief.
This display shows the overall balance of faiths within the settlement population, each icon representing 5% of the population following a particular faith (Christian, Pagan or Zoroastrian). These are rounded to the nearest whole 5%. Move the mouse pointer over the icons to see an explanatory tool tip.
The stronger a given faiths conversion value, the more of the population will convert. The change in belief is always towards the faith that is strongest during any one turn. It is possible for conversion strengths and overall belief to waver backwards and forwards within a particular settlement. Religion and Characters Nearly all characters will have some religious belief (a few will be nonbelievers or simply uncommitted). Assassins never have any strong religious beliefs, by the way.
If a character with strong religious beliefs is exposed to the practices of a heathen or alien religion it is likely that his beliefs will become more extreme. Leaving a general or agent in a city with the wrong sort of temple for his personal faith will cause some changes in his personality in the long run. A character who is in a city with a temple that matches his faith may well find that his faith is reinforced by the experience. Over time, though, characters will develop traits that reflect their religious leanings. They may also acquire religious retainers to help them in their endeavours. Some characters may well become very good at converting people to their faith.
The unit gathers itself into a circle with every man facing outward, his spear levelled to repel attackers. As a result, the unit has no vulnerable flanks, and this is a decided plus point for the formation. On the other hand, a unit cannot move while formed as a schiltrom, with all that implies for being bypassed by attackers or peppered with missiles. Gothic Spearmen are a typical unit with the schiltrom ability. The Shield Wall is another defensive formation available to some (mainly barbarian) units. Again this is activated by clicking on the special ability button or pressing the F key. The unit locks itself in position, presenting an almost-impregnable front to the enemy as shields are overlapped. This grants a massive defensive bonus, but means that the unit is vulnerable if attacked in the flanks or rear. Units in a shield wall formation can still move, but they are slow and not quite as defensively effective. Saxon Hearth Troops are a typical unit with the shield wall ability.
Battlefield Abilities
There are three new battlefield abilities for units in Barbarian Invasion: Swimming is an inherent ability of some light troops, including some light cavalry units. Swimming units can cross rivers without using a ford or bridge (they cant swim in the sea). Simply select a swimming-capable unit near a river, and then right-click on the opposite river bank. The unit will swim the river. Simple! Already exhausted units may drown while swimming. The Schiltrom (schiltron is a variant spelling) or hedgehog is a purely defensive formation (especially against cavalry) used by some barbarian spear-armed troops. Schiltrom has to be specifically ordered by using the units special ability button (as for any other special ability on the battlefield) or pressing the F key.
Generals
The way generals and governors work remains much as it was in the original version of Rome: Total War, but with one important exception: in Barbarian Invasion it is possible to train generals for your faction like other kinds of troops. Recruitment Generals and their bodyguards can be recruited when a settlement includes the very best cavalry training facility possible: a Great Kings Stables, or a Circus Maximus. They can be added to the training queue like any other unit. This can be an excellent way of bolstering the ruling family in times of crisis! It is only a temporary measure, though, not a permanent solution to a family shortfall. A recruited general can gain character traits as he fights battles, and can be used as a city governor, just like any other named character. He differs from a family member in a couple of important respects: Most importantly, he cannot be appointed as the faction heir, and therefore cannot become the faction leader. If your family members die out, your recruited generals will not maintain your faction. Victory will have eluded you. When a recruited general dies his bodyguard cavalry unit automatically disbands and disappears from the game, just as with any other general. You dont get a free unit of cavalry that remains in your army!
New Traits & Retainers There is a selection of new character traits that only a general in the Barbarian Invasion period is likely to acquire. Many of these are related to religion, but there is one in particular that can be important to any commander: Night Fighter. This trait allows generals to initiate night battles. There are also many new retainers and ancillaries to be found in Barbarian Invasion. As in the original game, some combinations of ancillaries cannot be part of the same characters retinue. This is particularly true of retainers associated with different religions, e.g. Christian anchorites and Zoroastrian teachers. Offices, Titles, Relics and Weapons Youll notice that among their retainers some generals now have other items. These include offices, titles, religious relics and in a few rare cases famous weapons. All of these grant benefits to the general holding them. These items can be moved between generals in the same fashion as retainers. Loyalty
All Roman generals have a new attribute: loyalty. This represents their loyalty the name was a bit of a clue, come to think of it to the faction leader and the faction as a whole. The higher the generals loyalty the less likely he is to rebel or join a rebellion; the opposite is also true. It also has an effect on how likely a general is to accept a bribe (although some character traits have more of an impact).
The most worrying combination of attributes for a faction is a general with high command, management and/or influence and yet low loyalty. When in charge of a powerful army such a man is likely to feel that he has as good a claim to lead his faction as the current leader. This is when a general is likely to revolt, and his troops may well follow him into rebellion. Loyalty can be increased by giving a general an office of state or a title (theres nothing like boosting someones ego to make them feel loved). This discussion of generals and their loyalty to their faction leads us neatly onto the next topic for the Barbarian Invasion manual: rebellion!
A rebel faction can emerge again after it has been destroyed if settlements start to revolt once more. Again, theres no guarantee that it will reappear, but suppressing the rebellious can be a major task for some factions!
Factions Emerging During Play
Normally, if a province is disloyal or unhappy there is a good chance that a revolt will take place, and the settlement becomes independent with its own military forces. Rebels rarely act in concert with other rebels, as they see everyone (except their local people) as enemies. In some cases in Barbarian Invasion there is the possibility that a revolt may herald the arrival of a new faction. Although this faction has appeared after the game has started in all respects it is the same as any other in the game. This makes emergent factions more dangerous than simple rebels, who usually only want to be left in peace in their own lands. Emergent factions have goals that they will be trying to achieve, just like any other group. The emergent factions that you may see in Barbarian Invasion are the Romano-British, the Ostrogoths and the Slavs. However, these factions might not be seen in any individual playing of the game as conditions have to be right for them to appear. If they dont appear each and every time you play the game it doesnt mean your game is broken!
Rebellions & Civil Wars
When rebellions break out in discontent settlements there is now a chance that the rebellion will be more serious than a local affair. Rebels in the original game were usually only interested in their immediate surroundings. They were loyal to their town and region, but had little interest in doing much more than kick out their existing rulers. In Barbarian Invasion this situation has changed. It is now possible for Roman and Goth rebellions to be more serious and result in the formation of a new splinter faction that controls at least one region and potentially many. This rebel faction acts in all respects like a normal faction; its quite possible for third parties to form alliances with the rebel faction, for example. If a Roman general has a low enough loyalty value he may join a rebel faction, taking any troops he commands with him. Its quite possible that the defection of one general in a settlement will influence any others there, and lead to seemingly loyal men joining the rebels! The two rebel factions that you are most likely to see during play are both the Western Roman rebels and the Eastern Roman rebels. These two may appear and form breakaway empires and sometimes rather successful empires at that!
Night Battles
Auto-resolved battles, by the way, do not take into account the effects of darkness. If you want to gain the full benefits of a night attack, youll have to lead your men onto the battlefield. When attacking at night some generals usually the ones with better Command ratings will be offered the choice of starting the battle at night. Click on the check box to select a night battle.
Custom Battle & Multiplayer Preset Armies
On the Customise Army screen there is a new option for selecting your troops. This allows you to save away the unit selections you make before a battle for later re-use, or load in an army list that you have already created.
Fighting at night can change the battle odds by a significant amount, particularly if only one of the commanding generals has the necessary traits. Its always worth considering a night battle if it puts your foes at a disadvantage! Generals can sometimes gain basic night battle skills when they achieve a high enough command rating. Generals can also gain basic night battle skills if they are forced to fight one and achieve a reasonably good result. They may become more skilled in night fighting tactics (and have a higher command rating when fighting at night) as a result of successful night battles. Reinforcements can only join a night battle if their commanding general is capable of fighting at night. Without this ability, his men will simply stumble around in the dark and never find the battle. Given that no captain can gain the right traits to do this, no reinforcements from an army lead by a captain will ever arrive for a night battle.
Click on this button to bring up load/save options for preset armies. The lists available are only those for the faction you are intending to play. If, for example, you have selected the Saxons as your faction, then you will only see Saxon army lists that you have already created. This feature can be extremely useful for quickly starting a battle in multiplayer. All participants can build their ideal armies offline and save them for later use!
Appendices
As a quick reference, here are the victory conditions for each faction, including the non-player ones. This will also give you an idea of where each faction might be targeting. Faction Victory Conditions
Playable Factions Western Roman Empire Number of Provinces 34 Owned Provinces (Settlements) must include: Northern Italy (Rome) Africa (Carthage) Taraconensis (Tarraco) Thracia (Constantinople) Thracia (Constantinople) Aegyptus (Alexandria) Northern Italy (Rome) Africa (Carthage) Germania Superior (Augusta Treverorum) Pannonia (Aquincum) Northern Italy (Rome) Lugdinensis (Avaricum) Aquitania (Burdigala) Narbonensis (Arles) Aegyptus (Alexandria) Palaestina (Jerusalem) Thracia (Constantinople) Tribus Saxones (Vicus Saxones) Britannia Superior (Londinium) Belgica (Samarobriva) Thracia (Constantinople) Northern Italy (Rome) Northern Italy (Rome) Thracia (Constantinople) Pannonia (Aquincum) llyricum et Dalmatia (Salona) Colchis (Kotais) Baetica (Corduba) Africa (Carthage) Northern Italy (Rome)
Non-Playable Factions
Number of Provinces
Controlled Provinces (Settlements) must include:
Britannia Superior (Londinium) Britannia Inferior (Eburacum) Lugdinensis (Avaricum) Alpes Maritimae et Cottinae (Massilia) Raetia (Augusta Vindelicorum) Narbonensis (Arles) Aemilia et Liguria (Mediolanium) Venetia (Ravenna) Northern Italy (Rome) Illyricum et Dalmatia (Salona) Britannia Superior (Londinium) Britannia Inferior (Eburacum) Lugdinensis (Avaricum) Thracia (Constantinople) Africa (Carthage) Aegyptus (Alexandria) Pannonia (Aquincum) Illyricum et Dalmatia (Salona) Colchis (Kotais)
Burgundii
Eastern Roman Empire
Lombardi Ostrogoths Romano-British
Alemanni
Franks
Slavs Berbers Roxolani
Sassanids
Saxons
Goths Huns Sarmatians
Vandals
CREDITS
Sega of America Director, QA and Localization Osamu Shibamiya Naoya Tsurumi Simon Jeffery Build Engineer Rick "Maverick" Ribble QA Project Lead Product Manager Senior PR Manager PR Consultant Creative Services Research Mark J. Polcyn QA Test Lead Bret Blount QA Analysts Bryan Davies Chris Mowry Rob Lightner Vincent Chin Prabha Kannan Clifford Anderson Nestor Protacio Josh Pfeiffier Steve Fleming Sandra Lew Luciano Sponza J. Kevin Connolly Jason Bianchi Chester Lee Shymal Raj Lee Frohman Kevin Connolly Associate Localization Producer Martin Hunter Caplan
LIMITED WARRANTY
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CONTACT /
contact@mathieuwalsh.com
SOFTWARE EXPERIENCE / Maya, Motion Builder, 3DS Max, Mudbox, Topogun, Photoshop, Nuke, Combustion and Premiere CAREER / 2011 Present Animal Logic (Sydney) - Character Animator unreleased project Employed as an character animator for a soon to be realesed project. Krome Studios (Melbourne) - Senior Cinematic Animator Transformers Revenge of the Fallen Wii game Various in-house pitches and tech-demos Employed as a senior animator, main responsibility was the creation of in-game animation and quick-time events on Transformers Revenge of the Fallen. I also had the opportunity to become lead rigger on the project, creating the majority of character rigs. In 2009 I was transferred up to a cinematic animator position at Krome Studios and worked on a number of in-house game pitches and tech demos. 2007 Photon Animation Ltd (NZ) - Senior Character and Effects Animator The Adventures of Voopa the Goolash Animated Series My primary role was as character animator for the first 13-episode series of Voopa the Goolash and to create the majority of character walk and run cycles for the in-house animation library. These cycles were used extensively throughout the production. My secondary role was as Effects Animator, which included all cloth and water simulation as well as various particle systems necessary for certain episodes. 2007 Photon VFX (AUS) - Character Animator Action Dan Outback Adventures Animated Series Originally hired for the production of Voopa the Goolash at Photon VFX's subsidiary, Photon Animation Ltd (NZ), I was brought aboard early to assist with an animated television series Action Dan Outback Adventures. Photon VFX used my experience as a character animator for season one, before production of Voopa the Goolash began in Auckland, New Zealand. 2004 2007
The Creative Assembly (AUS) - Character Animator/Senior Character Animator Medieval II - Total War: Kingdoms Expansion Pack PC Game Medieval II - Total War AAA Title PC Game Rome - Total War: Barbarian Invasion Expansion Pack PC Game On Medieval II - Total War, my primary responsibilities included cleaning/editing motion capture data for ingame animations and creating hand keyed animation for cinematic cut scenes. I also had the privilege to hold a senior role in the creation of the animation system during pre-production. Working closely with the coding team, I organised the non-combat animation system and for implementing animation feature- requests that dramatically changed the look of Medieval IIs final build. During my time on Medieval II I was also charged with supervising and co-directing the motion capture shoot for in-game animation at The Creative Assembly (UK) office in Brighton, England. Medieval II - Total War has since gone on to win the Game Developers' Association of Australia's Best Graphics Award 2006, Best PC Game 2006, and Best Gameplay 2006. PERSONAL SKILLS + ATTRIBUTES / I am a talented animator with substantial background and experience in the creation of high-quality animation for use in film, television and game environments. Personal strengths include being an able communicator, being well organised and a friendly and positive motivator of others. I excel under pressure and require no supervision to achieve goals and carry out roles assigned to me. Career strengths and abilities include: Create high quality animation for use in film, television and in-game environments Create technical animations according to design specifications Effectively resolve animation challenges and technical issues Identify and apply time/cost saving animation techniques Reasonably estimate amount of personal and team effort required to satisfy animation requirements on each assigned task Communicate effectively on technical and interpersonal levels Work effectively as part of a team and independently Meet the deadlines of a production
EDUCATION / REFERENCES / David Mcleod - Lead Animator Krome Studios (Mel) Email: mcleod.design@gmail.com Jason Tassel - Lead Animator Krome Studios (Ade) Email: jason.tassell@gmail.com David Zwierzchaczewski - Animation Director, Photon Animation Ltd (NZ) Email: david-zed@hotmail.com Diploma in Animation, Qantum College, Brisbane Short Course in 3D Animation, Escapee Studios, London Certificate 3 in Animation, Technical & Further Education College, Brisbane Senior High School Certificate, Ormiston College, Brisbane
Technical specifications
Full description
While Rome: Total War explored the rise of the Roman Empire, this expansion pack follows its fall, which comes at the hands of the "uncivilized" tribes of Northern Europe that eventually tore the overextended empire apart at its seams. Gameplay offers the amalgam of turn-based and real-time strategy established by earlier games in Creative Assembly's Total War series, and players can choose to lead what remains of the Roman Empire Proper, one of its rising former factions, or the invasive Barbarians themselves. ~ T.J. Deci, All Game Guide
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