Live data from Hacker News

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

openra.net

141–150 of 204 posts

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

#142

Here's a nice list of open source remakes of commercial game engines in the spirit of OpenRA: https://github.com/radek-sprta/awesome-game-remakes Note a lot of these like OpenRA are reimplementations of the game engines but want the original game media. A good deal work with GoG or Steam releases of the old games while some will want original media. For ones that want original media a lot of old game ISOs can be foun…

Woah that list is amazing! Multi-player Commander Keen :mindblown:

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

#143
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.

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,…

I think the only improvement that can’t exist together with fortresses in Civ2 is the airbase, and that can be a nuisance because airbases are bugged and act as a farm even on mined squares.

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

#144
post #23

OpenRA is currently my favourite free/libre computer game. They've done a fabulous job at keeping the feeling of the original game while updating things like cross-platform support, screen resolution and network play and added build queues (and waypoints, I believe) that was present in later C&C games. They've also tweaked the game play, making thieves able to hijack vehicles and cloak (They are probably the most fun…

Not to get political, but your last paragraph implies there's nothing worth fighting for. To paraphrase John Ringo, I desire peace, but I require liberty. War is waste - but the only thing worse than war is loss of liberty.

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

#145
post #88

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…

Wasn't the grenade infranry pretty good against tanks in C&C? I remember building them en masse. Also, in StarCraft you could save groups, with 1-5 you had 60 units. I remember building masses of the same unit in these games.

Infantry were semi-viable in C&C1 because it was a slower game, but became comically useless in RA

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

#146
post #45

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…

My Civ 3 pikeman has something important it wants to say to that tank of yours.

Civ2 added some absurd hidden bonuses to AI units to give them a chance in the endgame. My veteran armors will never forget getting mowed down by knights.

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

#147
post #126

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…

That's an interesting observation that I hadn't thought about before. Another interesting thing, to me anyway, is that for Starcraft 1 allowed for upgrades which improved the utility of your early game units. In other words your early game units are some of the strongest units in the game, just not by default. For example the Zergling could be upgraded 3 times for a stronger attack, 3 times for stronger defense, once…

There are many things that went in favor of SC1 versus SC2.

Your workers had different HP, acceleration, and speed; this made each races economy slightly different (you could get away with a different amount of workers). You had high ground mechanics, where units on the low ground had a 50% chance at missing their shot.

The unit selection, as you stated.

The units for each race WERE broken and unbalanced. Lurkers were insane, siege units were, reavers were insane, etc; but every race had strong powerful units so it "felt" fair.

It was the culmination of all the little things that led to a great game that is still played professionally today, over the span of 20 years.

In fact, there's a great tournament that just started recently called the Afreeca Star League.

You can see the games on youtube (randoming jumping into the middle of one):

https://www.youtube.com/watch?v=MpYBYN4fuA0#t=56m0s&ab_chann...

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

#148

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…

In Civ 1/2 you definitely DID NOT kill all stack of units if you killed one. I played them both a lot (and actually prefer them to newer installments), so I know for sure.

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

#149

One thing i remember best about the original C&C is a gorgeous installer [1]! Being one of the first games that came on CD, I thought it is the standard of the things to come. Unfortunately, the future disappointed: every other game came with a boring windows installer. [1]: https://youtu.be/cioyLQ2O6yc

The Digital Mars C compiler came on a CD, and was unique in that it did not require installation. You could just run it off of the CD.

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

#150
Very cool.

I think so many of the best games evolve randomly and unexpectedly while top down control from developers has stifled game play.

Not against developers protecting their IP. Do what you gotta do to make money.

But I enjoy seeing open source games giving players the ability to edit and improve game systems.

I think back to how many times Nintendo has shut down Super Smash Melee edits, how many hours of skill have been lost every time Riot made a change to League of Legends nobody enjoyed, how much World of Warcraft has essentially stagnated.

You want something like chess where the rules don't change drastically every couple months if you want to build a competitive scene. Something stable so strategies and a stable metagame can occur.

Post reply on HN