Table of Contents 1. Installing the Game 2. System Requirements 3. FAQ 4. Tips and Hints 5. Level Editor 6. Technical Support 7. Uninstalling the Game 8. Copyright Notices 9. Health Warnings 1. Installing the Game Installing Nemesis of the Roman Empire Important Please read the minimum specifications first. Nemesis of the Roman Empire requires Microsoft® Windows® 98, Windows® Millennium Edition, Windows® 2000 or Windows XP. 1. Quit all other applications and insert the Nemesis of the Roman Empire CD-ROM into your CD-ROM drive 2. If Windows is set up to use the CD AutoPlay feature, Nemesis of the Roman Empire will automatically display its installation screen. If Setup does not run automatically, then proceed to Step 3. 3. From your desktop, double click My Computer. 4. In the My Computer window, double-click the CD-ROM icon. 5. Double-Click Setup.exe. Setup will guide you through the installation process. BACK TO TOP 2. System Requirements Minimum 100% Windows compatible computer system Windows 98, ME, 2000 or XP 400 MHz Pentium II Processor 4x speed CD-ROM drive DirectX 9.0 (included in the game’s CD) Video card and drivers, supporting 1024x768 resolution with 16 bit color 128MB RAM 700MB free disc space BACK TO TOP 3. FAQ What is the population limit? There is no population limit in the game. You can build an army as large as you want even if you do not have enough food to support it. How many settlements might I have? Depends on the map and type of game you are playing; generally as little as 1 and as many as 30 or even more. Can I build structures? No, everything is already built. You could capture enemy buildings and upgrade your own. Can I raze buildings? No, you could damage them to the level at which they become totally inefficient, but they could always be repaired. How many races could I chose from? Four – Gauls, Romans, Iberians and Carthaginians. Note that each “race” has its own units and specific gameplay that separates it from all the rest. Could I command groups of units? Yes, you have the option of attaching up to 50 units to a hero at which point you could command all of them by simply giving commands to the hero of the group. It must be said that groups also receive a bonus in battle from the hero they are attached to. What do I need food for? Food is essential for your troops to stay healthy. Should your troops be lacking in food they will starve and their health will start slowly to decrease. Likewise should you provide troops with food their health will gradually increase. Is there a way to cross the seas or is the game only on land? You could use ships to transport people and recourses from one place to another. Your fleet could also fight enemy ships it encounters. What are the types of resources? Food and gold and the two recourses. Gold is gathered in the strongholds as tax from the population. Food is produced in villages scattered across the map. Can I use the resources of one settlement to buy something elsewhere? No! Resources could only be used locally. However, you could move resources via mules or boats from one settlement to another. Note that your enemies might capture or destroy them on the way. How do I get experience? Your units get experience by participating in battles or training. However, there are a few units that could “learn” from more experienced units. Can I build siege equipment? Yes, you could order some of your units (between 1 and 10) to build a catapult, ballista or siege tower anywhere on the battlefield. The more units inside the faster it would operate. You could also demolish it at which point the units operating it will do so and could be used elsewhere on the battlefield. Could all my units use items? Yes. Every single unit could carry up to 4 items. Some items automatically provide bonuses to their bearer; others must be activated to have any effect. There also are items that do both. Where can I find items? Ordinary items could be found in objects called item holders, which are marked by a small circle of stones around them. Really powerful items could be received from ruins, where only heroes of a specific level could enter. Alternatively when a unit dies it drops all its items on the ground where they could be taken by another. What are the Stonehenges for? They are places of worship where rituals of great power could be performed. These rituals influence the whole map for a period of time and are used to gain an advantage in variety of situations. Who controls the Teuton Tents? No one. Teutons are neutral and attack anyone who approaches their tent. Of course, you could capture the tent in which case all Teutons inside will be yours to control. How do I increase my population? The most common way is to order peasants of a village you own to go to your town hall. Some races can trade food in order to attract people to their settlements. What do the animals do? The same animals generally do. Beware of the wolves, however, for they usually attack. What are the bonuses which can be selected at the start of a game? The bonuses range from powerful items to additional resources. You can use them to boost a weaker human or AI player. Could I control units while at the mini-map? Yes, you can give all orders which do not require you to point at a specific unit or building. BACK TO TOP 4. Tips and Hints Getting Help In the game there are several ways to get help. Usually this is done with the help button (which appears on the bottom of the screen after left-clicking) or by pressing F1. When doing this the help window will appear providing information about the various structures, units, commands and upgrades of the game. Alternatively by right-clicking on the icon of the selected unit or structure you could receive information about it. Commanding Units Before a unit may be given orders it must be selected, which is done by clicking on it. Once selected a number of command options appear at the bottom of the screen. When keeping the mouse cursor on a chosen button (without clicking on it) an explanation of the command appears. To have the unit perform the action you must left-click on the desired command then choose with the left mouse button the location where you wish it be performed (either on the game screen or on the map). Seeing Stronghold Resources In order to view resources in a stronghold, or outpost, you need to right-click on the structure itself. When you do at the top of the screen you will see how many gold and food the structure contains, as well as all units that are there at that moment (if any). Collecting More Gold There are several ways that enable you to get more gold during the game. The first and most important is to increase the population of your stronghold. Each peasant pays a tax in gold and the greater their number the greater the money you will receive. Carthaginians could also gain gold by selling part of their population in slavery from the market place. Another method is to put 2000 gold in a stone outpost, where it will gain interest with time. Money can also be acquired when food is sold in a wooden outpost. Collecting More Food The production of food in a village is proportional to the size of its population. Gaul players can impose food tax to the population of their stronghold by clicking on the Food Tax command in the Tavern. Other players can buy food with gold at the Tavern. Having more Experienced Units Training is a safe way for units to gain experience. In many ways it is like fighting, yet in training units cannot die. However, they do receive injuries, so it would be wise not to throw them in battle right after they have trained. Experienced heroes can give large experience bonuses to the units they command. Thus, carefully developing a hero throughout the entire game can give you an advantage over your opponents. Healing Units Units are healed when they are close to a source of food, be it within a stronghold or outpost or close to a mule with food. When the units are within a structure the healing is faster. Druids and priests have the ability to heal as well. In addition wells heal units around them. Building Catapults Catapults are generally used to siege strongholds, outposts or strongholds since they have a greater firing range. In order to create a catapult a number of units must be selected (between 1 and 10) and given the 'build catapult’ command. After the order is given it would take a short period of time for the catapult to be constructed in the chosen location. Although it is possible for a single unit to build a catapult it would be much less efficient. BACK TO TOP 5. Level Editor The level editor permits you to create your own maps with the same complexity as the original game levels. The tools provided will help you create intricate maps, position characters each with their specific actions and conversation, modify your landscape, place buildings and decorations, etc. General Upon opening the editor the user is presented with two lines of buttons (on the top and bottom of the screen), a minimap window (in the top-right corner of the screen), a tools palette window (on the left side of the screen). Mini Map - the mini map provides a minimized view of the current map complete with all units, structures, areas, objects, decorations and terrain also the current screen position in relation to the map is marked by a white square. New Scenario - opens a blank scenario to be edited. Scenarios can be played in single or multiplayer mode, but can have only one map. New Adventure - opens a blank adventure to be edited. Adventures can have several maps; though can be played only in single player mode. Open Scenario - opens an existing scenario. Open Adventure - opens an existing adventure. Save - saves the current adventure (or scenario) under its current name. Save as - saves the current adventure (or scenario) under a different name. Test Map - compiles, tests and runs the current map. If there are any errors found during the map test a new window is opened and the errors are displayed. Exit - exits the editor. Cycle Seasons – changes the season of the current map. Open Map Wizard - opens the random map window, which allows creation of a map by specifying its type (coastal, islands, continent, etc), size, season (spring, autumn and winter), restrictions and number of player. The wizard automatically generates the map in accordance with the specifications. Toggle Map Tools Window - shows or hides the Tools palette window. Toggle Mini Map - shows or hides the mini map window. Open New Scenario/Adventure Editor Window - opens a new adventure palette window. Hide/Show Interface Windows – toggles the display of editor windows. View Selection Properties - opens a window with the properties of the selected object. Tools Palette The tools palette enables the user to build the `physical` aspects of the adventure or scenario, i.e. form the terrain, and add decorations, structures, units and areas. The properties of each object, however, must be defined using the scenario/adventure palette. The actual tools are arranged in a 'tree' structure and branch out at the click of every section. Terrain Each of the available terrain types are branches of 'Terrain' and can be chosen by clicking on them. When a terrain is selected clicking on the view with the left mouse button will apply the terrain in a circle around the mouse pointer. The size of the circle can be changed at the bottom of the tools palette. When a terrain folder is selected the brush will draw a random mix between the terrains in the folder. It is important to note that the mountain rocks terrain is impassable by units. Height The height tool is used to set the elevation of the landscape. There are three types of actions that can be performed; set height, smooth and raise/lower. Like in terrains a range of brush sizes are presented at the bottom of the tools palette. To apply the changes the user must choose the desired action, then move the curser to the map and left-click. The action will continue to be applied until the user releases the left mouse button. Set Height - sets the height level (ranging from 0 to 100). The level itself can be set manually (in the tool options window) or by holding down the right mouse button and moving the mouse. Smooth - smoothes the terrain over which it is applied. Raise/Lower - changes the elevation of the selected area (ranging from 100 to -100). The amount by which the area can be raised or lowered can be set manually (in the tool options window) or by holding down the right mouse button and moving the mouse. Decorations Decorations are objects that can be added to the terrain to add detail to an area. Like terrains, decorations can be placed on the map using a brush (the size of which can be selected in the tools options window). In addition the density between the various decorations can be set. To add the various decorations the user must choose the specific decoration type (or sub-type) then left-click on the map. Structures The structures tool is used to place large objects on the map. The tool also allows the position of large decorations like cliffs, water rocks, ship wrecks, etc. When a structure is chosen it can be placed on the map by left clicking on the desired location. Units With this tool the user can place units on the map. When a unit (of a specific type) is chosen it can be placed on the map by left clicking on the desired location. Dragging with the left mouse button held down places multiple units. Area Areas are locations where specific events can be triggered. The place area tools can be used to create new areas by left-clicking on the desired location. The edit areas tool allows adjustment of the areas position and size. Right-clicking on an area with the edit areas tool selected opens the area properties window for the area under the mouse pointer. Edit Objects The edit objects tool allows the adjustment of structure and unit positions as well as unit orientation. To move a unit or structure hold down the left mouse button and move the mouse. Left-click on a unit or structure to select it. To select a group of units drag a rectangle over them. To open the properties window for the current selection right click on one of the objects. To set the direction the selected units are facing right click on a spot on the ground. Scenario/Adventure Palette The adventure/scenario palette has all the tools, which enable you to create a playable adventure or scenario. For the greater part the two pallets have the same contents with a few differences. While a scenario consists of a single map, an adventure consists of several. In an adventure it is possible to have global conversations, sequences and notes that are present in every map within the adventure. These global objects behave as if they’re copied in every one of the adventure maps. Working with them is no different than working with the objects in the separate maps. When editing an adventure the palette shows the global objects and the objects of the current map. Thus in order to edit some objects you might need to change the current map from the adventure properties. The following options are accessible in the adventure/scenario palette: Adventure Properties (adventure only) – the general tab shows the adventure name, author and description. These fields are shown to the player before they start a new adventure. The starting map is where the player begins the adventure. The maps tab enables the user to create, delete or load an adventure map for further editing. Scenario Properties (scenario only) – in addition to the name, author and description the scenario palette also shows the victory condition, whether the scenario is single player only, whether the fog and exploration are enabled. Players - Using the players tool you can determine the color, interface type (scenario only) and control (human, computer, both, rescue or disabled) of each of the players. Player Diplomacy - Diplomacy determines the player relations during the game. Using this tool you can define what relations one player has with all the rest. Note, you must set the relations for each player separately. Map/Area Properties – lists all areas on the map and allows changing their names and shapes, or deleting them. Map/Item Holders – lists all item holders on the map and allows changing their names and contents, or deleting them. Map/Items – gives a list of all items on the map, and gives access to the properties of the object that contains them. Map/Settlements – gives a list of all settlements on the map, as well as their name, resources and population. Allows quick adjustment of the stored resources. Map/Named Units – list all named units and allows quick access to their properties. Map/Groups – lists all groups of units and structures. A group allows easy access from the script to its members. The interface shows the members of the selected group and provides a way to add and remove them. Map/Sequences – lists all scripts that control the logic of the map and allows their editing. Map/Conversations – lists all conversations in the scenario/adventure and allows their editing. (see Conversations) Map/Notes – list all notes and allows their modification; the notes are reminders for the players; every note has a title, text and location. Object Properties This section describes the property dialogs for the various game objects that are invoked by selecting an object and then right-clicking on them. Unit Properties The owner player combo box shows which player can control the unit. The script name of a unit is an identifier used to reference the unit from the script. The display name is visible in the game interface when the unit is selected or in conversations. The groups tab shows the groups that the unit is member of and lets the user add the unit to another group or remove it from a group it is already in. The stats tab lets the user modify the health of the unit (as percent from the maximum), the experience level and define the following: Template Unit – the unit is initially invisible and is set to appear when called for by the script Messenger Status – the unit receives no damage and does not attack Party – the unit becomes part of the party that travels between the maps in an adventure No AI Control – the unit isn’t controlled by the artificial intelligence Unit Doesn’t Eat – the unit doesn’t have its health decrease due to lack of food The inventory tab shows the contents of the four slots of the unit’s inventory. Multiple Units Properties The general tab lists all units that the property window applies to. The owner player box shows the player that owns the listed units. It is empty if the units are owned by different players. Changing the owner-player affects all listed units. The groups tab shows the groups that the units are members of and lets the user add the units to a group or remove them from a group they’re already in. The stats tab is the same as in unit properties. Changing a value or checking a box applies to all units. The inventory tab lists all items held by the selected units. In this section items can only be removed. To add an item the user should open the properties of a single unit. Building Properties The script name of a unit is an identifier used to reference the building from the script. The display name is visible in the game interface when the building is selected. The health of the building can be modified (as percent from the maximum). The groups tab shows the groups that the building is member of and lets the user add the building to another group or remove it from a group it is already a in. The settlement tab shows the properties of the settlement that the building belongs to. Several buildings may belong to one and the same settlement, therefore changing the settlement properties in one building will affect the entire settlement. Conversations A conversation is the means of interaction between several game characters. Conversations can be used in both strategic and adventure mode. Every conversation is a sequence of phrases. The engine can determine at any time which phrases are active. If there is more than one active phrase the player can choose which phrase should be used. The process is repeated until the conversation is over. The starting phrases of a conversation and the follow-up phrases can be designated in variety of ways. Every phrase can have a label that is used to reference it in the logic that determines the starting and the follow-up phrases. Every phrase has a text associated with it. This is the text that is shown to the player when the phrase is used. In addition the phrase may have a choice text that is presented to the player only when there are many different phrases to choose from. Once the player chooses, the text (not the choice text) of the phrase is displayed. The actor property of a phrase specifies who says the phrase. A phrase may have a condition script associated with it that determines whether the phrase should be considered by the engine. This allows whole branches of a conversation to be disabled under certain conditions. When there is no such script specified the phrase is always considered by the engine. Every phrase may have a script that is executed when the user chooses the phrase (when there is choice) or reads it (when there is no choice). This allows the game world to be changed during the conversation responding to the user’s input. Conversation Properties Conversation Name – the name of the conversation used to identify it. Startup Phrases Type – this property specifies how the start-phrases list should be used to determine the active phrases in the beginning of the conversation; the possible values are: Choice – the player chooses from the list of start phrases Random – a random phrase is chosen from the list Cycle – a consequential phrase is chosen from the list every time the conversation is invoked Cycle Then Last - a consequential phrase is chosen from the list every time the conversation is invoked but after the first cycle only the last phrase is chosen Cycle Then Random - a consequential phrase is chosen from the list every time the conversation is invoked but after the first cycle a random phrase is chosen First – chooses the first phrase from the list (useful together with the phrase conditions) Start-Phrases – a list of phrase labels separated with semicolons; if left empty defaults to the first phrase of the conversation Actors – a list of actors taking part in he conversation; this is automatically calculated by the game Comments – a text field with the user’s comments Phrase Properties Label – unique label of the phrase within the conversation (can be empty) Choice text – used only when the player is presented with a choice of several options; the choice text is a short phrase (seen green during the game) that enables the player to choose one of several options by clicking on it in the dialogue window Text – the text of the phrase Actor – the name of the actor that says the phrase, used to display the origin of the phrase and the icon of the actor Condition – a script that returns whether the phrase should not be considered Action – a script executed when the phrase is selected by the player Choice – the player chooses from the list of follow-up phrases Random – a random phrase is chosen from the list Cycle – a consequential phrase is chosen from the list every time the conversation is invoked Cycle Then Last - a consequential phrase is chosen from the list every time the conversation is invoked but after the first cycle only the last phrase is chosen Cycle Then Random - a consequential phrase is chosen from the list every time the conversation is invoked but after the first cycle a random phrase is chosen First – chooses the first phrase from the list (useful together with the phrase conditions) End – ends the conversation Follow-up Phrases - a list of phrase labels separated with semicolons; if left empty defaults to the next phrase of the conversation Comments – a text field with the user’s comments BACK TO TOP 6. Technical Support For technical difficulties regarding Nemesis of the Roman Empire, please contact us at: Internet E-Mail: info@enlight.com Enlight Website: http://www.enlight.com Nemesis of the Roman Empire Website: www.enlight.com/nemesis BACK TO TOP 7. Uninstalling the Game Follow these instructions for uninstalling the game: 1) Go to Start, then Programs, and look for the "\Enlight\Nemesis of the Roman Empire" folder. 2) Locate the "Uninstall Nemesis of the Roman Empire" icon and left-click on it. 3) Answer "Yes" when you are prompted to remove Nemesis of the Roman Empire from your computer, - or - Alternatively you can uninstall the game using the Control Panel: 1) Go to Start, then Settings, then find the Control Panel icon and left-click on it. 2) Locate the "Add/Remove Programs" icon and double-click on it. 3) Under the Install/Uninstall tab, look for "Uninstall Nemesis of the Roman Empire" from the program list and left-click on it. 4) Left-click on the "Add/Remove..." button. 5) Answer "Yes" when you are prompted to remove Nemesis of the Roman Empire from your computer. BACK TO TOP 8. Copyright Notices Software Copyright 2004 by Haemimont Games. All rights reserved. Nemesis of the Roman Empire, the Nemesis of the Roman Empire logo, and the Enlight logo are trademarks of Enlight Software Ltd. BACK TO TOP 9. Health Warnings Some people experience epileptic seizures when viewing flashing lights or patterns in our daily environment. These persons may experience epileptic seizures while watching TV pictures or playing computer games. Even players who have never had any seizures may nonetheless have an undetected epileptic condition. Consult your doctor before playing computer games if you, or someone of your family, have an epileptic condition. Immediately stop the game, should you experience any of the following symptoms during play: - dizziness - altered vision - eye or muscle twitching - mental confusion - loss of awareness of your surroundings - involuntary movements and/or convulsions