If you play the original and then OpenRA you will be amazed how well OpenRA is balanced. As an example, while in the original game using allied artillery against soviet tesla coils was a dead sentence in OpenRA is great to be able to fire well beyond its range forcing you to come out of the base to defend it. They also added a ton of features which make the game truly enjoyable and fun to play. Well done OpenRA team!
OpenRA
11–20 of 174 posts
Re: OpenRA
#12Has anyone built better AIs for this?
Re: OpenRA
#13EDIT> My fav setup is to join a free empty server , set up 2 teams, 2 AI and 1 human vs 2 AI and 1 human. And then play with my friend. Great fun. The AI adds a bit of a randomness to the games. Easy smooth quick interface. Just perfect for a quick free RTS game with a friend.
Re: OpenRA
#14If you play the original and then OpenRA you will be amazed how well OpenRA is balanced. As an example, while in the original game using allied artillery against soviet tesla coils was a dead sentence in OpenRA is great to be able to fire well beyond its range forcing you to come out of the base to defend it. They also added a ton of features which make the game truly enjoyable and fun to play. Well done OpenRA team!
Tangential, but I got introduced to Red Alert C&C through various 'Hell March' videos by random fans of various militaries on YouTube. It's funny how it vibes with nearly every military you throw it over.
It helps that this is a childhood favorite game of mine.
Re: OpenRA
#15Earlier quoted context omitted.
AI in strategy games always cheats I haven’t seen a single game where the AI wasn’t built around cheating. Once you figure out how it cheats it’s usually a combination of resource multipliers, build time multipliers and not having a fog of war it becomes much essier to beat at any difficulty.
Often, but not always. I hate the term "AI" applied to games, since AI means so many things and usually implies something smart, "intelligent". But in reality, it is more like a "bot" or a "computer player". And the main goal is not to be super-smart, but to be plausible enough and provide an appropriate challenge to the human player. There are some "fair" bots in games - like in my favorite turn-based Mechanized Ass…
Continuously shifting the goalposts of what "AI" is is, of course, a well-known phenomenon, giving rise to what's called the AI effect or Tesler's theorem [1].
Re: OpenRA
#16Has anyone built better AIs for this?
When I was a teen I was mostly writing RA2 custom map scripts and rules/units for my friends and watch them battle with my rules in internet cafes. When that was not possible, I was creating custom RA2 AIs, but it was very hard. These days, I'm having incredible fun developing good old AI scripts with LLMs, for my own vibe-coded RTS game. Just choose all AI players here to make them battle each other: https://egeozca…
Re: OpenRA
#17Every time I've tried to install this previously, this was my wall :(
Re: OpenRA
#18Re: OpenRA
#19Earlier quoted context omitted.
I might suck but I found it really hard iirc :^(
AI in strategy games always cheats I haven’t seen a single game where the AI wasn’t built around cheating. Once you figure out how it cheats it’s usually a combination of resource multipliers, build time multipliers and not having a fog of war it becomes much essier to beat at any difficulty.
For a lot of games it can be surprisingly easy to make an AI which beats the median player even when limited to just basic strategies, simply by not getting distracted by the gut feelings that humans have.
Even for more complex strategy games like say Starcraft II where that's not enough, there's this: https://en.wikipedia.org/wiki/AlphaStar_(software)