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OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era

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91–100 of 204 posts

Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era

#93

Can someone please give me a billion dollars, so I can fund a modern remake of Alpha Centauri / Alien Crossfire? Still one of my all-time favourite games. I really enjoyed the unit design and character of the game.

You don't need a billion $ to remake Alpha Centauri as long as you don't want AAA visuals. I would wager an experienced team of 8-10 people can do it in 2 years (so ~$2m assuming $100k average salary cost per person year).

Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era

#94
post #89

Something to note about the 90s-era is that the "death ball" of cheap units was *aggressively* mitigated in almost all strategy games. * Civilization 1, 2, and 3 had "stacks", but if you kill one unit in the stack, you kill ALL units in the stack. As such, "death balls" were incredibly fragile, one well placed attack kills the whole stack. * Command and Conquer has infantry, which get rolled over and instant-killed b…

> Civilization 1, 2, and 3 had "stacks", but if you kill one unit in the stack, you kill ALL units in the stack. As such, "death balls" were incredibly fragile, one well placed attack kills the whole stack. That's not how I remember things TBH. Only something like a nuke would kill all units on the same tile.

Units in the field would die as a singular stack (aka: stack kill).

There were two exceptions, and one exception-to-the-exception.

* Cities had units die one-at-a-time. This means that to siege a city, you were forced to build a stack (!!!). Attacking cities was always a dangerous operation in Civ 1/2 (though made easier in Civ3).

* Fortresses had units die one-at-a-time, but were relatively difficult to build. IIRC, they also took up room, so no farms or mines if you build a fortress. Still though, they served as a "city-lite". Civ3 revamped the fortress system rather severely, so this only really applies to Civ1 / Civ2... and the top-tier fortress in Civ3 (lower-tier fortifications IIRC didn't defend vs stack kills, only provided a minor defensive bonus).

The exception-to-exceptions was the nuke, as you pointed out. A nuke can stack-kill even in the stack-kill immune zones (cities / fortresses).

Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era

#95
post #89

Something to note about the 90s-era is that the "death ball" of cheap units was *aggressively* mitigated in almost all strategy games. * Civilization 1, 2, and 3 had "stacks", but if you kill one unit in the stack, you kill ALL units in the stack. As such, "death balls" were incredibly fragile, one well placed attack kills the whole stack. * Command and Conquer has infantry, which get rolled over and instant-killed b…

> Civilization 1, 2, and 3 had "stacks", but if you kill one unit in the stack, you kill ALL units in the stack. As such, "death balls" were incredibly fragile, one well placed attack kills the whole stack. That's not how I remember things TBH. Only something like a nuke would kill all units on the same tile.

Civ1, Civ2, Civ2 Call to Power, all suffered from stacked unit insta-kill glitch that OP mentioned. I have very unpleasant memories of a spearman somehow being hidden in stacks of tanks and losing them all to a crossbow or pike.

This happened too MANY times to forget; and though enough time has passed that specifics have faded the pain and frustration never will.

=) Yeah I'm still kinda bitter about that.

Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era

#96

Dune 2000 is so underrated, I endorse this game for any Dune fan!

On the flipside it is one of the most annoying to play. You can't mass select units and also units won't auto-engage when attacked. So of you have some tanks guarding a harvester and something with longer range starts plinking them they'll just sit there until they get destroyed. And of course moving those tanks up to engage is maximum micromanagement. It works ok on smaller scales, but the bigger maps are really ann…

Are you sure you're talking about Dune 2000 and not the original Dune 2? IIRC Dune 2000 uses a c&c-like interface.

Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era

#97
Unfortunately owning the Remaster and playing OpenRA, they are two very divergent projects that cannot be merged.

OpenRA is a rewrite whilst Remastered was a rework on the original code.

I would have loved some of the OpenRA features to make it into the Remaster, and likewise the updated assets (sound, music and textures) into the OpenRA game

Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era

#98
post #89

Earlier quoted context omitted.

> Civilization 1, 2, and 3 had "stacks", but if you kill one unit in the stack, you kill ALL units in the stack. As such, "death balls" were incredibly fragile, one well placed attack kills the whole stack. That's not how I remember things TBH. Only something like a nuke would kill all units on the same tile.

Civ1, Civ2, Civ2 Call to Power, all suffered from stacked unit insta-kill glitch that OP mentioned. I have very unpleasant memories of a spearman somehow being hidden in stacks of tanks and losing them all to a crossbow or pike. This happened too MANY times to forget; and though enough time has passed that specifics have faded the pain and frustration never will. =) Yeah I'm still kinda bitter about that.

Its not a glitch. Its completely unrealistic, but its in fact designed like that to discourage death-balls.

You can search on "stack" in the Civ2 manual to see many, many references to how entire stacks will die all at once! (http://www.replacementdocs.com/download.php?view.365). This manual proves that Civ2 designers intended stacks to work like that.

Even the "glitchy" behavior of Bombers "defending" a stack (ie: bombers are an air unit, so they are "immune" to ground units attacking them. Therefore, a bomber "in a stack" makes the whole stack immune), is in fact referenced in the manual (!!!). The Civ2 developers had 100% intension of encouraging this "gamey" behavior.

-----------

Civ1 likely was the same, but was a much worse game. (I'm pretty salty about militias beating my battleships in Civ1) But hey, Civ1 was just the first iteration of the game, lol. Civ2 was when the game was rebalanced / revamped into a better game.

Civ3 and Civ4 started to diverge from the original plans rather severely.

Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era

#99

Something to note about the 90s-era is that the "death ball" of cheap units was *aggressively* mitigated in almost all strategy games. * Civilization 1, 2, and 3 had "stacks", but if you kill one unit in the stack, you kill ALL units in the stack. As such, "death balls" were incredibly fragile, one well placed attack kills the whole stack. * Command and Conquer has infantry, which get rolled over and instant-killed b…

most total annihilation units couldn't shoot past each other, the one who could where large, slow, fragile or otherwise unable t effectively blob due high weapon spread or vulnerability to splash damage.

total annihilation aircraft were pretty fun things to blob, although they were fragile and vulnerable to splash damage, particularly to the flak weapons that were added in the expansion. a glorious thing about total annihilation was the ballistics model: ground units without dedicated anti-air weapons could attempt to fire their guns at aircraft -- nearly all the time they'd miss, but occasionally a heavy tank could land a lucky hit and maybe take out a cluster of aircraft.

my favourite highly blobbable unit for fooling around in single player was advanced construction aircraft. i guess if you've got enough resource income to support 20+ advanced construction aircraft rush building lines of long-range artillery, you've probably already won.

Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era

#100
post #3

I actually own the remasters, did anyone else notice these games are absurdly hard. When I come to think about it, I've never been able to beat the original Red alert. The sequels are pretty easy though

C&C gives a huge monetary advantage to the CPU players. Something like 10x the resource collection per harvester/ore truck, or there-abouts. I've found it possible to out-compete in resource count vs the CPU, but only with my "Starcraft" training (huge focus on the economy, harassment of the opponent's harvesters, knowledge of the Lanchester's square-law in determining when to fight vs when to retreat, etc. etc.). An…

I found a nice cheese that really helped me: Attack harvesters with a single soldier, run as soon as you get a hit in, the harvester will follow that soldier anywhere in order to try to run him over, right past all your static defenses or neatly lined up tanks for instance.
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