alternative victory conditions

Hannibal: Rome and Carthage in the Second Punic War is a new and innovative turn-based strategy game that puts you in command of the Carthaginian military during a period of total war over land and sea with the young Roman Republic. With this military juggernaut of the ancient world at your disposal, you will vie for control over Italy, Carthage, Spain and the Mediterranean Sea using a combination of strategic political maneuvering and sheer tactical skill both on land and sea. Play consists of two layers; the first is a strategic layer where you must prudently steer your forces to the destruction of Rome’s army and the ultimate destruction of the Republic and city itself. At your disposal are a variety of unit types and historical commanders from which to form your armies. On the tactical scale, when meeting the enemy in battle, skilled leadership and a knack for war come into play as you use a simple but engaging battle system to best your opponents.

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gwgardner
Posts: 7275
Joined: Fri Apr 07, 2006 1:23 pm

alternative victory conditions

Post by gwgardner »

Here's a suggestion to increase longevity of interest in an already sweet game:

have alternative victory conditions, such as

1) conquer and hold certain provinces for a given period of time
2) ravage the Roman countryside x number of times (ok this one is weak, but it's just a thought)

I'm sure there are other possibilities, perhaps dealing with Sardinia, whatever.

The player would choose the victory condition at the beginning of the game. Thus the AI would know what the goal is, and a specific set of AI scripts or goals could be set.

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mercenarius
Posts: 806
Joined: Tue Jul 06, 2010 1:51 am

RE: alternative victory conditions

Post by mercenarius »

There is some sense in this, but I don't know if I can adapt the AI in the way you suggest. I'll have to think about it.
James Warshawsky
Forced March Games, LLC
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