Seems like an awful lot of work for some vaguely quasi-legal 'free-ness'
OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
91–100 of 204 posts
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#92Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#93Can 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.
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#94Something 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.
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
#95Something 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.
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
#96Dune 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…
Re: OpenRA: Red Alert, Command and Conquer, Dune 2000, Rebuilt for the Modern Era
#97OpenRA 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
#98Earlier 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.
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.
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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
#99Something 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.
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
#100I 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…